SpardaSon21
No. Planet bonuses apply equally to all races, which is necessary since a planet's bonuses are permanent once first explored. They don't change depending on who owns the planet.
A planet-wide nanovirus that turns its victims into raving murderers sounds like a nasty thing, even in a reduced form, and would be so negative as to be a strong disincentive to explore planets. You guys should really consider making planet bonuses positive instead of negative to give people an incentive to spend the resources to explore their worlds. If its a crapshoot nobody's going to bother to try.
You guys really need to differentiate in your posts between "artifacts", which are global bonuses applied in the same way as a research subject, and "bonuses", which only affect the planet they're found on.
Or, you can host your own private server and set that up however you want. Hopefully Star Citizen allows people to host a server on the same PC they play on.
I think he just wants to unlock both race's Titans for a faction instead of just the factional one. That's easy. You just need to clone their .entity files and change the clones to use that faction's titan unlock research instead of the one they usually have. For example, the Ragnarov uses "RESEARCHSUBJECT_TITANACCESS_TECHREBEL_1" as its research prerequisite and the cloned one should use "RESEARCHSUBJECT_TITANACCESS_TECHLOYALIST_1". You're also going t
Currently there's a bug with the Colonial militia, and even if that was fixed you're only supposed to do one militia maximum.
How many militia and how many races are you trying to load? What races and militia are you trying to load? We need more information than "It doesn't work, please fix."
Yeah, I'm extremely interested in the modding options we'll get. Hopefully the guys over at Hard Light Productions decide to make some mods for Star Citizen. I'd love to see the guys behind Diaspora do something for Star Citizen in addition to what they've done with FSO, as well as see Spoon release his own conversion for Star Citizen, not to mention the possibilities of being a free trader right after the end of the Great War with the Galactic Terran Alliance frag
[quote who="Colonnello" reply="1347" id="3280818"]In my rebellion 1.1 mods folder I do have another folder that has all the svn stuff inside.[/quote] That's an unintended bug of how the SVN is set up. I talked to ZombiesRus5 about it because I have the same issue and he said he didn't know how to fix it.
Zombies, since this seems to have turned into the new thread for all Fallen Cosmos discussion, how about changing the OP and thread title?
Oh definitely, as long as Chris Roberts doesn't break the bank to hire Patrick Stewart and kill his character off in the tutorial level.
[quote who="Sinperium" reply="50" id="3279245"]One of the things to be added at the $% million lkevel will be celebrity voice actors and a promise of at least one from the orginal Freelancer. Woot![/quote] As long as they're minor celebrities who will work for (relatively) cheap. Otherwise all the VA budget gets spent on them and there's no money left for competent actors for the other roles (take your average Bethesda game for example). Mark Hamill is a must-have
I loaded up and played a game of the Maelstrom mod just fine and that hasn't been updated since 1.04.
As far as I can tell the Rogue Loyalist Titan is the Space Battleship Yamato, even being called the Yamato Titan.
I think Makon was worried about having to re-do the mod in case the update broke file coding, which it thankfully didn't.
Fortunately this version is compatible with previous save games, so I don't think anything modding-related broke.
I've had .11 dump on me a few times. Keep trying though, and eventually it will get through. You might have to turn your settings down, though.
Thanks for letting us know. We'll look into it.
Sounds fine to me. If you're going to do that though, maybe try and diversify the Rebel/Loyalist trees a bit more since they've done a complete break?
Perhaps give it a version of the Akkan's Targeting Computers with increased range and decreased weapon cooldowns? A better chance to hit is really only useful when fighting in asteroid belts since the standard hit chance is 100%.
Darth Vader loves being a father, actually: [video]http://www.youtube.com/watch?v=6L8b1zPE0-Y[/video]
[quote who="Kwitzak1" reply="4684" id="3271937"]Any ETA on when it will be uploaded.. cause i still have the same problem [/quote] [quote who="Makon86" reply="4683" id="3271749"]Dan is re-uploading the files as I type this.[/quote] Just wait a little while. It will be up later today.
Makon, I can confirm his issue. Attempting to download it from GameFront gives a "File Not Found" error when the countdown bar finishes.
Presumably he just wants Star Wars ships with DS gameplay additions, which is possible, but still a ton of work on his part as he re-builds and re-balances the SW races.