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Topics - Corey

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181
Ascendancy Tech Support / 1.0 Beta -> 1.0 Full Changelog
« on: February 06, 2016, 01:16:18 PM »
Additions:
- Added Elite Pilots ability to New Republic (50-75% chance to dodge incoming attacks)
- Added Planetary Megamaser for Empire of the Hand
- Added Lucrehulk to Pentastar Alignment
- Added TIE Bomber to PA, Skipray now specialty fighter.
- Some new VOs (still not all)
- Added Torpedo Sphere to Imperial Remnant
- Added Intego to Empire of the Hand

Optimizations:
- Reduced weapon burst counts
- Several missile and ability particles optimized
- Planetary Ion Cannon emitters reduced

Changes:
- Experience changes, should see more AI capital ships
- Reshuffled ship supply costs (esp. Titans)
- Significant changes to income rates
- Removed ISDI from Pentastar
- Increased cost of building shipyards
- Buffed bomber damage

Bug Fixes:
- Fixed Secutor, Enforcer, Procursator firing issues,
- VSD, Gladiator Fire forward
- Altor health nerfed
- Endurance no longer passively restores fighter supply.
- Changed icon from max antimatter to max fighters
- Chaf firing issues fixed
- HV Gun effects fixed
- Removed Furion from Phalanx Destroyer
- Removed Fighters from some ships
- Fixed Warlord specular issues.
- Fixed various weapon type allocations (Ion Cannons damaging hull, etc)
- Fixed issue with EotH constructor lacking icons



182
News & Updates / Ascendancy 1.0 Open Beta Release
« on: February 04, 2016, 08:52:49 PM »
...Ascendancy 1.0 Beta Release...

While the Moff Council and the New Republic have begun their bids for control of the galaxy, in the Outer Rim and beyond, more contenders await their chance to strike. Can the Empire of the Hand unite the galaxy against the impending external threats, or will the Pentastar Alignment find the opportune moment to strike and establish a new form of Imperial galactic leadership?

Keep in mind, the mod is still in development, and part of the point of our iterative release model is to get feedback on features as we develop the mod (and therefore, for example, older factions will tend to be more polished/finalized than newer ones). If you have any feedback or suggestions for what you want to see, or just want to discuss the mod and your strategy, head over to our forums or ModDB profile.



...For Those New To Ascendancy...
Play as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar Alignment in the post-Endor Star Wars galaxy, each with unique ship rosters, abilities, playstyles and tech trees.
Conquer the Star Wars Galaxy on several maps with various configurations, featuring several new planet types and canon planet placements.
Completely redesigned UI, and overhauled graphical effects.
Several overhauled and all-new gameplay mechanics, ship systems degrading with damage, and the ability to entirely destroy planets.

...New in 1.0...
Two new playable factions added: Empire of the Hand and Pentastar Alignment
Several new and redone units for the Remnant and New Republic, including the Allegiance Star Destroyer and Dauntless Heavy Cruiser
New tech for Remnant and New Republic
AI and Performance improvements
New map: Fool's Bargain, 8 players, 89 planets
Warlord Zsinj as a neutral hero on Dathomir in Unified Front
Bug Fixes & other changes, see below

For a more comprehensive overview, see here.



[Download Ascendancy 1.0 for Rebellion 1.82 (Steam) - Zip - ModDB]
[Download Ascendancy 1.0 for Rebellion 1.83 Beta (Steam Opt-In, GoG) - Zip - ModDB]
Keep in mind, Sins is updating to v1.83 soon, so this version is acting as a chance for us to collect feedback to release the "full" 1.0 on the final 1.83 patch for Sins.

Before playing the mod to increase stability, also enable Large Address Aware to bypass Sins' 2GB memory limit issues. LAA is included in the download, simply open it, set the mode to basic, find your Sins of a Solar Empire Rebellion.exe file and click the box to enable large address aware, then save. This only needs to be done once, so if you have already done it for other mods you can skip this step.

...Game Nights...
In order to facilitate multiplayer matches with our players, we'll be doing community game nights on predetermined weekends with Ascendancy players and developers. If you follow our Steam group or join the forums below, events will be posted in advance. We'll be shuffling around time zones to allow as many people to play as possible.

