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Comment History
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Trek: Armada 3

When is the hotfix that's suppose to fix allot of the bugs? The mods still unplayable for me with the mouse cursor issue that I reported earlier in the month.

Good karma+2 votes
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Wars: Interregnum

Will the Hammerhead Corvette be making a appearance in the mod? Between SW Rebels & Rogue One its now a official cannon ship that served both transport and combat roles.
Starwars.wikia.com

Just pure speculation as to how it could be used in the mod, but maybe the Corelian Corvette can delegate some of its roles to the Hammerhead Corvette or alternatively it can serve a transport role as a Trade/Refinery Ship?

Good karma+2 votes
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Wars Interregnum Alpha 3.3

are Mandalorians a playable faction, or are they just joining the Pirates?

Good karma+2 votes
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

will there be a update for the mod this month?

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Sins of a Galactic Empire

My apologies if I sound like I’m inexperienced & complaining about what should be a easy tactical counter (I really do love your mod) but I play your mod with 3 other friends, and we have tested the proper counters before with little success. I do feel like there’s a meta issue with Bomber Spam as a strategy.

I’ll take my case to your mods forums and elaborate there for you so I don’t muddy the front page here.

But generally my TL:DR is asking if the new update has a balance sweep, or is it all purely just optimizing and aesthetic?

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Sins of a Galactic Empire

Is the new update getting a balance sweep also? Carrier Bomber spam as the end all be all tactic is kinda frustrating.

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Trek: Armada 3

Thanks, that solves one curiosity. What about the Mouse Cursor problem I'm having, any solutions for that?

I've narrowed it down to roughly a hour(ish) into gameplay that the Mouse Cursor suddenly goes invisible.

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Trek: Armada 3

As Borg, how do the Resource Node/Energy Collectors work? I notice the Resource Node has a toggle ability to collect resources at the cost of distribution. I don't understand the significance of this as the other factions trade stuff is all automatic. Borg unit and ability descriptions are kinda vague (though I suppose otherwise would ruin the immersion?).

My Energy Collectors just freeze and don't move in what appears to be a massive space traffic jam around my Resource Nodes, I assume because there cargo hold is full and not being emptied out into Resource Node?

TL/DR: How does the Resource Nodes ability effect my economy & how do I get my Energy Collectors moving again?

Also! This is kind of game breaking for me, My mouse cursor keeps disappearing at seemingly random times through a match no matter what faction I play. Usually minimizing a game or opening up the Steam UI temporarily solves this issue until it happens again. In worse case scenarios (It's happened 3x now) I've had to exit the game completely in order to fix this.

I haven't had this issue in other Sins mods (including STA3) or in other games. It only happens with Final Frontier.

Please help!

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Trek: Armada 3

With The Final Frontier how do you capture Resource Asteroids as Federation or Romulan? Previously this was done with a Scout or Colony Ship but I noticed now with TFF that you can't with said vessels.

I don't know if the above mentioned ships not being able to capture stuff is working as intended or if its a Tech research that I'm oblivious to, or is this a bug?

I've only been able to obtained a Resource Asteroid by capturing a enemy Klingon Scout Ship in order to use its capture neutral ability.

Please help!

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ SotGG | Development Update #1

will the Iron Fists "Phalanx" be the Imperial Titan?
Wh40k.lexicanum.com

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Rising Empire Demo (AS2 v3.205.2)

I installed the mod but when I go in-game to activate it in the mods tab its greyd out. How do I fix this?

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Wars: Interregnum

1.86 is out! Mod Update inc soon? :D

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Wars: Interregnum

The Sins of a Galactic Empire mod has a mini-mod addon that eliminates the jump lanes, allowing Ships to jump to anyworld that's been scouted on the map, this addon also puts a greater emphasis to construct Gravity Well Generators (GWG) as a tactucke/strategic option as they can pull ships out of hyperspace if they cross paths with a GWG (both the Orbital Defense and Interdictor Cruiser forms)

My question is can we see sometihng like this become a main feature of the Interregnum mod or maybe added to the Mini-mod Addon packs for Interregnum?

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Wars: Interregnum

Is there a Steam Group for this mod so I can find other people to play with? or if there's not would you be opposed if I started one?

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

I don't expect it to be a operational weapon, but any chance we'll see Starkiller Base as a planet on one of the maps?

