NOTE: For access to the most up-to-date version of SoGE for Rebellion, please follow these instructions.
Sins of a Galactic Empire (SoGE) 4.10.0 release for Sins of a Solar Empire: Rebellion 1.82+A Star Wars total conversion mod for Sins of a Solar Empire08-09-2015For a full change log see: http://www.moddb.com/mods/sins-of-a-galactic-empire/news/soge-4100-release-notesINSTALLATION=============================================The whole mod is around 2.2 GB in size, when extractedExtract the contents of the zip file to your sins mod directory Example for windows XP C:\Documents\\My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.XExample for Vista/Win 7/Win 8 C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.XNext, before installing the mod proper, one must enable the Large Address Flag on Sins' exe. This is is required for SoGE to work, or else it will not function correctly. This will not interfere with your ability play with other people (i.e. a person without an LAA exe can play with someone who has an LAA exe), nor does it break any rules set out by Stardock or Steam.Step by step instructions:1) Open "Large Address Aware.exe".2) Select "Sins of a Solar Empire Rebellion.exe" to modify (click on the "..." button to browse). It can be found in the following folder:...\Steam\steamapps\common\Sins of a Solar Empire Rebellion3) Check the box specifying that you want to make the game large address aware.4) Click on save to save the changes.Full credit for this program goes to FordGT90Concept of http://www.techpowerup.com/forums/threads/large-address-aware.112556/(See here for a more detailed walkthrough: https://www.youtube.com/watch?v=0hquH8iZXik or: https://forums.sinsofasolarempire.com/381382/page/1/ )To activate the mod, open the EnabledMods.txt file present in the previously mentioned folder and edit the file like so (this can be copy-pasted in):TXTVersion 0enabledModNameCount 1enabledModName "SoGE 4.10.0"The blank line must be present in order for the game to read the EnabledMods.txt file correctly.An editted version of EnabledMods.txt has been provided with the mod; these instructions are here in the event that the provided file is lost.The mod should be working fine if the only races you can select are Star Wars races. If this is not the case you have not properly installed the mod in your mods folder.DO NOT ATTEMPT TO USE THE INGAME MODS OPTION PAGE TO ENABLE THE MOD, THIS OFTEN RESULTS IN A CRASH AND IS KNOWN TO CAUSE INSTABILITY.ADDON INSTALLATION=============================================SoGE also has several addons available for it, which introduce various changes to the mod. Included in the main download is the "Squad Size Reduction" addon, which condenses all fighter squadrons into having a single super fighter and edits anti-fighter abilities to reflect that change. This addon was created primarily to reduce lag, for both singleplayer and multiplayer matches. To install an addon, one must once again edit EnabledMods.txt, and place the addon above the main mod in the list like so:TXTVersion 0enabledModNameCount 2enabledModName "SoGE Addon - Squad Size Reduction"enabledModName "SoGE 4.10.0"TEAM=============================================Lavo (Ship stats, abilities, tech tree work, rigging, interface icons)Warb_Null (Models, textures)Maxloef (Models, textures, particles, sounds, skyboxes)starkiller623 (Maps)Service_Disconnect (Interface icons)Wawac (Interface icons)mmeier1986 (Error/bug fixing)Chimaera (Ship stats)Many many beta testers, many who didn't do a thing, thanks to those that give us valuable feedback!INACTIVE STAFF=============================================Evillejedi (Models, textures, ship stats)NovaCameron (Planets; models, textures, and stats)Psychoak (Abilities and tons of debugging [1.0E would have taken another year without his help])Ludo Kreesh (SW Music, UI, interface icons)Zoommooz (Tech tree additions/editting)Evaders (Swrebellion.com Web support and general debugging)sloosecannon (Coding, general debugging)Ozwolf (Interface icons)Pedro (SW Music)CREDITS=============================================GoaFan77 (Modeling, texture, and ability assistance, mainview icons, and other insight)Burntstrobe (All planet textures in the mod, save for the Acid, Rusty, and Gas Giant planets)myfist0 (Modeling and texture assistance and other insight)RC-1290 'Dreadnaught' (Shield impact