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Star Wars: Imperial R&D

  1. #351
    okay I can probably give a good idea what will be in thursdays release.


    tweaked lasers to be more visible

    stat balances to a bunch of ships.

    tweaked some of the AI scripts so the cpu builds more variety

    everythign smaller than cruiser class except fighters, light corvettes and some platforms have been exported using maya. this pretty much fixes the crash related to resolution (played two 3 hour long games with imperial AI and no crashes)

    fighters weapon damage has been increased slightly, also made harder to hit with large turbolasers (lancers still annihilate fighters like they are supposed to)

    started work on innate subsystems (check out the golan III) and also figured out how to manipulate the collision mesh with subsytems for VLO (try parking something underneath the golan III beside the spire)

    ships with new models (textured or partially textured exported with maya)
    destroyer yard
    fighter factory
    golan III
    victory I
    victory II
    research station
    Allegiance



    things that I haven't fixed yet that I really wanted to:
    icons (couldn't get coords right)

    some dockpaths don't work because of weird collision mesh issues.

    AI using research (OMG need help)

    some ships show weird poly lighting (tried a bunch of stuff ,but no luck so far)

    lods and goblins for a lot of ships

    animated turrets (lots of work, didn't get to the experiment stage)
    engine glows (haven't tried yet)

    performance will still be bad until better LODs are made up, for right now it should be a lot less crashy.


    There will be at least one more release before the 21st of this month then I'm going to the bahamas for a week so no work will get done :-p I plan on having the majority of corvettes and fighters done for the next release and will try to get subsystems implemented. the first release in march will have the beginning to the alliance side, with probably x-wing,awing, y-wing, assualt frigate, MC-40, MC-80a, MC-80B and MC 90 along with the ships that are 'stolen' from the imperials.

  2. #352
    Evenflow
    Guest
    ?

    I don't understand something though.... so you're never going to texture some of the bigger Imperial ships? You mentioned moving on to the Rebel side but did'nt mention anything about having all Imperial ships textured.

    If that is the case I really think you should finish one side 100% before moving on to the next. You see, I'm somewhat of an Imperial supporter myself!

  3. #353
    rgreat
    Guest
    We need 2 sides.

  4. #354
    Evenflow
    Guest
    You Rebel Scum!!:flame: :jk:

  5. #355
    Member
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    Just had my first game, I like the scale, very good. The SSD is a bit unwieldy in some levels (namely Kharam Wreck) as it can't move into the middle of the map, and structures like the Super Cap scaffold sometimes hyper in outside the maps boundary.

    I also noticed the Zero-G troopers fly upside down...are they supposed to be doing that?

    oh, btw, I really like how've you made the missile salvo option for ships like the defender, even if it doesn end up with them blowing each other to hell lol
    Last edited by Interviglium; 5th Feb 04 at 12:04 AM.

  6. #356
    Steppe
    Guest
    i would make the lasers with less different colors. just a suggestion but it was much cooler with just red and green. empire and rebels

  7. #357
    steppe:
    imperial lasers are green, rebel lasers are red
    such is so depending on the quality of the gas used for the laser

    ion cannons are blue, concussion missiles are a red yellow tail, torpedos are a blue tail and rockets are a yellow tail.

    evenflow:
    bigger ships are lower on the priority list because a lot of engine limitations have to be skirted around however the vengence and the executor will probably get done to some degree pretty soon since I have textures for them, but they probably won't be 'done' for a while. the sovreign will probably get a place holder texture. the cruisers will get finished when I have time, thoug the titan and tyrant will probably be pretty soon.

    I've had tons of grief with the Allegiance and trying to get it fully subsystemed (no shields or turrets yet though) but the results are quite impressive interms of flexibility and resolving collision issues. I will definatley cut apart the factory ship to fix the collision issues with it. also ISDs suffer from some problems because of how the targetting sytem works (ships shoot over each other bows in profile) hopefuly this can be applied to VLO ships like the executor.

    one Idea that hit me was to make the cruiser shipyard upgradable to handle supercapital production, this eliminates a whole shipyard (YAY) I still believe that the fighter factory and destroyer yard will be most important with the frigate yard and the cruiser yard being minor parts.