That's all for now. Hope you enjoy 1.0, we'll have information coming soon on 1.1 and Imperial Civil War 2.2

Follow Ascendancy
Forums - Facebook - Steam Group - Youtube - Mod DB - Twitter


183
Releases / Ascendancy 1.0 Beta Readme/Changelog
« on: February 04, 2016, 07:25:29 PM »
IMPORTANT: IMPORTANT: IMPORTANT:IMPORTANT:
 Because Sins is a 32 bit program, it is limited to 2 gigs of ram. To get around this, please enable the Large Address Aware program included
in this download. To do this, open the program, in step one locate your Sins of a Solar Empire Rebellion exe ( in ...Steam\SteamApps\common\Sins of a Solar Empire Rebellion)
Check the box in step 2, and save. This only needs to be done once.

LAA by FordGT90Concept: http://www.techpowerup.com/forums/threads/large-address-aware.112556/
IMPORTANT: IMPORTANT: IMPORTANT:IMPORTANT:


To install Ascendancy, put the extracted Ascendancy-Sins folder in your Mods folder:
...Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 (Default)

To run the mod, edit EnabledMods with notepad to contain the following four lines:
TXT
Version 0
enabledModNameCount 1
enabledModName "Ascendancy-V1"

Then you can run Sins normally, and Ascendancy will load.

MAJOR CHANGES FOR 1.0 PREVIEW BUILD
====================================
* Added Empire of the Hand and Pentastar Alignment as playable factions (unit lists to be expanded in following releases)
  * Empire of the Hand Unit List
   * Capital Ships
      * Ascendancy Star Destroyer, Syndic Destroyer, Phalanx Destroyer
   * Cruisers
      * Bu'direch, Chaf Star Destroyer, Alaria Fleet Tender, Massias Interdictor, Warlord Gunboat
   * Frigates
      * Kariek Cruiser, Frontier Scout, Vigilance Gunboat, Au'riette Carrier, Asdoni, Lambda, Sentinel
   * Fighters
      * Nsiss Clawcraft, Krsiss Interceptor Clawcraft, Scarsiss Interceptor Clawcraft, Syca Bomber
  * Pentastar Alignment Unit List
   * Super Star Destroyer
      * Bellator
   * Capital Ships
      * ISDI, ISDII, Secutor, Dominator Star Destroyer, Praetor Battlecruiser
   * Cruisers
      * Procursator, VSDI, Venator, Enforcer, Vindicator
   * Frigates
      * Mu Scout, Lambda, Sentinel, Acclamator, Gladiator Star Destroyer, Munificent, Arquitens
   * Fighters
      * TIE Fighter, Skipray Blatboat, TIE Interceptor, V19 Torrent
* Added Zsinj as a neutral hero
* New Units for Remnant, New Republic
   * Dauntless (NR)
   * Proficient (NR)
   * Allegiance (IR)
   * Modular Taskforce Cruiser (IR)
   * Escort Cruiser (IR)
   * Moved Praetor, Vindicator, Acclamator from IR to PA
* New Map added: Fool's Bargain (8 players, 89 planets)
* Multiple New Republic techs added
* Multiple Imperial Remnant techs added
* Changed World Devastator acquisition method (research, then scuttle a planet to gain two)
* Galaxy Gun now spawns from the start, research unlocks ability.
* Changes scaling for all entities (planets, orbits, units, etc)
* New icon and map pip style
* Texture and model updates for:
   * Battle Dragon,
   * ISDI,
   * ISDII
   * Vindicator
   * Immobilizer
   * Enforcer
   * Quasar Carrier
   * Ton-Falk Carrier
   * various other craft we forgot
* Several sound effects and music cues added or adjusted
* Added Imperial Remnant voiceovers, coded in other factions (awaiting audio)
* Added base victory/defeat screens
* AI improvements
* ISD fires forward
* Planetary Weapons for NR, IR, PA (Ion Cannon and Hypervelocity Gun) now researched and then applied to planet from CT11 constructors
* Quick Reference guide added in place of fleet logistics research panel
* New structure for Durasteel
* Adjusted starting units, added Warlord Zsinj as neutral hero
* Smuggler's Den added to New Republic
* Various minor bugfixes/balance changes
* Golans made stationary

* Does not include First Order, before anyone asks.

