Yeah, I certainly wasn't expecting a 1.03, just wanted to clarify that particular thing. Thanks for answering.
Yeah, I certainly wasn't expecting a 1.03, just wanted to clarify that particular thing. Thanks for answering.
Some great changes and QoL updates! One QoL thing I'm puzzled about with AOTF though is the inability to set the Starfleet 'Yorktown' type to autocast Colonize? Obviously Colony capitals can autocast that in the base game and STA3, and its been a while since I played non-Starfleet in AOTF, but I seem to remember the other factions in this mod could autocast Colonize on their first capital ship, so is the Yorktown not having autocast on that an oversight yet to be fixed or a deliberate choice?
That doesn't look like the usual Insectoid ship. Is that some new larger ship they'll have?
That's actually the Deflector Dish; a lot of fan-made TOS ship designs and/or TOS-era designes from licenced tie-in media have the classic style dish just dangling from the saucer on a rod. Personally, it drives me nuts, it just looks so flimsy and fragile, but a lot of people seem to like that aesthetic so I guess it looks like AOTF is getting some of those ships.
Is that a new visual effect? Been a while since I played the most recent publicly-available AoTF release, but I don't recall seeing anything like that. It's beautiful!
I haven't been super-keen on your TOS-ified Crossfield variant, but thanks to some of these player-posted screenshots, its finally starting to grow on me.
Oh yes, you're right! In that case, what I was thinking of must have been that "Flashback" is the only time the nacelles on the actual USS Excelsior are lit up. My mistake.
A gorgeous new model/texture for my favorite Federation ship, both in game and in canon! But why did you guys choose to have the Nacelles lit up? I recall reading that the only time in the shows/movies that the nacelles ever lit up was in Voyager's season 3 episode "Flashback" and even then it was allegedly a mistake by the effects team; but again though, I may have mis-remembered that, especially since I was unable to find that information again...
Regardless, it's still of wonderful new model! I look forward to seeing it in what I assume will be 1.3?
I encountered this problem too. The most likely answer (assuming it IS the same problem I had) is that whilst you have enough 'capital ship crew' you don't have enough 'supply'. For some reason, lack of supply doesn't prevent the usage of the hero spawner, even though they won't actually be able to spawn unless there is enough supply. Hope this helped...
41 days until release... I think; Unless they're just in the habit of posting random numbers in ModDB comments?..
There should be a space station at your starting planet (if you still have it), called "Starfleet Command" or something to that effect; from there you can warp in hero units
Presumably the finished mod will have the GLaDOS monologues?
I like the use of the Portal 2 yellow metal textures rather than the concrete, but I'm also wondering: Will the final version include Rattman paintings?
Am I the only one to notice that the portals are the wrong way around? I know it's only a minor error, but if you want to stick to the finer details of the game, the Orange portal goes inside the relaxation vault, and the Blue one goes on the outside.
Oh. I didn't mean to imply I thought A.&.K was bad, I was just trying to be supportive. Oops.
You know WHY you shouldn't give this up? Because you had the idea first. (I'm not saying 'Alive and Kicking' stole your idea, but you still had it first), and so you can go on with the knowledge that you came up with it as your own idea, and you're gonna do your best! I mean come on! Make those 175 followers proud!
rofalo
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