shader, bloom/star shaders)Snowba11 (Most of the premade maps)Mick666 (Re-scaling of most premade maps, creating and contributing to the SoGE wiki)Arvis Taljik (Praetor, Malevolence, and other, textures)NomeMD (Sentinel model and icons)Republic at War team (Rusty planet's original texture)ERock72 (Providence hanger shield particle)Nomada_Firefox (Created the Endurance's mesh from EJ's Nebula SD)the50first (Getting IA2/RaW's Malevolence's textures to work in SoGE)KrdaxDrkrun (A number of particles in this mod originate from his mod TotalEffects)axeldude (Planet.fx)Egosoft (Skybox textures)Cole_Protocol (Assault Frigate Mk.II's cloaking particle)ZombiesRus5, harpo99999, soviet.belldandy (Various tools and code repositories which helped speed things up alot)Valpheus (Experimental Exhaust Colour Mod; removing team colors from exhaust)MrPhildevil (Interface icons)husker98 (A few maps built off of Snowba11's large galaxy map)Drone04 (Mon Calamari Heavy Carrier, Rejuvinator's original concept art)AdamKop (Rothana Battleship's original render)Valpheus (Vasari Deep Voice mod)dolynick, Uzii (dolynick's Galaxy Mod was integrated at one point in time, some remnants are still around)Probably some other people we are missing, thanks.CONTACT=============================================Forum http://www.moddb.com/mods/sins-of-a-galactic-empire/forumModdb page http://www.moddb.com/mods/sins-of-a-galactic-empireNexusMods page http://www.nexusmods.com/sinsofasolarempire/mods/5/Steam community page http://steamcommunity.com/groups/soageSins forum https://forums.sinsofasolarempire.com/411648Wiki http://sins-of-a-galactic-empire.wikia.comIRC #SoGE @ irc.coldfront.netCOMPATIBILITY=============================================Sins of a Solar Empire: Rebellion 1.82+
Download Links=============================================
NexusMods
To be fair it took the expansion for them to add the Executor and Eclipse to Empire and War, and the Eclipse isn't even a fully operational then, you only get to fire its super laser in one campaign mission. And just because you haven't heard of the ship before doesn't mean it doesn't exist, and I don't find it that hard to believe considering the Geonosians are at least partly responsible for the Death Star.
If you don't want to sound hostile, I suggest purging these terms from your vocabulator. Try saying "I think its kind of weird that the Venator is a capital" etc. I realize you probably just really passionate about Star Wars things and perhaps a bit frustrated, but try to sound calm and analytical with criticism.
I do apologize for the rather long post, but these are things I've seen and experience with this mod that really need fixing or just made to go away. If a sense that I'm angry has been conveyed, I'm not, just very passionate about Star Wars, and this mod and would like to see it working how I know it was intended. Thanks for reading all of this if you have and may the force be with you.
I'll be honest, you sound absolutely butthurt and buttdevistated. And your "would like to see it working how I know it was intended" implies that you know how this mod should be run rather than the makers of the mod itself, which is rather insulting, to say the least. With that said...
The Executor class was indeed unmatched, it has significantly more armament than the Eclipse class, the latter being powerful primarily due to it's superlaser and gravity well generator. While it has been tweaked in the beta, it is indeed supposed to be tough to kill. Though, a Malevolence with it's ion dispersal cannon can take it out and three Praetors have equal or superior firepower to it, just a tip. The Geo SDN was included as it's a solid ship for the CIS, and the Eclipse class was not truly used until the Reborn Palpatine, while the Empire ingame is made to represent the Empire at the height of the GCW.
No hero ships, balance, balance, was not in common or widespread use by the CGW due to being a symbol of the Republic, in the beta, and that last one simply does not work in reality and is quite stupid.
First off, there's this limitation call the Sins engine. Secondly, those ships were primarily intended for long ranged combat, their use in close range occurred due to specific cases and scenarios, many of which are ones that happen to look very good on a roll of film. I think you can imagine which ones end up on said film.