KNOWN ISSUES
==========================================
* EotH Engines still being applied
* Lots of VO still being recorded (esp. Empire of the Hand)

GENERAL PLAN FOR NEXT VERSION (More details to come)
==============================================
* Wholistically address Diplomatic options
* Add 3 capital ships, 1 fighter, 2 defense platforms and 1 space station for the Empire of the Hand
* Rework IR/PA stations
* New maps, planet types
* Unique map encounters, random events and indigenous forces
* Replace 4 PA units
* Expand tech and ability options for PA/EotH
* Finish VO for existing factions
And more...


CREDITS:
=====================
The Thrawn's Revenge II Team:
- Corey (Design Lead, Coding, Modeling, Texture Artist, Map Design)
- OzWolf (UI Art)
- Slevered (UI Art, Modeling, Texture Artist)
- Davis (Modeling, Texture Artist)
- Robin Nielson (Modeling, Texture Artist, Map Design)
- Codeuser (GFX, Modeling, Texture Artist)
- Kalo Shin (Modeling, Texture Artist)
- Settra (Map Design)
- Wildcat (Modeling)
- Slornie (Organization)
- Jinzor (Video Production, Modeling)

Former Members:
- Kreaken (3D Modeling)
- The_Farseer (3D Modeling, Texture Artist)

Contributions:
- RC1290's Directional Shield Impact Shader (STAIII)
- Aurebesh font by Pixel Sagas http://www.dafont.com/aurebesh.font

Voice Actors:
- UnassumingWhiteGuy
- Gimrak
- Lord Xizer
- Tsmir
- AstuteBiscuit
- Cameron "Lord Hand"

Testers:
- TLMiller
- Pali
- Lord Xizer
- Kucisdave
- Timpedia
- ThatOneBullet
- Legion217
- Nirukii
- CaptainShack / TheXPGamers
- Gul Dukat

184
News & Updates / Quasar Update
« on: February 03, 2016, 05:54:22 PM »
The new Quasar model, to be used in both ICW and Ascendancy.




185
News & Updates / Redone Ton-Falk (Ingame)
« on: January 19, 2016, 07:21:04 PM »
The Escort Carrier has been a staple of Imperial Civil War since it's first release, although it has yet to pop up in Ascendancy. In 1.0, it'll be making its triumphant return to the Imperial roster, covering the need for a new carrier frigate after the move of the Acclamator to the Pentastar Alignment.

The Ton-Falk design, known only as the "Escort Carrier" before 2014, has always been fairly problematic design. Put simply, it was an ugly lump. Robin, our newest addition to the team, has (we feel) managed to add to the visual interest of the ship, while managing to stay true to the core of its design. This is the result. In the next few days, it'll get a few more updates to add some more lights and detail inside the hangar.


186
News & Updates / Empire of the Hand Preview
« on: January 10, 2016, 08:09:48 PM »
I begin my rundown of the Empire of the Hand in 1.0


187
News & Updates / Year in Preview
« on: January 01, 2016, 05:46:23 PM »
Happy new year everyone! 2015 was not a bad year for Thrawn's Revenge. It saw the first release of an Ascendancy alpha, our Sins project, with very encouraging reception. We also had a very strong showing in the Mod of the Year competition including an Honourable Mention for Ascendancy in the Upcoming category and a 7th place finish for Imperial Civil War, our Empire at War mod, in the Released category. Both of these were in the Player's Choice portion, so we want to give everyone who's supported us all year a huge thank you. We would not be where we are today without all of your support.

With 2015 in the rear-view mirror and 2016 starting, I wanted to take a moment to talk about what you can expect in the coming year from us. Keep in mind, life always finds a way to get in the way so this information may not all be 100% correct by this time next year, but it's  the plan for now and we'll do our best to meet or beat it all. First, we plan to have not one but three major releases this year. Two of these releases will be for Ascendancy, and one will be the long-awaited Imperial Civil War 2.2. The first of these releases, Ascendancy 1.0, is currently slated to come out between January 29th-February 12th, 2016. Don't ask about the other two, I have no idea.



