I think Starbase stats are okay right now.
Paradoxnt
'CRC failed in SoA2 03E1\Textures\Curry-cl.dds. The file is corrupt' message when unzipping the main zip.
Hi JasonFJ, great work on the mod. The latest version has a lot of crashes though. I hope you can get that Death Star mesh done. The Death Star mesh would work as an Imperial Base far better than the TEC model that is being used now. Of course, the fact that it would be stuck in one gravity well would kind of break the lore a bit.
Thank you so much Bloodember!
Hi JasonFJ. I've been trying to convert your ship entity files to text...and am having a HARD time for some reason. Do you have a link to your ship stats? It would be nice to see what type of stats, armor and attack types your different ships use. As it is, I have no idea what types of armor and attack types your ships use = hard to maximize the effectiveness of the different ships.
Thanks for the response Jason. I understand now where you were coming from with your mod in regards to balance issues. As for a Golan III on its side....that isn't all that bad. If memory serves, the bottom of the Golan base points towards the planet, right? So it is really upright, and everything else in the game is sideways...lol. Anyway, the Golan base on its side would be fine, but also using the TEC or Alliance bases would work just as well.
I played several long games with the Empire....excellent mod! Rock solid stable too! A few minor gripes though. I'll list them for you in case you care what I think ;P 1. You are using the same models for the Imperator Star Destroyer and the Imperial II Star Destroyer. I don't understand why you would do that when EvilleJedi is letting you use his models. 2. The Victory Star Destroyer should hav
Still checking in from time to time to see how things are going. I'm amazed at EvilleJedi's dedication in squashing each bug one after the other.
Well, I don't have any problem if the Alpha testers are all hard at work making an improved 'first impression' for the beta testers.
I always thought that Sins suffered a bit from being limited to 10 max players at any one time....but then again so many players would quickly drop that it usually made no difference. While I would REALLY like it if Elemental could handle 16 players, I would be more interested in seeing multiplayer connection stability improved. *I'm fully aware that most connectivity problems are caused by people who go High Speed 'Lite' in order to save a few bu
Once the Alpha comes out, I suspect that some people might disappear from these forums. If the Alpha testers want to remain International Men/Women of Mystery, they better keep making regular appearances here with the rest of us.
Anybody have any idea how many pre orders Stardock has for Elemental so far?
Well, I put my heart and soul (and a couple of years time) into Sins of a Solar Empire and contributed heavily in both the Beta and Alpha (and developed a Sins clan). However, I didn't do a single thing for DemiGod (not my type of game). So, I don't feel particularly confident that I'll get into the Alpha.
I can agree that Life/Death differ enough from the 4 elements to make them operate with their own set of rules. I can also go with Life mana being generated by LIFE. I am at a bit of a loss on the death mana being generated by the transition from Life to Death though. Does that make Death Magic a form of Vampirism? Kind of sounds like death magic drains life from living things to form mana.
I'm still wondering about what sort of bonuses troops will be getting when operating INSIDE their own borders.
All done!
Well, I just hope any underworld isn't just as big as the above ground map. I don't mind underground city or mines, but when they have just as much explorable terrain as topside = silly.
Well, more cities equals a much weaker Channeler (probably weaker heroes/champions too because less essence to invest into them).....seems we've been over this a few hundred times. Anyway, I am confident that the devs understand the importance of having multiple paths to victory (they've talked enough about it).
I must be ill or something, because I totally support Psychoravin's points here.
I'd certainly like to see each weapon have advantages and disadvantages. Examples of such could include; production costs, attack power, speed, advantage vs target/armor type, disadvantage vs target/armor type, and so on.
Strategic map = turn based and/or simultaneous turn? Combat = turn based, or simultaneous or real time?
I say July 31rst....yeah, I'm a pessimist!
I hope we see quests like 'sneak into the Oger Bear Cavalry's cave and switch their chocolate for ex-lax. Then plant evidence so they think Psychoak is responsible'.
Excellent suggestions Denryu. So, to clear this up, the tower is also (or contains) a sort of portal? Works for me! Also, the Channeler will only die IF he is killed AND he no longer has a tower/portal to recorporialize in. Works for me! As for the penalties a Channeler pays for 'dying/returning', I think losing all the essense and/or the stats he got with his last level is one way of doing it. HOWEVER, there is a problem with t
I wonder if there will be different breeds of dragons (with different stats), or just one type?