    The reason I want to move onto rebel stuff is to get the MC-90 and X-wing in the game :-p

    Triumvir:
    the space troopers are drunk :-p

  8. #358
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    I'm thinking maybe for the moment just not worry too much bout anything from the scaffold until you've got the other stuff done.

    btw, with your weapons, are you allowing them to shoot at secondarys, and how many weapons have you given an ISD?

    With the Loronar Strike Cruiser, if I remember correctly, it was a modular cruiser, wasn't it? So maybe if you where to give it a buildable weapon/subsystem would be ok, cause as is, its a little weak.

    Also, the AI still builds standard resource collectors.

    And what range have you got for the reaqcuiring of targets for the Tyrants missiles? Maybe you should increase it. (I've mucked about with it in my own mods, and can never get it to work)
    Last edited by Interviglium; 5th Feb 04 at 2:01 AM.

  9. #359
    right now all weapons shoot at secondaries (yay performance) though I will make the main batteries not shoot at secondaries simply to increase firepower-on-demand ISDI's are the standard 60/60 complement, ISD II's got down tweaked on damage but are the 50/50/20 still

    strike cruisers are modular from the factory, however it would be a pain to do because of the model, they have been significantly beefed as have all the frigates (significantly)

    ai should build correct resourcers now

    hmm reaquire range, haven't looked into it in a while.

    I bigged up the release and will upload it soon after I play it a bit to look for bugs. once again file size went down because of better texture compression (44.3 meg) . I included two shortcuts, one for if you have the RDN tools installed and one if you did a default install. if you changed the path and don't have RDN you are on your own :-p

    I won't be working on this until probably next tuesday because of class work, though I may find some time to fix some things if they become issues.
    Last edited by evillejedi; 5th Feb 04 at 3:08 AM.

  10. #360

    beta v0.19

    Last edited by evillejedi; 5th Feb 04 at 4:07 PM.

  11. #361
    rgreat
    Guest
    Nice one.
    Some beta testing results:
    1. You need to alter capship move behavior. They must turn only in one dimension (horisontally).
    2. Explosion animatons are not yet done for many ships.
    3. SuperShips are hardly playable, due to their sizes.
    4. Player vs CPU custom game type (bla bla bla something v 0.17) crush game to desktop in mission start.
    5. Repair platform exit from Distroyer Factory looks strange.
    6. Turbolaser Platform is too weak.
    7. Fighter lasers invisible.
    8. Tie Bomber rockets are too fast imho.
    9. Mod download size is LARGE. :cranky:
    10. Ships dissapear from view too early.
    11. Some weird effects with ships (some of them) sizes not changing with distance.

    Well enough for now, and keep up the good work.
    Last edited by rgreat; 5th Feb 04 at 3:22 PM.

  12. #362
    1. still trying to figure it out :-p
    2. true
    3. true
    4. try making a new profile, some people said this works
    5. probably
    6. yeah, platforms will get a once over for beta 0.2
    7. they are visible but not very, will get fixed
    8. heh I sped them up cause I thought they were too slow
    9. can't fix that
    10. could fix it but performance would suffer, unless it;s specific ships that cut out WAY too early like frigates in 0.17
    11. try turning off NLIPS in game options

  13. #363
    rgreat
    Guest
    I have more then enough perfomance now.
    I think with visible distance doubled or tripled it can even work good without extra lodding... for me.

    Athlon XP 3000+ /1 Gb/ Gf4-Ti4600
    Last edited by rgreat; 5th Feb 04 at 6:46 PM.

  14. #364
    Evenflow
    Guest
    Much, much, MUCH better.

    I noticed most of the textures looked.... different. Can't quite put my fingers on it, but the game runs much smoother now, and did'nt crash even once!

    I LOVE the new textures for the Allegiance, the Victory, and the Destroyer yard. Really very well made.

