Real Capital Ships V1.11
Average Rating: 6
Yours: -1
File Size: 4.17MB
Downloads Today: 0 Downloads Total: 28306

Real Capital Ships V1.11

Updated Dec 05, 2008 by Grottenolm85


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IvenUA
Comment #21 Tuesday, December 16, 2008 2:26 PM
How many to wait before updating 1.12?????
rxnnxs
Comment #22 Thursday, December 18, 2008 5:02 PM
hy there! i just would like to know how i can make my own mod?! where do i find information for this?! thanks! ahh, ok, nevermind, i found the modset and are learning how to mod right now.. but i hope i will find what i am looking or: i want to change the 3d-models of the ships and the amount of weapons... i would love to change the ships into some nasty battleships-like looking destreoyers, using particle cannons and much more of those weapons.. more tech, more ballistic and missile tech.
Kinglamppost
Comment #23 Saturday, December 20, 2008 3:04 PM
do you mind if i add this to a mod im making... please pm me for an answer.
Jo0minator
Comment #24 Tuesday, December 23, 2008 5:04 PM
great mod. I love the 5 stage research depth, but the game still unlocks the next level after only 2, allowing you to bypass the 3-5 stages of the first 2 levels of the research.
yes i agree. i end up researching only 2 of each to unlock the next stage to gain an early advantage. i hope it gets fixed. love this mod so much. combined it with bailknight GFX and volumetric explosions. it rocks! edit:I fixed the research tree exploit myself. lol.
rattrap47
Comment #25 Friday, December 26, 2008 1:27 PM
Will it work with Entrenchment?
pettiford03
Comment #26 Saturday, December 27, 2008 7:29 PM
pettiford03
Comment #27 Saturday, December 27, 2008 7:29 PM
I can't get this mod to work. When I try to activate it, the game takes a crap.
Ome71
Comment #28 Friday, January 02, 2009 8:42 PM
yes too have this for 1.12 would be great
Jo0minator
Comment #29 Saturday, January 03, 2009 11:36 AM
yes too have this for 1.12 would be great
this works for 1.12, not for entrenchment though
Flashed666
Comment #30 Monday, January 12, 2009 6:37 PM
Sorry this may sound nooby but i need to know how i can actually get the mods on to my game. I have made a mods file in my impulse file and cut and pasted in there, is this correct? Also how i do activate it?
staraven
Comment #31 Saturday, January 17, 2009 10:24 AM
I just installed this mod about a week ago - and agree it makes the game more interesting. Nice to have level 10 carriers running around with an armada of fighters and bombers and know that is all i need to send to destroy an enemy. I did notice a bug since installing. In the tab where you see your relationships to the other civilizations, whoever in the first one - the one in the first slot, I seem to loose a couple of points over time. NOT due to failing a mission. I may be at 50%, then in a couple of minutes look again and I'll be at 47%. I did not notice that behavior prior to installing the mod. It only happens with the first civ on the list.
staraven
Comment #32 Saturday, January 17, 2009 10:27 AM
[quote][/quote] To Activate a mod, from the main menu, select OPTIONS then select MODS. Select the mod and click enable (or maybe its activate). If you don't click the option to automatically load it, well, I'm not sure what happens, but I have mine clicked
Slayer0019
Comment #33 Saturday, January 17, 2009 10:42 AM
[quote][/quote] True, but this has a double effect. Yes, you can get through the levels to the higher tech faster, but if you just want the upgrades for its bonus to damage, it is more cost- and time-efficient to max out the lower one.
staraven
Comment #34 Monday, January 19, 2009 4:07 PM
[quote][/quote] Along with what Slayer stated - the next level of upgrades usually costs more metal or crystal but less money whereas the lower level upgrades are more $$ but lest metal/crystal. To me, which one I use is based upon how my resources are sitting.
Bldruner89
Comment #35 Monday, February 02, 2009 10:15 AM
Have only played with 2 mods so far, this one and the mad scientist mod (Which I don't see in the mod list anymore) - haven't done any modding myself yet, but as necessity is the mother of invention, if anyone has combined these 2 mods already, let me know. about to see if I can blow something up. If there is a different mod that does this, let me know too.
d3vild0g86
Comment #36 Saturday, February 21, 2009 1:02 PM
id love to see this mod for 1.14 and entrenchment if possible...
nadernader
Comment #37 Tuesday, February 24, 2009 9:04 PM
Great Mod. Installed no problem. Really improved game play. Not just the Capital Ships, but the other tweeks, such as extra research levels. THANKS!!!!!
Thrax1
Comment #38 Wednesday, February 25, 2009 7:42 PM
Grottenolm, This is a great mod. PLEASE consider doing one for Entrenchment -- it's hard to go back to the 'regular' capital ships after playing your mod! PLEASE PLEASE PLEASE!
Daggaroth
Comment #39 Saturday, February 28, 2009 6:10 AM
does this work for entrenchment?
warhammer16
Comment #40 Monday, March 02, 2009 8:50 PM
Where do you unzip the data to, what file exzactly.

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