Obvious plot device is obvious is reason #1 iirc
Obvious plot device is obvious is reason #1 iirc
Why people still are asking for a CSO is beyond me, although imo the current "titan" for the Covenant is a bit underwhelming just by its size, it's actually pretty laughable :D
I'll consider it, so long as you don't send supplicants after me.
It's a secondary project of mine, it's not exactly something I'd take priority over other projects or activities of mine for I lead an EvE Corporation, work on other mods, and RL duties. So yes, I am indeed.
I take back what I said about Covenant production (after noticing the Slave Labor and Optimized Construction)
I have been enjoying this mod for awhile and I come to notice quite a few problems that I'd like to point out:
1. I come to notice that the UNSC becomes ridiculously overpowered mid to late game, making it difficult if not impossible for the Covenant to defeat the UNSC. For instance, why the hell do the Athens carriers have the firepower of a Thanatos Destroyer, that's not exactly fair. Another issue is that UNSC production becomes ridiculous late game as well, making it almost impossible for the Covenant to keep up on some maps.
2. The CAS is overpriced for how fast it gets annihilated. The DDS might as well be spammed for it provides more for a cheaper price. The original capital ship price might function well.
3. What I have come to notice is that you're forced to rush as Covenant where on some maps, such as the Fall of Reach, is quite difficult due to map positioning, resources, etc. What if you fail to rush? What chance to you have late game against Super Thermopylae and nuke spam?
Suggestions:
*Give the Covenant better production late game so it may keep up with the UNSC.
*Nerf or remove the insane debuff nukes cause, while the AOE damage makes logical sense (as logical as nukes in space gets...), the debuff is insane.
*Decrease the price of the CAS from Titan scale price range to something much cheaper and affordable for what it's worth mid to late game.
Thank you for your hard work and my rant is now over.
Interesting, I'll think over your proposition :)
There will be no release date available as I have other mods for another game I need to work on along with RL obligations as well as an EvE Online Alliance to run and operate. As to how I will do this is simple: Typing, typing, and more typing with testing in between! :)
Thank you for your offer of assistance Alive but what kind of experience do you have with modding in general?
I thank you for your offer of assistance but stories for all of the races are already established but I shall consider your offer for anything else in regards to proofreading. Thank you again!
I appear to get a sync error whenever I play the mod with my friend against AI.
Maelstrom Rebellion Release 7
Ironically made by a guy named Didact
The Infinity is made out of the fictional, yet, godlike Titanium-A. The only part of the Infinity made out of Forerunner tech is the engines.
That's lack of logic, not lore related in any way.
Halo 4's lore made some reasonable sense in the regard of the Infinity being developed but some of the **** 343 put in it regarding it having Forerunner technology didn't make much sense. Some of what Halo 4 had is fine but other parts, not so much.
What is the name of the music used?
To the man who posted a review that says that this is a "copyright violation." You sir, are an utter *******. All models, effects, sounds etc are property of Bioware. Mass Effect: Reborn has no right to claim any of these. And if you even lift a finger saying that anything used here is or was property of their modification, you clearly don't know a damn thing you're talking about good sir. This modification was released under the right of fair use. So please, crawl back into that little dirt hole of yours and live the rest of your life as the dirty hermit you are.
lelelelelelel We are the harbinger of your perfection
Homeworld is very limited when it comes to modding as most of the features of the first game and it's expansion: Cataclysm are hardcoded. Homeworld 2 is much more flexible, thus preventing a mod of this scale to be integrated into Homeworld 1.
They'd be fools not to hire you guys.
Before I go on to contribute to your ideas of how to take care of Kellner, I wish to say that SOTP looks very promising, loving the new ship models, the videos, everything, maybe one day you guys could make a true Halo RTS that doesn't have horrible issues (refering to Halo Wars). Now, if you want something really devious, trying forcing Kellner to listen to Hot Problems, then stab him, then poke him. Just a suggestion :)
On Multiplayer the Vasari Rebels were banned completely from being used due to that ability since it is overpowered beyond comprehension. Now we're taking your Starbases for the Alliance and Replicators which are stronger then the Vasari Counterparts and giving them the ability to move and jump. This would cause severe balance issues.
Recent problem(s) from today have been brought to my attention (balance based) that should be rectified please cause even to me, its OP ^^.
1. The jumping Alliance and Replicator Starbases should be removed, especially the Alliance Loyalist due to their starbases abilities, or give the starbase jumping a terrible stacking penalty.
2. Alliance bombers should be slightly nerfed
3. Alliance Carrier should be nerfed slightly
Other then that I think that's it. I'll add more balancing problems as I continue to discover them. Thanks!
Makaan would be so proud.
Well, this has escalated quickly
The death part is an over exaggeration, its really just the same as it usually is.
Elite222
Austin joined
I love to play Homeworld, Freespace, Sins of a Solar Empire, Halo 3, and More ^^ and what in hells name are you doing in my profile!