That date range for Ascendancy 1.0 is, again:
January 29th-February 12th, 2016

One of our failings in 2015 was that we were unable to keep people informed of what was going on as much as we would have liked, meaning a dearth of news posts and general media for most of the year. This year, I hope to correct that with fairly regular progress posts and full articles. Last year we also tried releasing the Dauntless for Ascendancy on its own to our forums for people to play with and test before the release of the mod, and this is something I would like to try to do more of in the dry spell between versions. I'm also going to be more active on my youtube channel, where I primarily post videos of me getting destroyed in early versions of Ascendancy and Imperial Civil War, along with some other games. One other thing to look forward to is the New Republic trailer Jin is working on for the release of Ascendancy 1.0. If you don't remember the Imperial Remnant trailer we made for 0.9, you can watch that too:



Hopefully that gives you a good general idea of what 2016 will have in store. As ever, if you have ideas or feedback about what you would like to see in future versions, please let us know in the comments on Youtube, Mod Database, or join the community on our forums. You can also find an active player base there for discussions about



If you would like to help us achieve our goals for 2016, we're always looking for new people to join the team. We currently have openings for voice actors, 3D modelers and texture artists. If you're interested in helping out in one of these capacities, contact me at ThrawnsRevenge@gmail.com.

Follow Thrawn's Revenge
Forums - Facebook - Steam Group - Mod DB - Twitter

188
News & Updates / New Republic LP
« on: December 28, 2015, 07:26:00 PM »
Continuing on our goal to post a playthrough with each faction before release, here's the first part of an almost all-too-short New Republic playthrough.


189
News & Updates / Top 100 & Testing Time
« on: December 13, 2015, 03:34:45 PM »
Thanks to all of your support, we've made top 100 with both Ascendancy and Imperial Civil War! We really appreciate all the voting that's been done for us so far, and if you want to go on supporting us in the next phase of the competition, you can do so by going to each mods page (click the names above) and click the "vote" button. In this round, you can still vote for as many mods as you want, so show that New Republic spirit that's in all of us and support the democratic process.





We're also about to pick the final testers for the impending release of Ascendancy 1.0, so if you're interested in being one, you can sign up here. If you want to get in ahead of the game and sign up for ICW 2.2, you can do so here.

190
News & Updates / Mod Signatures & Avatars
« on: December 05, 2015, 10:28:56 PM »
Avatars:





We've all been using our faction avatars for a few months, and tonight I made some assets for the Ascendancy update that also serve as forum signatures for the four main playable factions. To use them, copy the image url, then go to edit profile and paste them in image tags in your signature. (image tags are [ img ][/ img] without the spaces)



































191
News & Updates / 1.0 Overview - Focus on the Factions
« on: December 05, 2015, 10:21:02 PM »
As 2015 moves to a close, so too does the development on 1.0. Not quite at the same time, but it's pretty close. Since we're well on the way to release, we wanted to take some time to explain what exactly you can expect going into 1.0

...Focus on the Faction...


The primary goal of version 1.0 is to set up within Ascendancy the four core factions which existed in Imperial Civil War. These are, of course, the Imperial Remnant, New Republic, Empire of the Hand, and Pentastar Alignment. While the New Republic and Imperial Remnant will be familiar to players of Ascendancy, they both have a ton of adjustments going into 1.0, including new units, tech, and mechanics. This post will provide an overview of the larger changes for 1.0, but keep in mind it's not exhaustive- the changes mentioned are simply a taste of what's coming.






The New Republic has had the fewest overall changes to how they're played in 1.0. Most of the effort for them has been on fleshing out some of their tech and their cruiser roster. For cruisers, this has meant the inclusion of the Dauntless and Proficient. The Dauntless is a 'tank' meant to sustain lots of damage and protect the more vulnerable elements of your fleet. In order to help this goal, it has a new ability, Resilient - upon sustaining a certain amount of damage, the Dauntless' crew quickly repairs a significant percentage of its hull, with a fairly large cooldown. The Proficient is the opposite end of the spectrum, oriented more towards speed and firepower. It lacks a canon design, so we took the Corellian origin of some of its parts and extrapolated a new design from there.

Chief amongst their new tech is the Smuggler's Den, a new type of trading port which sends out smugglers instead of regular trade ports, and which saps income from adjacent enemy planets, making them ideal to build on border worlds. We're still playing with how these will ultimately function, but that's how it is right now.