    Still want my SSD though

  15. #365
    heh the victorys and allegaince both use the same ratty texture from the ISDs, I plan on completly revamping the textures simply because the subsystems perform better with smaller textures (same res, but locallized and cropped)
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    http://warlords.swrebellion.com/

  16. #366
    Evenflow
    Guest
    Eh.... I think they look fantastic already. I just love the Allegiance, I think I can use it for now instead of the SSD. I know it's tempting to make them all look nice and all, but #1 issue IMO is performance, and I think you hit the perfect balance between looks/performance.

    Which reminds me: You changed something for almost all the models/textures did'nt you? Ships like the Corvette and Gunship, and nearly all the frigates, look like they're made of less polygons and different, less detailed textures. But like I said they still look excellent and performance is much better IMO.

  17. #367
    AH, I know why they look 'lower quality'

    before the textures were based off of an uncompressed tga and only 2 mip maps were created (I believe)

    now the texture is the same size and bit depth, however it is using DXT5 compression and has many mip maps generated

    so the texture is the same, except at range it be at reduced resolution when the mip maps kick in so it will look worse...

  18. #368
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    *sigh*....time to download another 50mb after only 2 days on my poor old 56k lol.

    nah, I'm looking forward to it

    btw, are you going to include dreadnaughts?

  19. #369
    Steppe
    Guest
    i think the big ships are much too strong. theres nothing that can really stop em. i played it and the enemy had about 40 frigs and many many many dessys infront of my base. then this soverewhatsitsname came out of my scaffold and blew up everything. i dont like ships that are that uber and theres nothing that can stop em. and bombers dont do a damn against it. look at hw2 where bombers can destroy a bc. you should do it this way. or give em at least much less firepower to make the battles last longer

  20. #370
    Evenflow
    Guest
    Yeah, but the bigger ships like the SSD and the Sovereign are slow and cumbersome as hell, by the time the SSD turns around to target a particular target it's already been shooting at it for while.

    Hell, aside from using the SSD and other ultra ships like that for visual puroposes and to round out my fleet, I think I'll just stick with the normal Destroyers to attack most of the time, SSD and equivalent is just to cumbersome. So in the end I think it's perfectly balanced.

    Besides, this is supposed to be the Empire vs. The Alliance, so I'm sure when the Rebel side is done it will balance out the Empire.

  21. #371
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    Aye, but I can't exactly recall what the allaince might have that could stand up against an SSD, perhaps a Bulwark cruiser, but I don't know there stats compared to the SSD (been a long time since I've seen them)

    Executor was taken out by a single A-wing and technical difficulties

    Knight Hammer was destroyed by the/a Jedi, IIRC

    I can't remember how Iron Fist was destroyed, if it was, but I'm pretty sure that the Alliance, or even the New Republic have anything to fight them fairly unless you want to create uber tiny little Jeedai

    But then again I guess it depends on the cost of the heavier Alliance cruisers like the MC80B's etc. If you can destroy the SSD using less RU than it cost, then you've technically won, even if your fleet is in disarray.

  22. #372
    AsterXiphos
    Guest
    In the last book I read, the Iron Fist got away from the fleet that was chasing her. Han Solo had the Mon Remonda that Zsinj seemed to be cautious about (that, and the support fleet), so they apparently had something that could threaten an SSD . . .

    The Lusankya was nearly (disabled and captured instead) taken down by Rogue Squadron and a lot of torpedo-laden freighters . . . so lotsa torps.

    If you eventually get around to making a Bulwark BC, please please please make it look somewhat cool . . . I hate the pic and render of it in Star Wars: Rebellion. Ick. Nasty. Eew.

  23. #373
    Evenflow
    Guest
    Iron First was destroyed by a huge Hapan Fleet over Dathomir. I suppose you could dig out some references to the "New Fleet" ships that were introduced in The Black Fleet Trilogy of books, even though they were kind of lame. The Defender-class Star Destroyer was supposed to be a bit smaller than an ISD yet five times as powerfull.

