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This mod hasn't been updated for 8 years. It's not going to be updated ever. It's an abandoned mod.
here:
👇🖖👇
Maybe little bit op. 🤭
After build a Borg Cube the fight was over before it ends realy🤣
The B5 Faction can't build turrets or has research abilitys and no the two free Units! 🤣
The Most of the Wing Commander Units have no Weapons and this Faction can't build Turrets.
Buuut all Units are avaible..surly nice..when they can be fight but they can't. XD
The BSG Units are realy cool.
And a good Counterpart to the Star Wars Units.
And they can jump, whats helpfull wehn the ai attacks my mines again.
The Starship Trooper Faction is the best to be encounter every attacks on mines.
But for a reason the Game crash when i beginn contoll the situation. XD
Ok not realy but the timing is perfect.
At all the ai in this mod is odd.
It ignored to build the Mine behind the own Station
and attacks my mines instead.
And ignored my units in same time.
Realy strange. 😅
One Thing i must edit in the XLM
At all the ai in this mod is odd.
It ignored to build the Mine behind the own Station
and attacks my mines instead.
And ignored my units in same time.
Realy strange. 😅
But i love this Mod.
Update:
First:
In the XLM file: Starwars_spaceunits
The Broadside cruiser have a tactical health of 30000!
I was wondering why this unit are not go down
when 5 squadrons of bombers attacks it. XD
I have delete the additional "0" 😋
Second:
I had think that SpaceUnitTargetingPriorities XLM
was the reason why the AI so obsessed to
destroy my mines but build no owns.
</Attack_Priorities>
<Property_Exclusions>NotOpportunityTarget</Property_Exclusions>
<Unit_Exclusions>
Destroyable_Asteroid_Small,
Destroyable_Asteroid_Medium,
Destroyable_Asteroid_Large,
Destroyable_Asteroid_Huge
</Unit_Exclusions>
</Priority_Set>
I have delete the complete File,
but no effect.
Exist a methode to fix that?
It's after a couple of matches be very boring and annoying
to prevent the enemy to destroy my mines again and again.
Third:
I have see a XLM rar file with identic named xlm files like in the mainfile.
For more factions?
Or simply a Backup?
pre programmed rush tactics prevents any game on skirmish.
Lacking maps.
starting certain maps crashes the game.
ships and effects are amazing though, if this was intergrated into 'Klons' pegasus variant mod on steam beta (because the stable versions program needs fixing) it would be amazing.
For the effort put in i will commend its original creator for a great piece. If you would give it an overhaul, im sure like myself others will be appreciative.
just wanted to say my peace and view, thanks.
Like i saw Dalek Saucers in the main menu cinematic and the Tardis is in the thumbnail. yet when i go onto skirmish there isn't a Doctor Who Faction option.
@fugazirob - Thanks for the feedback. I wish i had the time to work on it but i dont see that happening any time soon sadly
Technically it's abandoned. Maybe scroll down slightly in the comments. Spino has no intentions on updating it.
Let this mod be an example of what an Abandoned mod looks like.
Best way to get an instant answer is to test things yourself.
Why? Well your average Forerunner battle ship is capable of causing stars to super nova. Considering how by the time of the Human-Forerunner war the Forerunners had billions of military personal despite well over a hundred years of demilitarization. . .There is a VERY good reason why it'd be in the Emperors best interest to ally with the Foreunners if they crossed over to Warhammer. . .
I had planned for several different GCs. One big story one, then two-three different mixed ones.
I also planned on making turrets capped at 6 of each type and build-able from the tech base. I can drop it into the map anywhere. No more buildable turret platforms.
But thats all I can remember.
Good luck and have fun. Any questions or issues let me know, and I will see what else I remember. I worked on this 10-15 odd years ago so I dont remember a lot outside of that.
This was also done to simplify balancing. I know a lot of people didnt agree with the locations on the tree that they were given. Let alone the abilities things were given.
The tech trees was never really refined. That needs to be reworked a bit. But over all I think it mostly works.