Good karma-4 votes
HereticusDominatum
HereticusDominatum - - 24 comments @ Sins of a Galactic Empire

Are there any plans to add the Death Star to this mod for Galactic Empire?

Good karma0 votes
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Wars: Interregnum

Well I could understand the Warlords faction not being able to build a Death Star, though the existence of the Star killer Base might contest that argument? I digress I’m not proposing anything as extreme as Starkiller base.

The Galactic Empire faction though built two Death Stars, there's no reason to believe that they didint have the resources to build a 3rd (or 4th if you count the Prototype Death Star that was at the Maw Instillation) so long as the Emperor will' it.

As for Balance? I'll use the Sovereign S-SD example from the Ascendancy mod for Sins. the Super Laser for Sovereign was split between two different abilities... One that targets planets acting purely as a orbital bombardment ability (that didn't destroy the planet) and the other for targeting enemy ships, Targeting instantly killed smaller cruisers and frigates, but did not instant kill larger capital ships, merely doing extreme damage. I’m not a modder, I couldn’t begin to speculate as to the numbers they used for damage values.

The novel Death Star talks about testing the Super Laser on a low-power setting as having enough power to glass a continent and disturb atmospheric conditions. Perhaps you can split the Death Star Super Laser between 3 different abilities... Target Planet, Target Starship, and Low-Power Blast?

As for how many weapon banks it has for conventional fleet battles, I trust your team to balance that reasonably... I’d guess something more then what current Starbases have, but within reason.

It’s a Starbase, so it should move significantly slower then starships within a planets gravity well, for the potential of a space-battle it gives that excitement to kill or stall it before it gets in range of the planet.

I know in vanilla gameplay, the Vassari have a ability gained through research to scuttle a planet for all resources... It destroys the planet, turning it into a uncolonizable asteroid... the Super-Laser used to kill a Planet could have a similar mechanic?

Lastly I’d trust it would go without say to put a cap limit on Death Stars to One(1), give it a rather obnoxious pricetag and in psudo-reference to the Darth Vader comics to something that both the Emperor and Grand-General Tagge mention, Constructing a Death Star should impair the Fleet Supply enough that a player only has a small number of ships to defend there Empire vs No Death Star allowing for a much larger fleet.

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Wars: Interregnum

I'm kinda really hyped for the new Rogue One movie & the Death Star update for Battlefront...

I gotta ask, is there any chance that the starbase Constructor unit be allowed to give multiple options for building a starbase.... Such as the Death Star or (pardon if I'm annoying on this one) the T5 Imperial Space Station from EaW?

Example: the mod Star Trek Armada 3 for Sins allows a Constructor to give multiple options on which kind of starbase you produce, each starbase has there own upgrades but the starbase' each specializes at different things. Combat, Trade & Economy, Governance & Construction, so on etc.

TLDR: Is there any chance you'll add multiple choice for Starbase options?

Good karma0 votes
HereticusDominatum
HereticusDominatum - - 24 comments @ Stargate Invasion

Will there be a update for the mod into 1.85? I'd love to be able to use this mod with Outlaw Sectors DLC

Good karma+2 votes
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Wars: Interregnum

I notice that the Rebels can get a Tech Level 5 Space Station from EaW as a Star Base, but the only way the Empire can get a EaW space station is through the Sector Moff...

Is there a way that the Empire can get a full EaW Imperial TL5 Space Station as a star base? or is the Jovan the only option for Empire?

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Trek: Armada 3

ohhh, okay, thanks!

Good karma+2 votes
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Trek: Armada 3

I didn't give any pacts because I couldnt, I didin't have the pact unlocked in the Tech Tree Research because it won't let me research it saying I need the previous point (that was already researched)

Good karma+1 vote
HereticusDominatum
HereticusDominatum - - 24 comments @ Star Trek: Armada 3

I have a issue and need help.

I've downloaded & Installed the "Star Trek Armada 3: Sins 1.85 Update Full Version" and nothing else.
For the most part the game runs smooth and just fine except for....

The Federation diplomacy tech tree "Foreign Consulate" does not allow me to research anything past Klingon Armor Craft, Task Force Cooperation, Efficient Construction & Research Collaboration. It says I require the previous point of each research that I have already done... Is there a fix for this or am I doing something wrong?

This has forced me into a dead end when I'm attempting to play diplomatics.

Good karma+1 vote