    But it does'nt HAVE to be a single ship to match the SSD though. Look at the Mon Remonda, and that was only a prototype MonCal90 Cruiser, not the actual finished one. It had multiple overlapping shields so it was really hard to take down, even by the Iron Fist. 3 or 4 of those would cost a bit less than an SSD yet be able to take it down, I imagine. Atleast in the game.

  24. #374
    heh, really big ships = not balanced, show some restraint when pummeling the AI :-p

    heh I'm aiming for SSD = 7-8 ISD II's with full fighter complements and escort craft :-p that should be a price equivalent mathc up and both groups should be utterly devastated. :-p

    ships like the iron fist had their supporting fleets warn down, then they were battered by nearly continuous attack. I think one of the books mentioned that a SSD in combat lost the first two kilometers of its bow just to repeated torpedo and rocket attacks.

    in most cases the SSDs weren't totally destroyed, bascially massive burned out hulks that were used as scrap yards.

    how the alliance stacks up...
    my nomenclature may not exactly sync with the other games because they themselves are inconsistant

    assualt frigate

    MC-40 (light destoryer)

    bothan assault carrier

    CC-9600 medium destroyer

    CC-7700 intediction destroyer



    MC80a (pickle ship) (destroyer) = VSDII + much more shielding

    MC80b liberty (winged 'liberty' ship) (destroyer) ISDI equavalent, more sheilding

    MC90 defiance (destroyer) ISD II firepower + about 3x shielding

    republic ISD (destroyer) = ISD II but smaller (VSD size) and cheaper

    ISD II (emancipator class) (destoryer) basically ISD II with forward torpedo launchers and some other modifications

    ==============================================
    MC80c (mon remonda) (cruiser)
    even though they say it is a prototype of a MC90 it is too big and too heavily armed, going to be allegiance equivalent with more shielding

    dauntless cruiser

    MC-104 mediator cruiser
    probably on par with one of the heavy cruisers, about 3km long mentioned in NJO

    MC-?? (home one) heavy cruiser 4.6 km long

    corellian battle cruiser
    ==========================================
    MC -?? Defender class battleship, probably the only supercap the rebels have mentioned somewhere in NJO


    err that's everything destroyer on up off the top of my head

  25. #375
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    Hmm, I just had an idea, dunno if its any good though.

    You said 'Yay!' in an earlier post to cutting down on the number of shipyards, so how bout this.

    The Imperials can hyper in a KDY shipyard skeleton, to which you can add various systems and new scaffolds to it, allowing the construction of a variety of ships from it, perhaps even have additions like buildable turrets and fighter garrisons. Say each facility takes up a certain amount of space on the KDY skeleton. If it has 6 spots, have fighter or frigate take 1 spot, destroyer take 2, cruiser take 3 and supercap 4, so you could build a shipyard which could have 6 fighter construction bays on it, but have to hyper in another expensive KDY skeleton to allow the building of more ship classes... although, maybe not include the fighter construction facility as I like the look of the fighter factory, and reckon it would be cool to see a fighter facility in a dust clouds surrounded by a few turrets.

    The alliance could get their shipyard from Fondor (?) or somewhere similair.

    I dunno *shrugs*, just an idea which came to me just then, cause as is, having all the shipyards at the moment causes a bit of a clutter in some maps.

  26. #376
    Evenflow
    Guest
    evillejedi:

    I really don't think you should give the Alliance any Imperial Star Destroyer. I know the New Republic used a bunch of them and all but you want to have both sides be as unique looking as possible, I always thought of the Star Destroyer as an Empire exclusive. Besides there are more than enough ships out there that can fill the ISD equivalent requirment: Dauntless cruisers, Bulwarks, etc....

  27. #377
    NonameXK5
    Guest
    Splended you've done very good on this update this mod keeps getting better and better but what still bugs me is how the space stations like Scafoldin and Crusier and the others hyperspace in sometimes the hyperspace out of the area of the mothership.

    ok say this its the mothership -
    heres the scafolding +
    heres what it does when buitl

    -



    +
    And thats what it does.But good textures and stuff with the Allegiances like the systems u have on it should do it to the rest.

