play as Empire![]()
play as Empire![]()
The Empire's Factory Ship was taken out in this version, they now start out with a factory ship. It's very annoying actually, but maybe it's just me....
The lack of a factory ship doesnt really matter much to me, since both sides start with the same thing. Besides, eville said it would be back in when it was fixed I think.
And if you want to really enjoy this mod, you should play on large maps. (i.e. not the relic maps. The largest relic map is more like a medium size map)
#1204
go golans :-p
Exar: that page needs to be updated
wookieman: more NR, but a 'classic trilogy' option will be included, unfortunately rebels will get creamed.
talonpest: corvettes are technically not combat vessels, heance the reason for the modified corvette, the reason they suck is because they are pretty crappy to begin with in terms of firepower. capture rates have not been worked on.
action IV does sensor scrambling and has a long sight range.
need more comments on build times
mole miners were in a low accuracy targetting class, this has been improved.
if I make ions how you want them then they are useless, you will never see a ship get disabled because it will get vaporzied first. ALL SW ships with ions use them, not jsut to capture things, but as another way to render enemy ships useless in combat. Remember the hoth ion cannon? two shots took out a ISD. this is why I'm only going to change the accuracy for ions and maybe the emp shielding on certian ships, otherwise they have no purpose even if they were a special attack (I can see this being very abusive.) the other solution is to make ions fire slower and be more powerful, this may help a bit, but then small ships will get disabled in one hit gauranteed. remember that stuff like the ISD I and the carrack have significant numbers of ion cannons, if all of these are aimed at on ship then it is almost certian to get disabled. the change in ions will be more moderate than you suggest.
deathbunny:
one of the reason imperial fighters may seem to die so fast is the mon cals have explosive blisters now which shred the unshielded fighters. however I am going to turn off friendly fire and see how this works. kamikaze is pretty darn hard to fix.
the not impacting target is due to accuracy, as I stated earlier, small accuracies act like distances whereas large accuracies act as percentages, the tyrant missiles have 50% accuracy so some of them just disappear. also the tyrant is more of a seige vessel.
the limit for heavy platforms will be raised because some more heavy platfroms will become available.
scimitars were taken out temporarily
zippy: elaborate.
evenflow:
the AI is getting tweaked a bit, one of my concerns is that the AI doesn't build fighters when it has an open shipyard, it should be going full production unless you cut off it's resources. basically it needs to build a more balanced fleet underneath what big ships it currently builds.
a general note is that more fighters are built if you use frigate only or even destroyer only.
0.26 won't have a new MS, that will be a bit. 0.26 could come out sometime next weekend and will be basically tweaks and balances to this version with a few things that didn't make this version.
i've been thinking of starting a general discussion thread somewhere, however HW2 specific issues would probably still be on these boards.
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http://warlords.swrebellion.com/
There's Tons Of Ships Holy $***!!!!
is there even any icons or alternate dead's cause i never saw one and also theres another problem but it just might be my game some of the ships do 0 damage i know it sounds crazy but my ISD 2 only does 0 damage.Is this happening with any one else?
Another thing I noticed is that the Bulk Cruiser has a hull strength of only 77k, versus the less expensive Nebulon B which has a hull of over 100k.
Bombers need to be more effective against capital ships. Maybe once the issue of them blowing themselves up is fixed this problem will be solved, but right now pretty much the only way to take down a Star Destroyer is with another capital ship or several heavy frigates. Contrary to Evenflow's view, I think watching capital ships slug it out gets boring pretty quickly without fighters and corvettes in the mix.
Executor builds too fast, IMO. T/defs are a little quick as well. I like that golans warp in instead of coming out of the destroyer shipyard--that's nice.
I've looked at more T/def behavior, and I'm quite sure now that it's missiles. They can wipe themselves out the first time they shoot a salvo in formation--they are reasonable other times.
One thing I might suggest for the defenders using Porkins tactics (no seriously, I can hold it gu*boom*) is making their drive an invisible nub at the center of the craft and turning the actual TIE/def model into a turret--then giving TIE/defs corvette AI. This would make them circle the enemy pointing their front end at their target as they flew by. It's not perfect, but considering how quickly they turn, they'd likely face in the direction they're shooting most of the time, and when they don't it would look like they were actual space-craft scooting sideways and thrusting enough to keep themselves in orbit around their target. I know it's not exactly the star-wars wwii-esque dogfight thing, but the corvettes are already doing this and they look pretty slick. Besides, it's not exactly starwarsy to have fighters fly at full speed away from the fight, turn on a dime and fly back at full speed into their target
There's seems like there's a huge gulf between loronar cruisers and dreadnoughts. I don't know if that's bad or not, but I find myself building lancers and dreads almost exclusively (even to the point of ignoring fighters in some late game situations).
The new repair droigs look great
(yes, "droigs"--no I'm not serious. People who've play Dark age of camelot with crazy people will know what I mean)
look sir! Droigs!
sorry for the outburst
why look, it's a :chicken:
Any good modders interested in an Ender's Game Mod, please goto the Archive Dump
P.S. My game crashes when I tell any fighters to attack a Correlian Corvette.