There were multiple Executor SSDs, just an FYI.
Because people like the Vong and want to play as them?
There's a new version because well, first off there's a lot of balance changes and tweaks, and second because there's stuff we just flat out want to add to the mod.
Uhmm, there is no "spawn bug". That's the Sins AI for you, learn to love it!
This sounds a lot like pure buttmad; you give no real reason other than "I don't like it".
We do. I like to think that counts for something.
Chimaera addressed this earlier, though I want to add to it. The actual physical stats of the Venator (i.e. it's hitpoints, weapons, etc) are the same between the two Venators. What's different is their stats and that the Jedi Venator has Jedi pilots. In addition, the Jedi did use the force during the Clone Wars, Battle Meditation, scripted in as an ability, being among the most prominent of such Force powers.
I've thought of changing this myself really. I'll probably get around to changing it for ships eventually.
Actually, every single frigate and capital ship has the same top speed, true fact. You can check the entity files if you don't believe me, they all differ in their acceleration values, which makes them appear to be slower or faster, when in fact they are not.
Unlike EaW, there is no easy way to implement death animations. Or at least, it isn't as easy as EaW which is what many of these models were originally made for. We don't have particle experts, and we aren't perfect.
Why should we implement some little feature from a single video game which wasn't even common protocol or practice? This isn't the CIS where kamikaze attacks were not uncommon, to say the least, and a bunch of their ships have that ability..
Okay but at the same time there is a mod for Empire at War that gives a fully constructed and functioning Eclipse, what I want to know is why it's something that wont be done for SOGE? Like I said, if it's better for the modders, just make the Eclipse the exact same size as the SSD, I mean it's not like scale matters in this mod (cause if it did, I can think of some thips who indeed could be larger) or create a new shipyard just for the Eclipse. The Geonosian ship is there, it has a superlaser, but I never saw it in Empire at War, never heard of it, so I don't think it's fair to have that thing, but not the Eclipse. I mean is the Eclipse something that is impossible to mod into Sins? Hell I'll just make my own mod even if I must learn how, I really want that ship more than anything else.
One more thing, about when I said about knowing how it was intended to run, I meant I know this mod was intended to be great fun and Star Wars fans would love it, but with the issues in the mod...you know what I meant.
As for the Venator kamikaze Lucrehulk, I say to you why not? That'd be a neat ability and think about if a player has 20 Venators, decides to kill off maybe I dunno, 4-5, why let them die normally when they could atleast take out some Lucrehulks, the resulting shockwave then partially damaging nearby vessels. How is that not a good feature to add?
Going back to the new version bit, um ok so you can't fix a current mod, or is the proper procedure to leave it behind and just make a new one with bug/texture fixes and new factions+ships and etc? Cant both be done seperately? Like, fix the current mod, work on a seperate newer mod? To be honest I like this mod, I want to keep playing this mod, so my question is can this current mod be fixed or will I be forced to use the new one?
You're aware we have limited ship slots, right? You want us to add Imperial ACCLAMATORS? Just because they were in Empire at War (a horrible bungling of canon, by the way) doesn't mean that's correct in any fashion. They were, at the very least, a thirty-five year old design by the time the Galactic Civil War properly broke out, and they weren't even a good design when they were new! The Empire had their own troopships - Star Galleons, VicStar-I's, etc. I seriously doubt a single Acclamator was actually used by the Empire in any fashion except a patrol ship for a completely unimportant system. And a Rebel Lucrehulk...yeah, no. Just no. You have to understand that's just ludicrous. The Rebel Alliance took what it can get, and maybe it did use a Lucrehulk once, but it certainly wasn't a standard vessel for the Rebellion and would thus be a waste of a slot.
The Lusankya was never in service of the Rebel Alliance, only the New Republic. However, the NR never built an Executor-class, so they don't have access to them. Instead, the NR has the most powerful vessel in the game, the Viscount-class Star Defender. Oh, and the most powerful Rebel ships in existence were rather mediocre. Even the Rebellion's flagship, Home One, was barely a sixth the size of Executor and couldn't compete in terms of firepower.