  28. #378
    loosedbow
    Guest
    Excellent job, keep up the good work. I'm looking forward to this continuing along. :-D

  29. #379
    spacemoose
    Guest
    Still getting occasional hyperspace crashes and I lock up whenever I make the scaffolding.

    The computer seems to build lots of Imperator I's now, I like it since its in sync with the movies.

    The new textures are great, you rock dude. I am clueless as to how you can do all this, but I am most grateful.

  30. #380
    starwarsphreak
    Guest
    The mod is awesome. I've been waiting for HW2 to be modded for SW.

    The only thing that I find starnge with my game is, the mothership, Ship builders, ect sometimes always move. Like rotate.

    Also, Is there going to be a different texture for the Executor SSD? I don't really like the way it looks now. (I understand it's still Beta )

  31. #381
    Dragon45
    Guest
    No, if you read the books, its plain that capships rotate about all their axes, to use shields and weapons in the best possible way.

    Well, the game crashes a lot more now. And again, just abandon all the cap ships and focus on frigates and fighters only. I just want a solid fighter+frig mod.

  32. #382
    dropping the emancipator ISD, just doing the repuclic ISD, it is enough different looking that it should be okay

    stuff like the cruiser yard and scaffolding is going to get scraped, I like the idea of modular yards, at least for bigger ships, doesn't make a lot of sense gamplay wise to combine the smallre yards

    the constant moving is probably due to the insufficient dockline formation, I'm looking more into Attack scripts and formation scripts for the next release.

    Dragon45: please elaborate on when the crashes occur, if I can track them down early it will make later releases much better.

    I wish I didn't have so much work to do this week, if I can only get it done and out of the way...

  33. #383
    Dragon45
    Guest
    Modular yards = teh win. Somewhat more realistic, but it is also easier to do. So one or two "universal" yards, with buildable subsytems, right? Good.

    And i think most of the crashes revolve around the resource units. They usually occur when something involving mole miners happens. A MAJOR problem happens when the mole miners look to unload their payload on the mothership- all the molem iners line up in a line, and dont enter at all, sitting there and wasting themselves. The same problem does NOT occur when unloading on the modular taskforce cruisers (btw, they should be made a lot more expensive or smaller, IMHO. Deadly useful they are for repairing large cap ships).

    Back to the original mole miners lining up and not entering bug: I believe this happens only after you build something on the mothership.

  34. #384
    heh I come back to edit my post and I get another resopnce...

    still deciding on the yards, I like my current destroyer yard and don't want to have to remodel it :-p

    probably will be three yards

    MTC is WIP probably the next ship to get done.

    the factory ship docking paths are really messed up, that's why they aren't workingat all.

    hmmm mole miners should be working fine, try putting a resource controller or MTC right next to the asteroids so the miners don't dock with the factory ship, maybe this will isolate the problem.


    ...err yeah the original purpose of posting again, going to have a website soon. I'll keep the discussion in this thread, but the download link will be moving and there should be some actual information on stuff on the site.

  35. #385
    Evenflow
    Guest
    I think you should scrap the scaffolding and cruiser yards too. In fact, it's the destroyer yard that I never build because the Cruiser yard builds everything the destroyer yard does and much more, so I just skip the d.yard all together. Might as well scrap one of them and make them the same. I don't know how this works but you can just increase the size of the destroyer yard and be done with it.

    To be honest with you though, I also DO like how the destroyer yard looks, and it's size too, I don't want it to be as big as the cruiser yard or even worse, the scaffolding, they simply take up TOO much space and are somewhat invasive. Whatever you do, don't make anything bigger than say half the size of the cruiser yard or so.

    I also get crashes, not as much as before but it still happens, and it's sudden and a "hard" crash, meaning I have to press the reset button on my tower itself to restart (CTR+ALT+DLT does'nt work).

    I have a suspicion it's related to the movment of some of the bigger objects, as all of them occured when I was moving a bigger object (SSD, Vengeance, and Cruiser shipyard). Maybe it's collision detection? The last time the cruiser yard was spinning around (I guess because it was surrounded by other structures close by), and it crashed. I don't know really what the reason is, it's hard to pin point the problem.

