soon
They have a beam that has a constant vehicle stun
That's definitely the plan! I may end up keeping the buildings the same but the main base is definitely getting updated to fit that style
It will! I'm not sure how far I'll go with that just yet but it will for sure
Unfortunately that's a very difficult feature to get working properly, so it isn't planned at the moment.
It is *relatively* compatible. The campaign hasn't been officially supported just yet, but it should function just fine for the most part. As of right now, the only modifications that have been made to the campaign have been the addition of some of the new units throughout it, but a more in-depth campaign update is planned for v1.8 at the latest
I think I agree with you on that. I need to rethink which abilities go where, I'm sure there's a better fit for the jetpack.
There isn't a specific discord group for this mod, but I have a channel in the HW modding discord server linked above, which is the best place to ask questions, give suggestions, or see what I'm working on
I do not have plans to do that (I don't know how actually, someone else made the previous installers). You should try to use the mod manager, it makes it much easier once you get it working
That's a product of the holodrones being a trained unit, so I'm not sure if that's something I can fix without reworking the way holodrones are produced
Yes, but only if all players have the exact same version of the mod
hold ALT then scroll
Buy it on steam, it goes on sale pretty frequently
This mod is not yet 100% compatible with the campaign (just replaces some vanilla units with new units), but I have plans to update it again in the future for full compatibility. Thanks for the bug report
Don't worry the AI will be adjusted in the next update
look man Im trying my best out here
The issue with the AI is that they get techs too quickly, which isn't being affected by difficulty. I don't know if I can change that, but I'll definitely be modifying the time it takes for them to start getting the techs
If you downloaded this file before it was reuploaded, redownload it. The reuploaded version fixes the issue that caused many players to have issues with second pages being inaccessible
How well does your PC run the game/this mod normally? In testing, Falcons caused a hit to performance for those with slower PCs, but only when there was a good amount on screen.
I'll be releasing a bug fix patch in the near future, which should have a fix for the issue with second pages.
I'll be releasing a bug fix patch in the near future, which should have a fix for the issue with second pages.
Were you able to get the mod manager to work at all?
I recommend joining the hw modding discord linked in the mod's description, it'll be easier to help you there
Did you install manually or with the mod manager?
Rocket Spartans were replaced, since they more or less shared the same role as the laser spartans.
The AI seems to act differently for everyone, its an untamable beast
Its all good lol
The new update should be out very soon, but if you'd like, you can join the discord linked at the top of this page and try out the beta. The flood is so much better and has working AI!
Generally speaking no mods are compatible. The only exception is usually camera mods, but you'll have to overwrite this mod's files with the camera mod
Dude what's with the aggression lmao
The flood are getting tons of changes and are overall MUCH better in 1.6
Open data/leaders.xml and modify the unit population for each leader, it'll look like this:
<Pop Type="Unit" Max="XX">XX</Pop>
The first number is the maximum, the second is the starting population
Version 1.5 is not currently compatible with Medstar's mod manager, but version 1.6 (and all other future versions) will be
Its getting very close to being finished! I post a lot more about the progress in the halo wars modding discord server linked at the top of this page, if you want to keep more up to date with it.
I'm planning to basically overhaul the united rebel front leader in a future update (not 1.6, but maybe 1.7), which should include changing up the base (either to the preexisting rebel bases or something custom).
Idk when or if I will add any more leaders for a while after the heretics, but I don't think I'll add the forerunners if I do. Regret and the heretics already use forerunner tech/units so I don't want to make a whole leader out of them
ladywoodgrill
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