Eclipse was never used. Ever. It didn't participate in battles. It was more of a mobile battle station than a capital ship - the first one's entire existence was either orbiting Byss or at Kuat where it was under construction. The Geonosian Dreadnaught, on the other hand, is quite perfectly canon and was used as the base for the superlaser design (note that it's not a particularly POWERFUL superlaser, after all). If Eclipse is ever added, it will be as a Titan if we upgrade to Sins: Rebellion.
Oh, and when you create a fleet, right click on the move icon until there are three green arrows; this indicates your ships will jump to hyperspace together. One arrow means they jump ASAP, one green arrow and other dim arrows means some jump together but some aren't. That'll really help.
We won't add the YT-1300 as a starfighter because it's not one, and if we do add it in it'll be as a Rebel frigate that's utterly useless. It can't fight like a Nebulon, it can't perform diplomacy like a Corellian Corvette...if anything, it's a novelty scout vessel at most. The TIE Advanced is simply out of the question because only one was built, and it was used as a prototype for the TIE Defender, which will be in eventually. (We're hoping for the Remnant's fighters to be A-1 Vigilances, Scimitar Assault Bombers, and TIE Defenders, btw).
Edit: As for the kamikaze thing, that's not exactly an 'ability', is it? Theoretically, all ships can ram enemy vessels. Let's just assume that captains in SoGE aren't freaking morons and decide to throw their lives away to kill some droids.
Also, thanks for telling us to fix the current mod - the thing is, it's not broken. The new version (which will be released VERY soon) is worlds better, but 1.0E isn't broken. You just don't seem happy with it. Sorry about that. This isn't EaW. If you like EaW so much, go download z3r0x's addons for EaW and go play it.
For the record, the Eclipse sucks. The Emperor spent twenty years building a pair of them, one got blown to bits by his own Force storm and the other got thrown into the Galaxy Gun, and neither had an impact on the war. What a waste of resources - the Admiral in me thinks I'd rather have a few hundred ImpStar Deuces instead.
You're contradicting yourself there buddy.
>Episode III>Era of the Galactic Civil War
Your timelines are off, way off.
One ship does not a fleet make.
Oh wow. You sir, are a riot. I'm absolutely dying of laughter right now.
Um what. After the Vong the Alliance is the best AI faction. The Rebels didn't have much firepower, they were using converted or upgraded civilian ships for the most part, other than captured ships. Alliance ships, for the most part, have amazing shielding, and as a whole, are unparalleled in their capabilities except by the Bulwark Mk.I which has such shielding, and the Executor due to it's overwhelming firepower.
It's almost as if you think that SoGE is supposed to be a near copy of EaW! Yeah, no. Stock EaW was garbage, the devs for it sucked and did not do nearly as much as the could have and should have done for that game.
But that's wrong, it has slightly more firepower than the Malevolence, Volley Fire notwithstanding, and it has the fearsome Buzz Droids. The latter ability is, in 1.0E, absolutely overpowering and dominating due to no damage cap and as Vulture Droids are OP.
It does high damage, and if you aim it right, it can take out a number of starships. It also can virtually one-hit kill high level regular capital ships.
I hate to say this but seeing as this is a mod, all of it is science FICTION and such, isn't ok to cheat just a little? You say you can't use Lusankya or Eclipse due to their eras (trust me the Alliance needs a better capital in-game). You also say the YT-1300 isn't a starfighter, then why the blazes was the Falcon leading squads of fighters? Honestly, just get rid of the Y-wings that continue to display as B-wings and add Falcon-class YT-1300s. Or, replace the A-wings with the 1300s as the Alliance special fighter, think about it, the Falcon was the fastest ship so techincally that makes A-wings needless. The Tie Advanced shouldn't be out of the question just because only one was built, so what? That Mon Remonda wasn't in the films you don't hear me complaining about its existence.