The Imperial Remnant has had a few more changes than the New Republic, as several of its old units and tech have split off into the Pentastar Alignment, and gained a bigger focus on its superweapons and the more Dark Empire comics ships. It has lost the Acclamator, Praetor and Vindicator to the Alignment, but has gained the Escort Carrier, Modular Taskforce Cruiser, and Allegiance. the Escort Carrier is a weaker carrier combat wise, but still fills the carrier role adequately. The Modular Taskforce Cruiser offers a smaller option than the Altor for restocking your ships as well as a few upgrades (which we will expand going forwards). The Allegiance is a smaller and more damage focused 2200 meter capital, taking the palce of the ~3600 meter tank-oriented Altor. It comes with a few new abilities, chief among them is the Imperial Furor ability - as the Allegiance fires, it increases its firing speed by up to 15 percent. This bonus falls off after 5 seconds of not firing. Both Imperial factions, the Remnant and the Alignment, have also gained a new tech, Inexorable, which adds a chance for your destroyed frigates to be immediately replaced at your capital planet.

Another change is the means by which you acquire the World Devastators. Rather than build them like any other capital ship, after you research them you can scuttle your planets to gain a massive amount of resources and World Devastators. This limited availability has also meant we could up their power in a few ways - their scaling will increase from levels and their stacks from Assimilate. We're also playing with the ability to strip enemy planets, but that could get a little crazy if not done properly (and Ironclad just made the functionality possible), so it may not exist in 1.0. I've also been playing with the option of having Sovereigns be unique and built in a separate way from Executors, meaning you could have both at the same time, emphasizing the Remnant's superweapons even further.





The Pentastar Alignment finds it's niche as a sort of mix between Imperial and New Republic philosophies- culturally it's very much Imperial, however it shares some of the economic traits of the New Republic, such as focus on trade. The Alignment not only benefits economically from trade stations, it also has a tech called Protectionism (haha I'm funny) which increases the Pentastar's fighting prowess when they're defending their own trade ports. Militarily, the fleet is a mix between Clone Wars holdovers from the Outer Rim (Munificents, Venators, Acclamators) and top of the line Imperial hardware from Oversector Outer (Bellator, Secutor). Like the New Republic they have a heavy emphasis on carriers and fighters, having a carrier at every ship tier, however where the Republic focuses on quality and the Remnant is about supporting your superweapons, the Alignment draws on the overwhelming numbers aspects of the Empire. Their technology tree is populated with corporate deals to improve their ship subsystems and economic output through compaies like PowerOn Corporation and Dynamic Automata.



As a faction which exists with limited resources to fight off countless threats in the vast Unknown Regions, the Empire of the Hand is all about speed. They are less about outright overpowering the enemy (though they're still no joke), and more about getting in to the right engagements and away from the wrong ones. Techs like Afterburn, which provides a speed boost after exiting hyperspace, and abilities like Microjump which allow certain ships to instantaneously move across and gravity well help accomplish this goal. Their combat abilities exemplify this as well, as with the Phalanx's Close Quarters ability, which microjumps the Phalanx towards a target enemy ship and increases the Phalanx's firepower for a short time. This also means their defensive tech and structures have to be up to the challenge of helping them hold off and push back large-scale attacks, which is an aspect we'll be expanding on going into 1.1.

Culturally, they are far more open than the other Imperial factions (though less so than the New Republic) and their vast information archives allows them almost constant vision and information on certain enemy movements. Economically, they gain less from trade than anyone else, being a rather isolated faction. However, through their Primary Industry tech they are able to gain credits directly from resource extractors.




...All the Fixins...

Obviously, this version will also focus on fixing bugs from 0.95 and other general gameplay improvements. For example, we've rejiggered some stuff to make the AI want to build capital ships more often. We've also made the ISD prefer to fire forward instead of broadside. There are some other changes, but these are most of the big ones.

We've also given the tech trees a facelift, which you can see in the below screenshots. The Naval Academy section has absorbed the (now combined) fleet cap techs, and the former Fleet Logistics tree has become a quick reference guide (called Civilopedia right now ingame because we like referencing things), where you can quickly find some information on new systems without bugging us about them, or even leaving the game!



...Into a Wider World...

We've hinted at (and semi-included) some of what we plan to do going into later versions in the development of 1.0, so I'll give a quick rundown of the major goals with the following and aptly named version 1.1. It will be used to finish fleshing out any gaps in the Core Four tech trees/unit lists, as well as continue replacing some of their worse models, but if 1.0 is about what you're using to play, then 1.1 is about expanding where you're playing. Namely, the Star Wars Galaxy. This is the version where we'll focus on a lot of the stuff to really bring you into the universe and lore. This includes little stuff like making text tooltips more lore-centric and starting to really go in on voiceovers, as well as more hefty stuff. The hefty stuff includes things like maps (obviously), lore based random events, unique structures (Centerpoint being one we showed already) and populating the map with 'indigenous' groups, units and heroes, ala this screenshot we've already shown with Zsinj. That will also be the release we use to expand the diplomatic options available to factions.

