do you have to have a different entity for each type of the Venator?
do you have to have a different entity for each type of the Venator?
Have you considered having 5 abilities per capital ship? if the 5th one is passive it doesn't need a button for it.
I really like the way the Empire's ships are looking, great job.
any idea of how many tactical slots these will take up?
how are TIE defenders going to be more expensive? the only way I know of doing so in sins is to spawn them with an ability or to make them cost antimatter.
can we expect a similar hero system to E4X?
it seems I have something new to look forward to. good luck with the game.
hot damn those updates. this is mod is one of the reasons that I have kept Fallout New Vegas on my computer.
Is there some version of this that is playable? something we can mess around with?
Can the 1.6 optional minimods work with 1.7, or do they have to be updated to work with sins ver. 1.80 and the DLC(s)?
Can you still use the mod manager to install this?
It is nice to see that Requiem will be continued in a sense. there were some features of that mod that I really liked, such as the Impstars requiring research and being more powerful.
one of the things I like about COH is the ability to destroy trees and sand bags in order to build buildings in cramped conditions. it would be nice if you could take this into consideration
I believe this is intentional, and was done to make the Tank Hunter doctrine less all rounded.
The rocket jeep seems to aim high, missing the area that was targeted.
It does, but there is also a section in the blitzkrieg forums for custom maps. there is a map pack there that I have come to really enjoy.
That is what I did and it seems to work fine.
Are the CW A.I. capable of building tanks again? It would be nice to have them do so again.
great update, thanks for your effort
How can you kill the satellite?
wait a minute, if this is the third spy picture where is the second?
I am reminded of the campaign mission in which fatboys get spawned and move along pre-determined paths.
What is the limit on units that it can revive? can it revive higher tier conventional units or minor/major experimentals? What of these reviving engineers?
Will the specific unit upgrades include things like the addition of anti air to a unit? Also, I would like to know if you are planning for all the unit upgrades to have visual changes to the unit, allowing for easy recognition of a units characteristics. This is something that vanilla does very well and I would like to see it in your work. Thanks for all the effort you have put into Revamped so far, and I really enjoy your work.
Are you planning on giving your races an additional capital ship to match with the caps added in rebellion?
it looks great but what does it do?
I like your modelling work. take a look on the sins forum, they have a great group of modders willing to help
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