The Eclipse, the Eclipse, the Eclipse....okay so it was never in battle. I wont bother checking the validity of that, I just would like to know why my solution is being ignored. Like I said and this is now the third time, just make it the size of the SSD and allow us to build it. Chuck out the Torpedo Sphere if you must, make a vote here on the forums if needed. Or at the very least, PLEASE tell me how to make an Eclipse mod for this game. I don't think you understand how badly I CRAVE for the Eclipse.
I'll give you the fact of limited ship slots to work with, you're right about that. Still, that Geo Dreadnought sure as hell wasn't in the films, along with a lot of ships (true) but why is it even in this game? I mean really why? Yet no Eclipse? What bull is this? One superlaser ship I've never known versus one I do know, which is the Eclipse mark I and Eclipse mark II?
Where was this actually done? Honestly, you talk about it like it's something vital but I don't recall it done in anything of particular importance or notability.
There is no "new" mod, there is only Sins of a Galactic Empire. A new version or public release isn't a new mod, it's simply an updated form of what was previously out. I mean, with all the plethora of changes 2.0E will have, you could argue it's something new, but it has 1.0E at it's core, and would be nothing without it. Barring the addition of Novus Universum, research changes, and price increases due to the former, the ships in the two for 1.0E factions are the same, with some tweaked and changed.
Also to you Lavo_2, fine I got my facts wrong so sue me eh? Again, watch the damn end of Episode III, those Venators are CLEARLY Imperial at that point! And I don't own Empire at War, I just notice the visual similarities between that game and this game!
It was done in the Ryloth Trilogy of Clone Wars and in the Episode III video game. It was suggested by Anakin to ram the Lucrehulk dead in its sphere which destroyed the ship. In the game I mentioned, an out of control Venator on fire did the same thing with the result of the obviously larger ship going boom in a big fashion, the shockwave damaged the Invisible Hand and cause it to roll over till it was upside down. I know that isn't canon, but the idea behind it could be useful in this mod for gameplay. Think about when a person is Republic versus CIS, let that be an ability only Venators have. Or do you just not get my point?
I don't know about modding terminology so I didn't realize there's no such thing as a 'new' mod and that the 'new' SOGE is really just an update to 1.0.
We don't use them, because besides eras, we don't want to use them. The Alliance also has fine supercaps.
You keep using the Millennium Falcon as an example of a standard YT-1300 freighter, stop that. It shows how little you know about Star Wars and is flat out wrong.
It's a prototype. It wasn't used as a frontline fighter. All fighters in here are frontline fighters. Do the math.
That's because it was built soon after the Battle of Yavin, it's actual class name was the MC-80B.
No.
Check this site out. Have fun finding a model, getting it converted to an editable format, and rigging it! Coding it into the game is the easy part. I'm not going to do it for you.
It's almost as if you're implying the expanded universe doesn't exist and that the movies and video games are the end all source of all Star Wars knowledge. Also you're implying that you know more than the mod team without reason again, with the bolded.
You keep avoiding my point. I clearly said that the Empire faction in SoGE is a personification of the Galactic Empire during the height of the Galactic Civil War. The end parts of Episode III are not that point in time. I don't understand what is so difficult to understand?
Ah, so it's a one time occurrence in a video game and something else. What "Clone Wars" series are you talking about? The recent TV series? Assuming it is the recent CGI series, that trash has so many oddities that it can hardly be considered canon, let alone being relevant at all.
I continue to mention the Falcon and YT-1300 in conjunction because obviously the FALCON is the most notable type of that ship. Also I wanted to make a map to recreated Endor but seeing as that ship wasn't included, I can't!
I never asked you to do anything for me nor would I do so as far as that Eclipse modding bit is concerned, I did say I was willing to learn how on my own. Oh and find a model? No I intend to make it from scratch.