    I wanted to ask you something: Are ISDs supposed to be able to carry fighters? fighters can't seem to be able to dock to it for some reason, and repair ships can't fix them either....

    EDIT:

    Holy &*@! what just happened? Damn was that a crash or what? I had about 6 Star destroyers guarding my base and I built around 14 squads of the Tie/D (droid) fighters, I then sent the TIE/d's to the middle of the enemy's base, and..... the game went crazy, all hell broke loose. Started getting the message "Ship under attack" over and over really quick, and you know those messages WinXP gives you when you get an error, and offers to send it to Microsoft for you? I kept getting a million of them repeadetly WHILE playing the game, it went like this for a while then suddenly crashed to desktop and.... silence. Don't know what happened really, scary as hell though.
    Last edited by Evenflow; 7th Feb 04 at 12:16 AM.

  36. #386
    Steppe
    Guest
    bombers are beautiful with that rockets but much too weak. please weaken these huge ships. perhaps make em also a bit smaller and give the smaller ships more power or more ap or whatever.

    thats how id do it

  37. #387
    Member Kinjiss's Avatar
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    I dunno if this has been mentioned, but sometimes when Im playing a game, all the ships lose their detailedness. Its the level of detail zoomed out, WHEN im zoomed in, i mean like the textures are crap and the ships arent even the proper shapes any more, very basic polygonny shapes at that. It bugs the hell outta me.(i dunno why I put muffy there, just ignore him) Ar certain angles they will start flashing inbetween its detailed form and none detailed form, sometimes they will go fully back to the detailed versions, maybe its the number of ships being built by the 2 comps. I dunno if this is just me and my computer or anyone else is having this problem. Oh, and during my play time I think the game has freezed like 3-4 times (once I know when the Titan Cruiser was biult and ready) and crashed 2-3 times. Sorry I can't elaborate on those.

    --Kinjiss

  38. #388
    varis
    Guest
    What kind of UI modifications are you planning?

    How big/complex is the research tree? SNL Station has about twice as much research as the standard game, and people are complaining quite a bit about that. If people can't grasp things almost immediately, many of them are going to turn away from a mod.

  39. #389
    NonameXK5
    Guest
    Dont scrap the Scofolding instead just down size the ship yard and the SSD's and crusiers so there not so big.
    Also instead of scrapings the Crusier yard how bout scraping the Destroyer yard it has more of a selection of ships.

  40. #390
    rgreat
    Guest
    I support the idea of scaled down SSD class starships.

    I't ok not to have hm 'realistic' sizes if that worsening gameplay.

    I'd say 50% of size will be ok.

  41. #391
    JeffHCross
    Guest
    I don't know if this is at all possible ...

    But in the original HW2, the Shipyard has to hyper in because it can't be built by the mothership, it has to be built at a planet. I would think that Mon Cal ships / ISDs / SSDs, etc, would be able to fabricate fighters ... but any other ships would be unusual to fabricate within the ship.

    Wouldn't it be more realistic to the Star Wars universe to have all non-fighters hyperspace in to "reinforce" the fleet?

  42. #392
    let me make a point of saying that every ship larger than the allegiance is BROKEN and hasn't been worked on for months. subsytemed VLO takes care of nearly all the problems related to them besides balancing, it just takes time to do, so be patient.


    if it causes gameplay problems I'm not suprised, don't build them until they work if you have problems with them:-p (quite honestly I can simply remove them until they are done if you can't help yourself, in fact I will just so people don't complain about them)





    varis: the research tree should be pretty basic (fighter, frigate, destroyer, cruiser) and research for abilities (grav wells, torpedos, capturing)
    basically the different weapon types and ship classes will be the
    major research items, with a few specifics (IE a destroyer yard will allow you to build a dreadnaught and VSDI, destroyer research gives you everything except the dominator and interdictor because of their grav wells)

    described as follows
    research [ships before] (example of ships after)

