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Complex 12 feedback
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haymana48

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PostPosted: Sat Jun 30, 2018 5:57 pm    Post subject:  
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Hey guys, I just installed complex12.2 (what said to be in the text file) but i didn't launch..
What could be the problem??
Thanks in advance.
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Koril

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PostPosted: Sun Jul 01, 2018 2:14 pm    Post subject:  
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haymana48 wrote:
Hey guys, I just installed complex12.2 (what said to be in the text file) but i didn't launch..
What could be the problem??
Thanks in advance.


Depends where you got it from;

If you're using steam, you need to activate it by going into the mod menu from the main launcher.

If you got it from moddb, you need to make sure that your shortcut has had the -mod .big file path added to it.
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M.V.K.

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PostPosted: Sun Aug 05, 2018 1:55 am    Post subject:  
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I would say in general I completely understand a lot of what is being said in terms of say some ships and features being kinda of like a "Dud-Effect" in-game.

But I will point out though for Mines what seems to be a conflicting issue, is the type of mine being used and what it amounts to if used.
If not mistaken, there is a controllable mine like missiles, there is a mine like a mine, there are guided-mines:non-controllable, and there are mines used like bombs.

I like the idea of them all, but the standard mine use seems to suffer in overall actual operating terms then any functioning difference for it terms to any others. Normal in game Mines are now more buggy then before, but there are least still say mines to use for the outcome without that expense for it. But of such, changes say the values of things played for what isn't played that still should be able for play.

Nuclear Bombs seem to be the same way, but even then if as such, still seems to be that rather both sides would have them or not has always seemed the question, but in long-game runs should that question really matter if one still did have and the other wouldn't?
To me long-game runs makes sense why the Hiigarans have Juggernauts.
And even think to a point of Cataclysms' storyline, could probably even fit some.

Uber-motherships/Main Ships makes some sense as well, but the rest of the game should say have some set for such then just being a ship that just wins alone in any match.
In multi-player terms, having a powerful main ship makes sense given say playing against numerous players at say one-time for whatever instances. But does say support those players having just as equally powerful ship of course, unless some map settings set otherwise say least till then. (Ranks, Counts, etc..)

I would say overall Complex could always use more, but having say more to use seems more the idea. Given say having more than to use, would say not more to use. I would say though gives me more to do with just having more.
But getting more use of "what" there is then adding what isn't there to have as could be a good approach.
Especially on things like Research, I honestly thought Complex would bring back the old Research Pane/Screen, but did not, but did very well for not doing so.
But again to me, the idea of the Research Pane/Screen makes things like questions for weapon systems and etc as mentioned before more reasonable to manage for myself.

I might try to add more about this later.


Thanks,

M.V.K.
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