The Alliance does not have fine supercaps and I'll argue that point for days if I must, and so help me I'll get footage to prove how crap thos so-called super capitals are. Can they bombard? yes. Can they kill smaller ships? yes. Can they effectively take on 1, single SSD with almost all of them dying unless en masse? no. All other factions did fine, the Alliance remains the only faction I've used where the so-called super capitals have severe limitations on what they can face in small numbers to what they need large numbers to kill. Thankfully I allow my resources to build ahead of time or I'd truly be 100% screwed playing as them.
Oh wow, now you're saying I'm implying the Expanded Universe doesn't exsist? Um no, I love the Expanded Universe and some of the films, but can't the mod be built to satisfy both the films and the EU equally? Hm? And stop saying I'm implying I know more than the mod team, I don't know more than your team and never said I did.
Damnit Episode III connects to Episode 4, the Galactic Empire was officially established in Episode III, it should be clear as fracking day those Venators were turned Imperial!
Also what the hell is with all this canon this and canon that nonsense? Are you saying you feel you must keep to 100% accuracy in the making of this mod in accordance to what is to be official Star Wars versus non-official Star Wars? I would think the nature of a mod meant it didn't have to follow CANONs of a series, but maybe I'm wrong. I am fully aware it's not the Galactic Civil War at the end of Episode III but those ARE Imperial Venators!
Again you continue to ignore the possibilities that come with allowing the Venator to ram the control sphere of a Lucrehulk. Unless a person has their Mandator already or that other super capital, taking out Lucrehulks is still a rough fight. IT's a rather large ship with good hull and shields, and it does have quite a bit of firepower especially since it tends to rotate and fire duiring engagements so it can make full use of nearly all its batteries. Since the two references I pointed show ONLY a Venator perfoming the manevour, that's why I said let them have that as a special ability and only them. It's a game, it's not like real lives are being spent, and think about if a person has more than enough Venators built. To spare a handful wont hurt unless said person isn't good at strategies and tactics but it does get rid of those damn capitals a whole lot sooner than waiting for their shields to drop and hull to be shot to death! If you wish, I could bring up what Anakin did in Phantom Menace, now I doubt you'd put that in the game!
Let me put my statement into other words then... The Imperials were not fighting the Alliance to Restore the Republic, better known as the Rebel Alliance, at the end of Episode III. The Empire in SoGE is a personification of the Galactic Empire during that combat.
If you are aware of this then I don't understand why you keep bringing up a point which holds no water.
What? The Lucrehulk in 1.0E sucks. It's main weapons are comparable to a Dreadnaught in firepower, not even other capital ships. Further, the Venator is the most powerful base capital ship in 1.0E, if you are having trouble with Lucrehulks in 1.0E, I'm sorry to say but you just aren't good at the game. With Venator capital ships you should not have any problem taking on the underpowered Lucrehulk. It's also supposed to be a tough fight; in the Clone Wars it took multiple Star Destroyers to take down a single Lucrehulk Battleship! It's also extremely sluggish and slow, this is something to take advantage of, and something the AI cannot deal counter or deal with.
If you told this to any fleet admiral they would laugh in your face and/or spit in disgust for your disregard for life; just because it is a game does not justify putting in blatant suicide without good reason, and quite frankly this is hardly any justification.
The Lucrehulk used to command the droid fleet was hardly a combat ship. That's besides the fact that he got pretty darn lucky, had the Force to guide him, and inadvertently exploited a design flaw.
You act as if I'd ever meet a real life fleet admiral and it's A GAME! lives aside, which in a game are irrelevant, the ship itself ramming the sphere would quite literally end the Lucrehulk or severely put it out of commission, but I guess it's a feature the game mod will never have though I don't see why it would not be a good ability to add. If you're making a 2.0 of SOGE, it'd be nice if you added that at the very least. I'm not ordering you to do it, just saying IT WOULD BE NICE. It's bad enough the lack of certain ships in the game but whatever I'm done arguing the point of Venators vs Lucrehulks. Also thank you for pointing out it took several of them to pwn a battleship, exactly my point! Why waste lots of ships for a capital whose center is what could be killed and in doing so would kill the whole ship. I give up, I'm not on the modding team so I guess I wasted my time speaking.