Also, this month Mod of the Year is taking place, so we'd appreciate any support. Just click on the button below to go to our page, and click the vote button there. Again, we would really appreciate it.



Follow Ascendancy
Forums - Facebook - Steam Group - Mod DB - Twitter

192
News & Updates / Mod of the Year (And More Let's Plays)
« on: December 01, 2015, 07:44:03 PM »
It's time for Mod Database's yearly Mod of the Year event, and once again we find ourselves asking for your support. In the nomination phase, you can vote for as many mods as you want so if you want to vote for a ton, feel free. We'd just ask that you consider Imperial Civil War and Ascendancy for filling your ballot-punching needs. Click the name of either to go to the page and vote.

In celebration of MotY (really just a coincidence, but let's say it was planned) here's a fresh Let's Play, showing a revamped Imperial Remnant.

193
News & Updates / Greater Maldrood (And Federated Teradoc Union)
« on: November 30, 2015, 08:21:33 PM »
We've posted Eriadu, so here's Maldood. Also, it's apparently MOTY now, so if you want to vote for us, you can click the big vote button on the main page. We appreciate any support!

Vote here: http://www.moddb.com/mods/thrawns-revenge

Click to embiggen.

194
News & Updates / Eriadu Authority Astrography
« on: November 29, 2015, 12:46:36 AM »
Just to show we've been working (although focus is on Ascendancy right now), here's an early shot of the Eriadu Authority's starting position in the new Endor Aftermath GC. Forces and heroes are obviously in progress, but you can see some new planets for the scenario here.

Faction colour is subject to change (there's not too many left to choose from, and we want to avoid colour blindness problems)


195
News & Updates / I Pledge Allegiance...
« on: September 28, 2015, 12:56:34 PM »
The Praetor's move to the Alignment left a pretty sizable hole in the roster of the Remnant, and we've filled that hole with the Allegiance-class.

This is an aft shot because people have been asking about engine glows and whether or not they'll be particles. The ISD on the left still has the old gradient crap (which will be updated), but the Allegiance shows, in my opinion, why we prefer the data map-reliant style, no particles necessary, for Star Wars ships.


196
News & Updates / Corey Loses Imperial Civil War
« on: August 01, 2015, 10:59:58 PM »
I've started posting my series of 2.2 testing playthroughs on my youtube channel, starting with the Empire of the Hand. I'll be doing playthroughs with most of the new content as we approach release, so if you want to see everything in action and hear me go on about random modding stuff, I'll be posting screenshots with links to the episodes every Wednesday and Saturday in the image gallery. Go subscribe and like and share and stuff.




197
News & Updates / Dauntless (Downloadable soon!)
« on: July 27, 2015, 07:13:22 PM »
One of two new New Republic cruisers in the upcoming version, the Dauntless fills a heavy cruiser role. It's less versatile than Assault Frigates, although it has more firepower.

Unlike with most content, you won't have to wait for the full 1.0 to play with this new toy. Sometime by August 8th we'll be posting this ship for download and use in 0.95 for our forum members in the members only section. We're gonna be playing with more limited incremental content releases like this where appropriate between versions, if people like this kind of thing.




198
We're currently starting to look for a few people to test ICW 2.2. Those chosen will be responsible for playing with all features in order to test functionality, balance and general playability.

In order to signup for consideration, just post in this thread. If you're primarily active somewhere else (ModDB, etc) post what your username is on that site as well. Keep in mind that this is not just a way to get to play the mod early; the point is to test, so those who are active and have shown  a desire to help in the past (suggestions, bug reports, etc) will be given more consideration than people who just post in the thread and disappear. Also, if testers do not actually test and post reports, they will be removed from the tester pool.

199
News & Updates / Dauntless Render
« on: June 28, 2015, 02:49:56 PM »
One of two new New Republic ships in 1.0. Also going to be in ICW 2.2


200
News & Updates / Bellator in 2.2
« on: June 21, 2015, 10:40:17 PM »

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