Has anyone managed to get this to work with the latest steam version? I have the combination of scripts failing to load as well as the error of continually asking for a game key to be registered.
Has anyone managed to get this to work with the latest steam version? I have the combination of scripts failing to load as well as the error of continually asking for a game key to be registered.
Does Khamûl's Black Breath passive buff the Mordor Nazgul as well?
So does this version require Edain or merely it has been updated to support it?
Ah ok I see. Thanks for the explanation.
I know...is that level 20 a problem? I haven't played other Spellforce games so I don't know why this was a "concern" or not. Just curious.
What is the reason the level 50 cap mod was made? I haven't played the campaign yet so I'm curious why it was created.
Great work as always Neo.
Hey great job on this project. If I install this mod and also have Soul Harvest installed, will these maps run on Soul Harvest?
What animations do these guys use?
Wow... *facepalm* bad spelling on my part.
Yes indeed that is what I'm referring to. Thanks.
Are Ton Tons also going to be included?
I can indeed verify upon fresh installation of BF2 and 1.3 that those numbers do increase upon 1.3 installation. When installing your remaster on top, the capability goes away.
I'm fairly certain after installing 1.3 I could change game sliders to higher numbers. I can do a fresh install of BF2 to double check if need be.
Is there a way one can do it manually?
And one other thing I seemed to have noticed. Before I installed this latest version, I noticed that the 1.3 patch allowed higher numbers for hunt, assault, and others. When I installed this, I seemed to have lost that capability.
And once again, thank you for this phenomenal project. The sound fixes and gameplay settings make the game so much better.
Hmmm, I know this is a small gripe, but it seems that the font size for this latest patch is even smaller. Is there a way to increase it? I know for the instant action settings you don't want them too large to prevent not seeing modes or eras, but the general map names kinda require squinting if you are playing on a laptop.
A couple things I saw.
Some of the rocks are floating.
The box that is underneath command post 0 has no collision markers - you can walk right through it.
Other than that it is really cool. Nice work!
I'd go with a snake whip.
Any chance there will be a skin changer for this mod? Fabulous option by the way.
This is really cool. I noticed that a lot of the AI get stuck standing around not moving, some of the walls can be flown through, and falling into pits doesn't kill you. I would also recommend that some of the automatic doors have a larger detection radius. Other than that, the layout is superb!
Do you have any close up images of those skeleton warriors? Sweet concept.
Is it possible to do some of your screenshots on a different background? I find a lot of them hard to see, but your work is great!
Not possible as in you do not have permission or not possible as in physically unable to be modded? I'm simply curious. I was also wondering if your BF1 Kashyyyk had a rezzed base too. Really cool work nevertheless.
Does this map use the rezzed version as a base?
Will some of these new features include ample high ground?
This is absolutely fantastic. Very well done and thank you!
How is that Endor map you were working on going?
Have you thought about adding this to the other errors that are fixed and a part of the Battlefront Remastered mod? It would help save scripts for sure.
Great work though.
It's vanilla, then...
So should I uninstall the AI hero support for all maps and the Mundi fix in addition to 1.1?
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