How dare you say I have a disregard for life! I don't have a disregard, because IT'S A DAMN GAME in real life, would I send a ship full of people to their death to ram an enemy? Hell no! I would do what Anakin did and evac the ship beforehand, duh! But to add an evac feature to the ship in the game is pointless since their are no stats listing how many crew are on each ship!
Mon Calamari ships, especially during the Rebellion era, are a canon mess. The only Mon Calamari ships I know of are the Liberty-class MC80 Star Cruiser, the Reef Home-class MC80 Star Cruiser (wingless Liberty-type), the Independence-class MC120 Star Cruiser (Home One-type), the MC80b Star Cruiser, the Defiance-class MC90 Star Cruiser, the Valiant-class MC40 light cruiser, the Ardent-class MC30 frigate, and the Viscount-class Star Defender. The other ships, like the MC80a Star Cruiser, are so ambiguous, that they are hard to deal with.
No kidding. For example, the recent Mon Cala nonsense could have been avoided if George Lucas had said Mon Cala is the official name of the planet years ago, or at least clarify what is going on. But since they didn't do that, I flatly refuse to call it anything else but Dac/Mon Calamari. The list of canon discrepancies that TCW, the CGI series, has created is mind-boggling, and they call it a canon work?
Sins of a Galactic Empire will be out by January 10. We're aiming for a release by new years; though due to delays and what have you, the 10th is the guaranteed date.
The reason Zeta can't figure out what ship that Mon Cal I posted was is due to the fact that it doesn't have an official image to date. Tis Warb_Null's rendering of the Mon Calamari Heavy Carrier. Ingame serves a similar role to the Alliance MC80 SFRS, however it's armament is considerably heavier, giving it firepower slightly better than the Assault Frigate. This, combined with it's redundant shielding and Full Squadrons on par to it's spiritual predecessor, makes for a very nasty addition to the NR fleet. It requires a tier 5/level 6 tech however, as it wasn't exactly an early war unit.
Ahh... arguing with Star Wars nerds...
Only thing more irritating than the Trekkies.
Looking forwards to seeing what all you've done, been too lazy to get synced back up to see where it's gone.
It's never too late; all you gotta do is boot up a game or two and you'll pick up the differences real quick. Though yes, this is quite exciting.
Nah, I'd go through the ability files first.
WOW! Obsessed Much Admiral?!! I thought the Trek fans can be total nut jobs, but at least they know when to STFU! i couldnt stop laughing at this troll-fest for the last 1/2 hour!
Admiral, You are in NO position to make ANY kind of demands from this mod team at all!! Let them make their mod their way! If you dont like it, just STFU, and dont freaking play it! I am sure it wont hurt them one bit if ONE cry baby didnt want to play their mod, because they wont add your absurd DEMANDS.. Oh, err i mean "suggestions". OOOOOH call a shrink! EvilJedi is gonna be a broken man... NOT!
If you want all of the nonsense that you DEMANDED in a mod, might i suggest you LEARN HOW TO MOD YOURSELF! Then you can put whatever you want into your mod. The irony would be that people insanely demand that you put crap into your mod that you dont want in, doesnt make any sense, or cant put in because of hard code. Then they rant, and bitch up a storm. Like how you have been ranting, ragging, and bitching up a storm on the SoGE team.
The SoGE team busted their collective asses on this project. On their FREE TIME! For FREE! This is an Excellent Mod.They are doing it right.
They dont need your "suggestions". Admiral.
I await the 20 page long "Waaaahh!! I am so butthurt" whine fest rebuttal that is gonna follow this post. This will be quite amusing.
Hehe, I think you'd be happy to see that they are less buggy now than in the past, for the most part. Mag pulse warheads work, and buzz droids ability's damage is capped, and without screwing with the ship incapacitating buffs, for example. Also got Intercept, aka. Sprint, to work well. Though I'm sure there's still plenty of bugs to uncover.
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