When Nemesis is released, more than likely.
When Nemesis is released, more than likely.
Well, now it seems to be working properly. Perhaps I will just have to avoid all TFF maps in the future.
Interestingly enough, I can no longer run this mod. Most of the TFF maps don't seem to work, though I suspect that's due to my lack of DLC content (I do not have Outlaw Sectors).
However, whenever I run a map that does work, the game loads fine, and I have about 5 seconds of gameplay before I get a minidump and a CTD. I've both enabled LAA and disabled it (due to the engine upgrade, LAA conflicts with it and can sometimes cause things to not work properly). I've already reinstalled the mod, and all my other mods run fine.
I found the problem. Something in the coding causes a CTD when "Allied Victory" condition is turned on. Don't know why, some sort of bug. Turning this off allowed me to play as normal.
I'm having a problem running the new update. It loads fine, it runs fine in the menus, but when I attempt to start a game, a CTD mini-dump occurs. I have LAA enabled (although that shouldn't be an issue with the new 1.9 update), and I do have custom start-up parameters set up which have never caused a problem before. Maybe it's a corrupted download?
Pros: The Pirates are back with new ship models.
Cons: They're ripped from Homeworld.
:l
I'm sorry to see the mod go. I was hoping for a playable update to perhaps fix some of the issues I have with the mod, but with the 1.83 requirement, I simply cannot opt-in due to the numerous other mods.
Hope to see you on the flip side.
Been a huge follower of the mod, but I've been noticing some inconsistencies lately.
Certain types of structures and planets have a decimal logistical or tactical point value, meaning that, instead of it costing 2 points per phaser turret, it's actually something like 2.3. Which is why I can build Torpedo Turrets but not Phaser in my game. Also, a Large Class-8 only has 15 logistical slots, which makes things awkward since buildings cost 4 each.
I'm not having any problems with saving/loading a 4 hour AI game on The Long Night (UNSC). Maybe your RAM can't handle it?
That came off as you won't try to fix it if no one tells you details.. Sure, you can't spot every bug or problem, but when a mass of people say "This is broken in some way," shouldn't you be at least a little concerned about what went wrong?
All difficulties, random type, all the maps I've played (campaigns and random), no flood, quick start on, events on, all modifiers at 100% (1.0).
I am not a programmer or a scriptwriter, but could it have something to do with AI research that is breaking their script?
If you're talking about Covenant AI vs. UNSC player, just wait about 15-20 minutes, and then you can kill them no matter what difficulty you are on. They simply stop building ships. Something breaks their script and doesn't fix itself.
Having the same issue. Hope they find the solution soon.
It doesn't make any sense for the Inexpugnable to be the Titan, as it was long discontinued before even the end of the Mandalorian Wars. Judging from the models, it seems that the developers are placing this mini-mod in the era of the TOR MMO, which takes place 300 years after the KotOR games, which makes the Inexpugnable way obsolete. Just my thoughts on it.
Honestly, since they are including the Mantle's Approach, a ship far more larger and powerful than the CSO, the only logical reasoning I can come up with is because they don't believe it's canon. Which I think is silly, but it's not my mod nor not my call.
From what I understand, this mod has taken a backseat to Homefront/Sins of the Prophets. A shame, was really looking forward to a fleshed out Halo EaW mod.:l
Well, it's unfortunate that such a polished mod is still suffering from major gameplay issues.
The AI is obviously given several advantages over the player in order to make up for writing new scripts.
Space battles are pretty much a joke. The shield and health need to be reworked. It feels like I'm putting lasers and missiles on papier-mâché airplanes and making them fight. Ships die in a single salvo, hardpoint health is a joke, and shielding is almost nonexistent.
I'll just stick to Imperial Civil War (Thrawn's Revenge) until this mod has it problems worked out.
The age requirement for A3L is 16. Sorry bro.
IsolimTso
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