Nomads are back!

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Re: Nomads are back!

Postby Farmsletje » 06 Mar 2017, 05:01

I dont think youve seen the unit list yet.
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Re: Nomads are back!

Postby sasin » 06 Mar 2017, 06:47

Ithilis_Quo wrote:
sasin wrote:Any word on when this is coming? Nomads is in the wwpc now, but I was waiting to get used to them for you to release this update :).


It is alredy out :). Like 95% is done, so feel free to deliver compliments and complains to curent version. That will make nomads better


Oh, nice! Glad to hear that, I"ll check them out!
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Re: Nomads are back!

Postby tatsu » 09 Mar 2017, 19:57

NOMADS!!!!
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Re: Nomads are back!

Postby MurlocInvasion » 02 Apr 2017, 15:09

Still doesn't work for me. Whenever I host Nomads game, I get a message saying "Connecting" with a button "Abort Connect". This message remains no matter how long I wait and clicking "Abort Connect" takes me out of the lobby.

Not sure if it's relevant but I have both FaF and SupCom FA on my D:\ drive not on C:\.
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Re: Nomads are back!

Postby CookieNoob » 02 Apr 2017, 15:43

MurlocInvasion wrote:Still doesn't work for me. Whenever I host Nomads game, I get a message saying "Connecting" with a button "Abort Connect". This message remains no matter how long I wait and clicking "Abort Connect" takes me out of the lobby.

Not sure if it's relevant but I have both FaF and SupCom FA on my D:\ drive not on C:\.


does playing normal faf games work for you? If yes, try to clear your game files (option in the faf lobby). If that doesnt help, plz post your game.log in the tech support forum.
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Re: Nomads are back!

Postby andybe » 17 May 2017, 06:29

they need to be integrated into the basegame already.
Such an amazing job which is clearly an expansion moreso than a mod as that.
It saddens me though that every game that allows nomads is mostly everyone picking nomads.
making them part of the basegame would really just straighten this dynamic and allow for even better balancing and discussion.
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Re: Nomads are back!

Postby CSI » 17 May 2017, 12:53

I agree they should be in the basegame, for a very simple reason : if people don't want to play them, then they don't, but if I do want to play them, why couldn't I ? Don't tell me to host a nomads game because I tried dozens of time and I never managed to get a Seton full.
I mean, if the excuse is "I dOnt waNnA plaY aGaiSt nOMads gnegne" then do we use vanilla as default for people who don't want to play agains Seraphims ? That doesn't make sense. It will take a few game for everyone to learn the strengths and weaknesses of the Nomads and then people who enjoy playing them will be able to play them unlike now.
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Re: Nomads are back!

Postby PhilipJFry » 17 May 2017, 13:03

simple reason:
they're not polished enough
i wanna play random faction but don't wanna play nomads
i don't wanna play vs a faction i don't know in an unfinished state
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you not being able to fill a lobby with nomads in a timely fashion is not a good reason to put them into the main game
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Re: Nomads are back!

Postby Morax » 17 May 2017, 13:05

Not to mention the game is undergoing balance changes for the base 4 factions. Adding a fifth would severely complicate things...
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Re: Nomads are back!

Postby CookieNoob » 17 May 2017, 14:32

PhilipJFry wrote:they're not polished enough
since I read that a few times, maybe you can make a topic in the nomads forum about which part of nomads is unpolished in your opinion and prevents them from being implemented. I will then see what can be done about that.

PhilipJFry wrote:i wanna play random faction but don't wanna play nomads
very easy and very possible to implement. A similar thing exists in phantom-X and would be added when nomads are integrated in the main game as well (at least at the beginning). Maybe even a further advanced functionality where you can select which subset of factions you want to play.

PhilipJFry wrote:i don't wanna play vs a faction i don't know in an unfinished state
easy solution: play them more or play vs them more. Thats nothing that can be fixed on the mod side of things.

Morax wrote:Not to mention the game is undergoing balance changes for the base 4 factions. Adding a fifth would severely complicate things...
It got more complicated when seraphim were added, FA even added units for other factions... thats absolutely no argument why they shouldnt be integrated.


If you dont like something in the mod try to be more precise about what you dont like and make a post on the forum about it instead of saying "they are not polished" or "its complicated when we put them in". That's an absolutely meaningless complaint and can be said by anyone who never even played the mod once...
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