    starfighters [tie fighter] (bomber, interceptor)
    advanced starfighters (defender, missile boat)
    corvettes [system patrol craft, lambda shuttle] (all other corvettes)
    frigates (all frigates, frigate research unlocks destroyer yard)
    destroyers [VSDI, dreadnaught] (all other destroyers)
    cruisers (unlocks cruisers)
    (super capital is on a ship by ship basis)
    ships above may need:
    weapons research

    concussion missiles
    torpedos
    rockets
    capital ship ordinance
    ion cannons
    turbolasers
    rapid fire turbolasers

    abilities

    grav well
    space troopers (capture)
    droid technology (upgrades production and dreadnaught, allows droid fighters)
    superlaser



    Kinjiss: the game engine dynamically determines Level of detail based on performance, you can turn some of this off in the video options. Basically the engine will take the low detailed models that should be displayed at distance, and use those when the game is starting to drop below 20 frames per second. I could simply make it so there were no LODed models, however you would hate me for it because you would get 5 fps continuously. so in relality there is nothing I can do besides make everything look crappier (lower res textures, lower poly models) there is a lower detail ISD for maximum viewing distance, but it looked so bad under the conditions you described that I removed it.

    during big battles without a mod I've seen the stock HW2 units reduced to smeared one color bricks. so the normal models will exhibit this behavior also.

    JeffHCross:
    the original intention was the mod to be about the warlords after the empires fall. alot of them built up mobile shipyards to keep their locations a secret. I do have an idea for a black market where you buy ships outright and they hyper in, however I'm not to familair with that stuff right now.
    Last edited by evillejedi; 7th Feb 04 at 12:23 PM.

  43. #393
    rgreat
    Guest
    Originally posted by evillejedi
    varis: the research tree should be pretty basic (fighter, frigate, destroyer, cruiser) and research for abilities (grav wells, torpedos, capturing)
    basically the different weapon types and ship classes will be the
    major research items, with a few specifics (IE a destroyer yard will allow you to build a dreadnaught and VSDI, destroyer research gives you everything except the dominator and interdictor because of their grav wells)
    I think it better to have more reserch options.

    Such as "Destroyers" and later availiable "Advanced Destroyers"

    for example difference is:
    DRED's can be availiabe at Factory form the start.
    and
    VSD / VSD II
    ISD / ISD II
    at 2/3 tech level.

    Up to you of couse.

    Hm, also i think Star Destroyer have class of "Cruiser" or "Heavy Cruiser" and not "Destroyer"

    Summary of desired research nodes for combat crafts (for me ):

    01. Light Fighters
    02. Light Bombers
    03. Heavy Fighters
    04. Heavy Bombers
    05. Corvettes
    06. Frigates
    07. Light Cruisers
    08. Heavy Cruisers
    09. Advanced Cruisers
    10. Light Platforms
    11. Heavy Platforms
    12. Super Ships (research each of types, one by one)
    13. Some extra nodes (Grav Wells, Heavy Rockets, Heavy Turbolasers, e.t.c.)

    Also "Heavy" node only availiabe after researching "Light" one of same type.
    Last edited by rgreat; 7th Feb 04 at 1:00 PM.

  44. #394
    JeffHCross
    Guest
    It's been a while since I read the novels based around the Warlords (Zsinj, etc). I had forgotten about the mobile shipyards. I guess I was thinking about Galactic Civil War/NJO style battles instead.

    I've been dreaming up an NJO based game in the past few months, so that's where my head is at, I guess.

  45. #395
    Evenflow
    Guest
    I think the Shipyards are fine the way they are. Evillejedi you should'nt remove the really big super capital ships because they DO work, they work for some but not for others, so you should'nt penalize people that are able to use them. The SSDs and stuff might look really big right now when you put them against the original HW2 ships, but when you put them up against ISDs or any of the new ships they look much more to scale. When the Rebel side is built it will bring everything back in perspective, I think people should just be patient and wait in the meantime.

    Evillejedi you might disagree but I would think that the Imperial side is 90% or so, I really can't think of much more you can do except:

    - Texture remaining ships.
    - fix some crash problems.
    - Fix docking/repairing issues.
    - fine tuning ships balance.
    - Icons.

