Posting to keep tabs on this thread. Looks awesome. :-)
boshimi336
[quote who="Jafo" reply="2" id="3319276"]Yes, but then there's 'FORD' = Found On Rubbish Dump, or.... Fixed Or Repaired Daily. ....or one of the earliest... Nothing is worser than a Mercer ... vs. You have to be nuts to drive a Stutz ...[/quote] There is always my personal favorite (and I drive one!) for Chevy "[Drives] Like a Rock." [e digicons]^_^[/e]
DS that is very similar to the build I have. CPU speed makes a difference. Welcome to 2013 [e digicons];P[/e]
JEEP = Just Enough Essential Parts
[quote who="TobiWahn_Kenobi" reply="3912" id="3319175"]I do like to have the Titan limited, though I would rather have had a limit of two Titans. A limit on Titans makes balancing easier, as they now can be cheaper and use less slots while still being ensured not to be spammed.[/quote] Hmm, I wonder if GoaFan77 knows of a way to do this using the 'spawn titan' method where you can limit the number of titans in play at a single time for a given faction?
I'm speaking out of absolute curiosity here when I ask this question: Why is it not an option? I ask because I believe GoaFan77 and others have shown that instead of a 'Build Ship' icon, you instead click a 'Spawn Ship' icon still under the 'Build Titan' menu on the shipyard (Capital Ship Factory / Titan Factory). The spawned ships still count towards fleet supply, still cost resources, and Sins treats them as a normal titan that still levels. This method should no
Congrats on the 85! :-D
Any idea on where they're headed next?
It's looking good so far! The ModDB page has been updated to include the UNSC only beta for Entrenchment.
[quote who="PlayerJuan" reply="5" id="3314120"]Still no reply. Wondering if my e-mail got lost or something?[/quote] Hmmm, I would send a second e-mail. Usually they are very responsive.
Portal, the Distant Stars mod still has not had a 'proper' Rebellion conversion. There is a lot of work involved from what I've been told.
[quote who="Darvroth" reply="3878" id="3314716"]Not strictly true. Titan's can be produced by an ability placed on the capital ship yard and that approach overcomes the 1 titan at a time limit imposed by use of the foundry. This also saves us (or some hapless volunteer) from having to make yet another model. So two birds with one proverbial stone if titans are generated by ability.[/quote] I believe this is correct. This would allow all EA ships to be built at the same yard.
[quote who="SpardaSon21" reply="3865" id="3312727"]Darvroth, that sounds like an issue with ship speeds. If ship speeds are perfectly matched, they'll never trigger the next AI stage of their attack patterns as the one in front tries to gain a range advantage before coming around for a pass and the one behind tries to close to attack range but can't. Sacrifice of Angels had a similar problem, and still does to some extent.[/quote] ^ This sounds like what I was thin
Stardock will get you fixed up bud. No worries. [e digicons]:D[/e]
Hmmm ... I've heard people talk about ships doing this sometimes and it always seems to be linked back to 'trying to get to optimum firing range' while chasing another target that is trying to get get in 'optimum firing range' of the target that is chasing them. More or less, they can't get away from each other ... Is there a fighter that isn't displaying this behavior?
For the record, I have had issues with Youtube not loading correctly over three years ago. It WAS due to the ads on the youtube movies and that was why I had opted for Adbloc. Which also coincidentally cleans up the internet and prevents pop-ups from even happening. O.o' I would personally give it a shot.
Firefox 18.0.1 here and not a single issue. I do have Ad-Bloc Plus add-in installed though. I haven't seen an add on youtube in over 3 years. :-) If it's an issue with the ads somehow causing the youtube vids to not show up, Adblock Plus might solve the problem.
Darvoth, I really like this idea if it is possible! To me it feels more like a faction leader (like EA President) making a decision such as "That's it! We need to upgrade our fighter squadron technology and capacity to handle these increasing threats." or "The current generation of starbases were never meant to defend against that kind of Minbari weaponry! We need to start improving their armor and defensive systems!" Basically, it begins to f
[quote who="SpardaSon21" reply="3840" id="3310008"]Rebellion allows 5 weapons for most things. Fighters, frigates, capitals, titans, structures, and starbases. Just not planets. [/quote] Truth.
[quote who="myfist0" reply="13" id="3307397"]the rotating part is easy, it is just a mesh in a particle set to rotate. Tracking targets on the other hand is a fail. Best I could do was animate the gun barrels to have recoil when they shoot. Also, the Ion cannon raises out of the hull, fires, and lowers back into the hull.[/quote] There's no way to make a particle effect that 'obscures' the stationary turret but looks like a turret that is facing the tar
With my new schedule Friday nights are 'so-so' ... tonight won't work. Saturday nights are right out. [e digicons]>:([/e]
Posting to keep an eye on this.
[quote who="NewHorizons" reply="3788" id="3300992"]It's basically the Iconus Guardian's Repulse ability, but in reverse. Enemy ships within the AoE are pulled towards the war cruiser, should be quite effective at drawing in retreating ships within range of your fleet's weapons.[/quote] Have you considered rolling the TEC 'Magnetize' ability to that new ability of yours as well? I believe that one draws strike craft closer as well. That way you encomp
Cheers! [e digicons]:beer:[/e]
Posting here to keep tabs on this. [e digicons]:beer:[/e]