#1210
please disregard ALL of the hull and damage values on the interface, they are bugged.
at max range guns will miss A LOT, especially vs utility, the accuracy vs utility is about 0.1 % (OOPS)
in genral there really isn't much in-between a strike and a dread, however I've had luck with carracks. (effectivly a strike is a slightly weaker hull dread, with ions)
since the AI doesn't build lots of fighters there is usually little reason to build them, I like the idea of slightly orbiting heavy fighters, I'll look into it.
btw I slacked off doing work and I'm almost done with the mediator :-p screenies later tonight.
Evillejedi, I want to ask you something rather specific:
Someone mentioned earlier that weapon fire rate could be decreased and thier accuracy increased to compensate. I don't particularly mind, because in the OT (battle of Endor), large ships fired pretty slow, but in the OT (Phantom Menace) the TF Droid battleships seemed to fire really fast at the Naboo cruiser, so either way it's authentic, what I'm concerned about is frame rate: I have a pretty fast PC, Radeon 9700 Pro and 2.53ghz and all, but the game does crawl a bit when there's a huge battle going on (i.e, you invade the opponents base). If it would make a huge difference in frame rate, then I'd recommend decreasing fire rate, if not, then just leave it the way it is
Another thing: This weekend? As in two days or so? That's pretty damn fast. Is the Imperial Factory ship going to go back in?
#1212
the problem is that having high accuracy brings all the earlier problems, so, if I reduce weapon fire rate either everything else gets left the same, or weapon damage goes up. we'll see. however usually large battles start getting significant AI overhead in terms of targetting and collision pathing.
next weekend maybe later, and maybe on the factory ship, I really messed it up :-p
anyway mediator pics, not completely textured yet either
compared to MC90
based off this concept art from LF
I made it more symetrical and bulky since it is supposed to be a mass produced warship that can be made in other yards than the mon cal ones
Last edited by evillejedi; 25th Mar 04 at 11:16 PM.
Looks very SeaQuest.
Mediator... that was in one of the NJO books isn't it? Supposed to be huge too and uber powerfull. It looks amazing.
Don't get me wrong about the weapon fire rate, I love it the way it is from a visual point of view, very epic and WWII'ish with all the flak, but if it will make the game run smoother..... I'm all for it.
she's cute!
I don't have the original series hanging around--were the ion canons on hoth shooting blue shots or were they some other color? My brain keeps showing me yellow, and if that's the case it would be cool (even if slightly a-canonical) to turn them yellow on rebel ships. Sometimes its hard to tell what's firing. Though I guess it doesn't really matter--ships seem to manage their firepower pretty well on their own.
They were pretty reddish in TESB
Ok then eviljedi.
I was thinking about a command ship for the new republic forces. I have had two ideas.
1. If they are going to be the rebel alliance then why not give them an abbandoned/derelict imperial shipyard? and the fight revolves around an imperial strike force finding the hidden base and then both side call in reinforcements as the encounter escilates until it is a full blown battle.
2. If they are the new republic then give them a specialised long range strike carrier. (the best thing about mods is that you can include new ships) And the fight is based around an encounter between a republic task force and an imperial faction (as some people will know, after the emperor's death the empire fractured and generals grabed as much as they could and set up thier own little empires, they vied with each other for power aka the galactic civil war)
:edit:
I have also found a problem with tie fighters.
I don't think that they are powerful enough because in the film (return of the jedi) everyone panics about a few tie fighters attacking the capitalships, but in your mod they can't even dent a capital ship.
I built 3000 of them (250 squadrons each squadron had 12 fighters 12*250=3000) and it took them a considerable abount of time to destroy a mon cal cruiser. I think they should be make more powerful, take longer to build and come in smaller squadrons.
P.S. my computer was laggy when the 3000 ties fired together.
Last edited by wookieman; 26th Mar 04 at 7:47 AM.
3000!
I havent found any problem getting tie bombers to kill capships.
Why are you attacking capships with TIE fighters anyway? theyre meant to fight other fighters, not capships. It's no surprise that those little tiny blasters dont dent a mon cal.
TIE fighters are supposed to be little expendable flying blasters. Cheap, weak, and fragile with untrained pilots.
So far it's hard to tell with the pricing of the ships... it seems pretty balanced to me.
When I try to capture ships, if 60% of the boarding squad is destroyed then they stop trying to capture and just sit there. Are they supposed to do that (not enough forces to take over the ship perhaps?) or is it a bug?
The Loronar may be a bit overpowered. I was able to destroy an ISDII with just two Loronars and two Heavy corellian corvettes without taking a single casualty (one Loronar was taken down to half power and everything else was untouched). Either that or ISDII's are still too weak.
Also capship laser accuracy could use a boost.
Last edited by richieelias; 26th Mar 04 at 9:40 AM.
