Ah sorry, they didn't appear on the community tab initially. When I loaded the game again they showed and worked properly.
Ah sorry, they didn't appear on the community tab initially. When I loaded the game again they showed and worked properly.
Thanks for the reply. They don't wowrk. I also downloaded Starport Sweep since it doesn't have any restrictions on what you can call in but that doesn't work as well, not even the extra turrets like the laser or the flamer one appear as selections.I don't mean the unit abilities ok? Those work on every mission with this mod only. I mean the base building abilities of the engineers of this mod.
So I went and tested every Kwalasha campaign mission so just so you know what's up. They only work in 2 missions, 7 in deep trouble and 15 bowels of the beast. And in those 2 every engineer tab has all the options except the base bulding one which has only sensor array and generator, I guess those missions being underground and all don't have the main base structures and that is ok. But every other mission has only the vanilla turrets that can be built and nothing else
Hi, so we can't use this with the original game's campgaigns and scenarios?
Can I make it work somehow? Like the engineers having the abilities to build all the extra stuff?
Hi, there is a big problem with ranged units that have high squad numbers, they stop firing at the enemy even if its well inside their firing range. This makes the mod unplayable using ranged units. I was using Tau and at first I thought that you blew the balance and my units don't deal any damage but no, they just stop firing. The problem is even worse with the Imperial Guard.
That's an ancient sith technique!
But you can't play using them can you?
This is well balanced as it is but there are a lot of factions that you could put in, I don't know if you have plans for it but Mandos, Black suns, Zann or pizza the Hutt would be cool.
But you can launch the mod from inside the new mods option the game on steam has, I see it in the mod list in game as "local" and it launches just fine from there, I haven't run into any problems playing the mod from there or it won't work as well?
Empire ships and a lot of ships lacking engine hardpoints and they are fast as frak boi. An ISD literaly had one hardpoint left but it was able to jump nonetheless. Really fighters and bombers can't catch up with a ship of the line? Like Really? There is no way to stop them, they behave like corvettes and they do hit and runs. Fighters need to be faster. Also what is the point of the hypervelocity cannon? The thing is useless and definitely not worth 25000 credits, I would have a hard debate with myself about it worthing 1 credit and still I could never get myself to use it. More like Hypervelocity peanut shooter, there you are welcome kiddos!
In other news I like the planet exclusive ships and I wish even more were included, it gives a chance for the player to form her/his own strategic objectives making the certain planets a priority so s/he can use those ships. That could be true for ground as well but it isn't, it seems the ground remains vanilla atm.
Yup Rogue One was the only good movie. Raddus was another cool calamari! Too bad the new movies focused too much on gender studies degree admirals and mary sues. I wished they put onto the spotlight more alien heroes instead of humans.
Well if you are asking about balance, the Scyk is an intereceptor, lore wise 1 dual linked laser and 1 missile launcher, equivalent of say an A-wing. The dunelizard ih a medium fighter 2 dual linked lasers and a launcher that could be either torpedoe which goes fighter-bomber or a missile launcher. Well I do not care about multiplayer, waiting on GC. But oh well maybe I will once you have that ready.
:( I'll do the models and textures, just tell me how many trigons and the size of the textures and the type of the files.
I am not voting Mando. I want the Scyk and the Dunelizard in!
Tough life mate! If you want votes give us 3.0 1st :p
Yeah I don't use discord nor planning to either...
Yeah the only mission Visceroids were the problem was The keys to the kingdom, the way the AI attacks or maybe because you have to be fast and I always set up base south of that blue tiberium field and they had to cross it to get to me. But I don't mind the mechanic that I have to be careful with navigating my infantry to avoid tiberium fields or Visceroids will happen, I think thats cool.
I think this should go the vanilla way, should be limited to light vehicles, specialized infantry and light recon aircraft. The Mammoth MkII should not have it no matter the pricetag. Its like hard countering the avatar which is flimsier and has lesser firepower. My point is, units you normally would not use (although perfectly viable) for late game have a place in your army's formatiaon.
Hey nice mod, I played with Steel Talons in GC and I like a lot of the mechanics.
Some stuff I want to say though.
Finally Steel Talons have Mastodons and not Marvs that was a pretty missed out que on westwoods part on vanilla.
I like the heavy and light factories with different stuff on it.
Titans perform well without the railguns but I would prefer them having it as part of their modernization for endgame.
Tech center pitbul upgrade is there for what? There are no pitbuls. We need upgrades for our mechs, not just stat boosts but different capabilities.
Mammoths are tanks throw them out! We need mechs here :p But seriously the way I would go about it is the way you went for the mastodons upgrades, specialize titans and wolverines, like double guns or railguns or more armor on a titan and on the wolverine maybe allow it to either have more armor or allow it to be able to switch between ground or air targets by a firing mode button (2 upgrades that don't cost anything but allow for it to focus on infantry or aircraft). But generally I would make them more mecha-nized.
And ofcourse visceroids...was playing the campaign some enemies came through the tiberium field, they died and destroyed my base in secs, tone them down.
Hey guys nice mod, after playing the gampaign with the Gosh Darn It faction I noticed that the Kodiak II doesn't gain veterancy. Is this intented? Its not quite good since its the only one you can deploy and can be taken down easily by a few bikes.
Hello,
Will the planetary bonuses for all factions, return in the Galactic Conquest?
I mean stuff like the 25% Shield bonus for Rebellion Fighters when you hold Yavin 4 as the Rebels and such.
Ah cool, if you want help with the modeling and texturing stuff tell me.
This is for Mandalorians? They get their own station?
Also Farseer you going to put in the Mandal Motors Fighters, Scyk, Dunelizard, Kimogila & Krayt from Star wars galaxies for the Mandalorians?
Also the ground units I have the "feeling" that Canderous assault tank and T4-B are underpowered, maybe just the T4-B since Canderous has a shield and water traverse after all.
Now have you seen the AT-AT's rate of fire?
It is ridiculously fast and the T4-B goes like "pew pew" and after an hour or so maybe it will fire again or maybe not because it died.
And lets not forget that TX-130, I personally think its even more powerful than the AT-AT, rate of fire, powerful weapons, shields and mobility + it can traverse water and blindside you.
Its almost like EA's Battlefront the rebels have "no vehicles" and the infantry as anti-tank fails.
Also Y-wings too and could we give them ion torpedoes so they can disable ISD's(Rogue One Scarif is the best battle in star wars history).
Anyway not trying to hit the devs I personally like their work as I said before(The posts got deleted?), this mod has great depth and mechanics, I like the questlines they are awesome(Although Leia disappeared at some point along with 2 commando units).
About that, we will see when it gets out and I play it thoroughly like this one, its too early to speak on videos and what they show you.
So I can't really comment on something I don't have my hands on.
Its weird, how did they even agreed to those stats and all but it seems pretty close to the one you currently have in the game.
I have seen this ship appear in other mods not always as a destroyer.
I tried but I can't seem find where this ship came from, it looks like a genuine Corellian Engineering line design though, that is compared to other non canon or legends designs.
The Scyk M3-A ligth fighter and the G1-M4-C Dunelizard fighter are also produced by Mandal Motors.
Hey I just found a link you could add to the factions and units about the Corellian Destroyer.
Letzt
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