Heya all. One small comment having had the chance and pleasure of playing longer into a campaign : the NR seems to be building massive stacks of transport ships (both the CEC and the Gallofree ones) and pushes around stacks of 50-60x transports that maybe partly explain the length between turns...
Sorry for reviving such an old thread, but is this something that can be done. Playing mods with lengthy turn processing means that you are glued to the screen to click through these pop-ups like a bot !:sleep:
Would it be possible / sensible to ban certain alliances from happening in-game (like. New Republic with criminal factions or with Imperial remnant factions or with Sorcerers of Rhand / Ssruis) ? Some of these in-games alliances feel weird lore-wise :)
This looks nice - no idea though on the scroll bar alas.
As for the next mod, I would lean for rebel alliance era but would happily play whatever is offered :thumbsup:
Tiny potential bug:
The construction of Planet Gvt Incorporation does not work after unlocking the Galactic Bureaucracy tech (tried on ROCHES planet that has an Agriworld Import in its radius)
This looks great.
One immersion tweak if possible only - use for the Nighthawk Rangers the new Imperial Soldier model with some black paint instead of current olive green (that way they would look like the illustration of the unit). When we're down to this kind of useless comments, you must...
Just dropping comments here : I must say that I cannot find faults with the latest iteration. The new ship construction requirements actually provide for a more diverse fleet composition and enable to find uses for a variety of planets !
If I were to add some nice-to-have stuff, here it goes:
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