will there be an addon to restore mines to their explosive state
a110
forgive me but i don't really see why both mods rule out a cardassian race for lack of canon material, the romulans and dominion already have lots of fanon/secondary media content anyway. the cardassians were at least fleshed out in armada 2
[quote who="myfist0" reply="4054" id="3372215"] Quoting a110, reply 4053on another note, don't know if its been brought up already but the borg got a relationship of 4+ with me and offered me a trade alliance WTF? Who are you playing as? We are finding lots of odd stuff they did to Rebellion under the hood. [/quote] i was playing dominion on the soa2 huge multi random map, also most of the other factions were really eager to build relations
[quote who="myfist0" reply="4052" id="3372121"] Quoting a110, reply 4051it seems the dominion has a terrible early game, is there anything you can do if you start next to an unfair klingon ai See if you still say that after the next patch [/quote] looking forward to it, dominion is still my favorite faction on another note, don't know if its been brought up already but the borg got a relationship of 4+ with me and offered me a trade alliance</p
it seems the dominion has a terrible early game, is there anything you can do if you start next to an unfair klingon ai
[quote who="Lavo_2" reply="581" id="3370130"] Hello, if you are reading this message, it means that you are asking a question that has already been answered in SoGE's Documentation or via ingame research/ability/unit descriptions. Please refer to those, thank you! [/quote] i had already read the documentation, it doesn't cover the faction issue. i'm assuming researching one prototype permanently locks you out of the other, it didn't really make t
i'm sure you've answered this before but when I try to research the supercap dreadnaught design (7 labs) it says i need to be member of a certain faction. any help thanks also, a suggestion: in canon the interdictor cruisers have been used to pull friendly ships out of hyperspace into a battle, do you think this could be replicated by giving them a phase stabilizer ability
how would one go about adding the more brightly colored skyboxes from diplomacy to rebellion?
does this mod replace the bright garish skyboxes from diplomacy or did rebellion itself do that? sorry i don't play rebellion unmodded much, but i really miss the more intensely colored boxes
[quote who="GoaFan77" reply="711" id="3365910"] Quoting a110, reply 710 that makes sense, though doesn't it place the rebels at a disadvantage because the foreign ships don't get your own upgrades It's been a while since I've played them so I can't remember exactly how I set it up, but I do remember thinking about that when I first created it. So there's a chance I made it cheaper or something to compensate for that. Also s
[quote who="GoaFan77" reply="709" id="3365818"] Quoting a110, reply 708i keep seeing vasari rebel ais using advent and tec ships, how do they do that? I replaced returning armada for the Vasari Rebels (VIR) with the ability to request TEC and Ascended Advent ships (a fellow E4X player suggested that idea actually). After all the dark fleet wouldn't help those traitors, and those diplomats have to do something to prove their worth.[/quote] that ma
i keep seeing vasari rebel ais using advent and tec ships, how do they do that?
thanks again about the mines which research exactly do i need to use the neutral capturable superweapons?
[quote who="Major Stress" reply="3705" id="3327402"] I hated that the shows made the D'Deridex "weak". We kinda fixed that here. Just like we fixed the weak ass borg in the show. Watching AI fights the Romulans usually do very well. Though i wish the AI would use half of the abilities (especially cloak).[/quote] about the d'deridex, i always thought everything in this mod melded well with canon except the sparsity of d'deridexes when in the shows they were
[quote who="GoaFan77" reply="645" id="3328992"] Thus if at all possible I want to avoid changing the planet entities in a minimod, so if I can fix your primary concern just by chaining the mines that will be much better. Otherwise I'd rather wait until Rebellion and E4X are pretty much done with updates before making that minimod. [/quote] changing the mines only would be great too as long as they can explode again, whatever works for you
it's a pity the z-axis was never implemented completely as a mechanic, it is set in space after all
[quote who="GoaFan77" reply="640" id="3327258"] Quoting a110, reply 639 Quoting GoaFan77, reply 638 Quoting a110, reply 637 could you make an optional tweak to revert mines back to their explosive state A lot of people have complained about it, but besides not realize I made the change no one has been able to tell me exactly what they do not like about the change. I hated the old mines so please explain to me what you do not like about the
i preferred this mod tbh, sgi is a bit fanon heavy. really hoping it'll be updated to rebellion
[quote who="GoaFan77" reply="638" id="3326814"] Quoting a110, reply 637 could you make an optional tweak to revert mines back to their explosive state A lot of people have complained about it, but besides not realize I made the change no one has been able to tell me exactly what they do not like about the change. I hated the old mines so please explain to me what you do not like about the new system, and I'll see what I can do.[/quote] well they're
could you make an optional tweak to revert mines back to their explosive state
did the mod add the tec loyalists' ability to simultaneously damage everything in the well at a rate of 30 points/sec
[quote who="DunmeriSpellsword" reply="6" id="3320831"]Perhaps, but then again there was that 2gb limit the devs sweared by until the modders smashed it...[/quote] you mean there's a way to stop the game from playing like a slideshow on big maps?
i miss the old cannon that could clear an entire gravity well if you had ten of them, i.e. what some titans can do now. if anyone has a mod that reverts it to that state (diplomacy 1.011 i believe), that would be nice
well to the ai's or the ability's coders' credit, i was very surprised that it managed to do it with such finesse
everything seems very impressive so far, even more so than before playing as the empire, a new republic ai used 5-7 or so defender class ships to dodge my 6 star destroyers, bomb a planet to death, and run off only losing a couple of ships. none of my units, even interceptors or gunboats, could keep up with their ridiculous speed boost, and they had enough hp to survive my fleet. what could have been done