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More info for the Replicator crash
It appears to be because of the purple pulse ability that one of the ships has, when it is only affecting a single unit it's fine (though loud) once it starts hitting multiple units, that's when the crash always happens.
It also appears to corrupt mid battle saves (I was trying to save scum snipe with Hammond's BC304)
@xxginganinja49xx - interesting, Ill have a look
@kagesabers - If you want to play campaign, play normal version of open beta and not my submod, submod is only for Tauri GC, other modes like campaign or skirmish might not be working as they should, playing as some other faction is also possible but not advised very much cause AI don really takes into consideration upped level of tauri ships
I have just tried to start a Tauri Campaign and I am unable to progress past mission 5 as it is asking me to build three X303's (mk1) and Six X301's.
The X303's are fine but there is no way to build the X301's. Building the Airbase used to be the way to do it, but now it only allows me to build the UAV (Probe)
Any info would be appreciated.
"Major change on how Tauri get access to new tech research. Tech advancing is now tied to certain heroes you need to find.
For T2 you need to get Prometheus
For T3 you need to get Odyssey
For T4 you need to get Weir
For T5 you need to get Thor"
if you customice the game to start at tech level 5, you can't put hammond on the talos. not to mention the lantea expedition still doesn't start with the ZPM even there.
for the goa'uld system lords, the system ha'tak spam is incredibly tireing, and makes a bit less sense, sure i get the goa'uld need good ships to counter, but given in the shows sheer mass of normal Ha'taks, it would make more sense to just have a shit ton of new Ha'taks,
the mod is great, but it needs to work out these few esential tweets, especialy with how to get weir. in total i will give this mod a 7/10 still despite the flaws the mod still is neat.
For people who think like me (if they exists :p) it would be a plus.
Nice work anyway ;)
@Arbiter - indeed SGMG made the mod that way and thats fine, but I feel it differently a thats why my mod is different. If you would preffer real sandbox then original open beta is perfectly fine and great mod
In my opinion, research should not be tied to events, as they are to add a little "peps" to the game, not forcing you to do thing in a specific order :(
@qkciedb - 305 should be in the game, its icon seems to be missing but model should work as intended
unable to build bases to earn ingame money and defence structures are not available either.
campaign is ok but to be honest, and just my opinion but its long winded and slow.
the game play is so smooth and the fire rates are an big yes, looking great!
also thanks and keep updating its a work in progress and its appreciated as coding is very difficult.
And it seems to only come from this mod, I tried it without this mod and it seemed to be working fine. Not entirely sure what could cause this bug.
A couple of things Iv'e noticed:
Bratac, Selmak and the medics don't appear to have the fow fix.
Since your recent changes to the Wraith, the Pegasus Prequel campaign has gotten incredibly difficult even on easy as the Ancients, you just can't do the damage to the wraith anymore with early units and with the low income available you can't do the research or build enough of anything stronger to counter their Hive spam. (I know that's the point of that campaign, but you used to be able to actually complete all the bonus missions, and now I'm repeatedly loosing the "don't lose more than two planets" one even with changing tactics each time)
By the way, I have now lost the opportunity to switch to other levels of technology(For example 3->4)