    And that's pretty much it IMO. The game mechanics work perfectly IMO, if you make the SSD smaller or something like that it takes away from the Star Wars ambience. Basically I think that instead of going back and reworking things I think you should concentrate on finishing the new stuff and THEN going back and changing what you want based of user feedback.

    EDIT: This is somewhat of a gameplay general question. Notice how all the maps except one give the ships this orange/brownish hue to thier color? I always thought that was just the texture color Evillejedi used, but I just tried a map today called something "Training grounds" that's really small but allows ships to keep thier original colors, so the Imperial ships ARE grey in color, and they look much more authentic IMO. Strangely enough, this is the only map that does this. Anyone know of any maps out there that allow ships to keep thier "natural" color like this?
    Last edited by Evenflow; 7th Feb 04 at 1:20 PM.

  46. #396
    rgreat
    Guest
    ISD sizes are good.
    But SSD,Sovereign are hardly able to approach targets enough to start firing.

  47. #397
    NonameXK5
    Guest
    Ture thats why i only use the SSD Exceuter of course its my fav.I also agree with Evenflow you shouldnt penilized people who get the SSD's to work.How bout down sizing the ships to reduce Lagy from textures.
    Also put supsystems like sensors engines and bridge and sheild generator on all star destroyers makes the game better.

  48. #398
    JeffHCross
    Guest
    Originally posted by starwarsphreak
    The only thing that I find starnge with my game is, the mothership, Ship builders, ect sometimes always move. Like rotate.
    I wanted to go back to this real quick. I'm trying out the mod for the first time, and noticed this problem as well.

    I've noticed that almost every time the Shipyard hyperspace in in the original HW2, it will ocassionally rotate automatically, as if there is some collision detection it is having an issue with.

    The same thing is happening here. All my yards are hyperspacing in ON TOP of one another, and are thereby attempting to move out of each other's way. Because the ships they produce are linked to the yards in terms of movement (unless I set a seperate rally point), the ships rotate in turn. This becomes really interesting on a small map, because it appears that if this rotation continues, I'm about to have my ships rotate through the center RU position (where the enemy is probably currently).

    Another thing I noticed related to this ... there is something inherently OFF about the size that the game thinks some of these models are. I am playing on the 3P map (Dante's Inferno, maybe? Can't remember the name). And where the Factory Ship is defaultly placed is just ahead of the resource field. Meanwhile, the default rally point for Factory Ship created units is about 6000 m away. Likewise, the line of fighter factory created ships extends nearly 8000 m horizontally using the default rally point.

    When I say default rally point, I'm talking about the position that created units move to when a rally point has not been set. For the standard HW2 game, this is usually less than 1000 m away, I believe.

    Just a guess, but I'm thinking the specs used for the sizes of the fighter models and Factory ship model are significantly larger than the model actually is.

    I also noticed that the game engine believes the factory ship is incredibly large, because when I tried to move the mobile refinery to the resource position using the Sensors Manager, the area surrounding the Factory Ship (in which the cursors changes from movement to an attempted dock with the Factory Ship) encompassed the resource field.

    EDIT: I used the Frigate Factory to create a Corellian Gunship and a Corellian corvette. After being fabricated, the two ships took up positions 2700 m apart, and the closer ship is 1300 m away from the Frigate Facility.

  49. #399
    the_llama
    Guest
    I wouldent can all the SSD's and the Cruisers

  50. #400
    JeffHCross
    Guest
    Originally posted by Dragon45
    Back to the original mole miners lining up and not entering bug: I believe this happens only after you build something on the mothership.
    I want to elaborate on this. This problem is NOT solely related to the mole miners and the Factory Ship.

    I tried to dock my TIE Defenders with the Fighter Factory in order to repair them. Couldn't. Couldn't dock them with ANYTHING other than a freshly created ship.

    As far as I can tell, NO shipyards allow for docking after something has been created. They jump pump stuff out. The mobile refineries allow the mole miners to dock solely because they are not creating anything.

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