#1220
here's the issue with fighters,
1)we all want fighters to be useful
2)fighters need to kill other fighters at a reasonable rate
3)fighter weapons need to be low power so they don't become cheap.
now heres the actual problem, if I raise fighter damage so they can damage capital ships (3000 is a bit ridiculous) then fighters will die very quickly in combat against each other, otherwise their accuracy will be abysmal and they may never hit each other. raising damage means raising the hull values of the fighters, now you have fighters that are even harder for capital ships to kill. effectivly raising fighter damage doesn't accomplish anything. IMO a turbolaser if it hits should shred any fighter in its path. TL's are going to be REALLY inaccurate vs fighters(<.1%), lasers should kill a fighter in 2 or 3 hits and have semi decent accuracy (1%)
blasters to look good need to be really inaccurate but very high rate of fire so the accuracy will be around .1% for each shot. Basically stuff like ties shouldn't be used to assualt an ISD, but maybe corvettes. I agree that torp damage needs a boost to make bombers effective again. another thing is to maintian the visual effect of a lot of lasers going everywhere you need to have low accuracy.
a comment about laser salvos.
salvos are used for:
1) inital shots in an engagament
2) spray and pray (IE you don't know where the target actually is)
3) hitting one small target with overwhelming force
4) when fire control sucks (IE one targetting solution)
5) when weapon reload or cooling times coincide.
in the first case SW ships are so large that the rear guns may not be able to get an angle on the target until later than the front guns, therefore any salvo effect is reduced because weapons are firing out of order.
many ships have multiple tiers of weaponry and the smaller guns recharge faster so it leads to a non-salvo look. weapons are also spread out along the ship so even though lasers may be firing at the same time they are coming from completely different areas.
effectivly the salvo-like-effect that everyone seems to want is pretty impractical because you want your ships to be constantly firing.
loronars are pretty overpowered in general, 10 heavy TL's and 20 smaller lasers with ions is pretty good. if the stikes were underneath the ISD II or at max range I can possibly see why the ISD II lost, however one salvo from an ISD II big guns should destroy a strike... 50* 2000 damage if it's decently close range. sometimes the AI will be shooting at something that isn't attacking it, since destroyers treat other destroyers as targetting priority over frigates so it may have been shooting at something off in the distance. I'll look into the accuracy a bit more.
how long did it take to kill the mon cal?
Well, the main reason I'd like to have salvos is that when a big ship fires its weapons, currently almost the whole space between it and its target is filled with red/green and blue balls, which doesn't fit into my imagination of a Star Wars fleet engagement (although that may be just me). So for me just reducing the big guns' rate of fire drastically, while at the same time increasing their damage and, IMHO more important, accuracy against big, slow moving ships, will make salvos obsolete. That way you would have much less shots on screen at the same time and could stretch them a little bit without the whole scene looking too weird.Originally Posted by evillejedi
My ties took 5 minuits to destroy the mon cal 90 however I was suffering lag due to the 6000+ laser bolts that were flying around. so about 3 minuits with 3000 tie fighters.
and fighters should have a second weapon that looks exactly like thier normal one but it only fires on capital ships and does more damage. This represents the fighters being able to fire at weak or vulnerable points on larger vessles. this also fixes the balancing problem concerning the damage to enemy fighters.
Why the heck are you attacking a Mon Cal with fighters, much less TIE fighters anyway? The way I understand it, shields on big capital ships work in a grid like pattern, so the only way fighters can hurt them is by using salvo after salvo of heavy warheads (proton torps., concussion missiles, etc...), delievered by squadron after squadron, in the same grid area until they strike the hull. Fighters zipping around with lasers sure as hell wouldn't do much at all. Really, think about it: compare the hull/shields of an average fighter to the hull/shields of an average capital ship. It's infinately thicker and stronger on the big ships, so the miniscule lasers on fighters would by like digging through a rock with a needle, it DOES work, eventually, but you might as well use a chisel.
Just my 2 cents....
EDIT:
Evillejedi, I'm somewhat surprised that not too many people have told you this, but you seriosuly need to do something about those assault shuttles. I was just having a fleet of the Vengeance and about 10 ISDs attack an enemy base, about 3-4 minutes later I noticed that about 5 of my ISDs were facing the wrong direction and firing on MY ships, realized they were captured with nearly all thier energy intact. Curious, I reloaded before the fight and did the same thing, I was ASTONISHED at how fast the AI was able to capture my ISDs, I literally had like 4 of them bieng captured at a quicker rate than they were losing energy right in the middle of a big battle, it was ridicolous. To make matters worse, as you know the Vengeance has something wrong with it in that you can't select any units next to it, the cursor just focuses on the Vengeance itself, this made it nigh impossible to select the ISDs being captured, hold down ALT, and lasso the area where the assault shuttles are so that it can shoot them of it's hull. By the time I was able to position the camera to a point where I can even just SELECT the ISD I wanted and not the Vengeance, it was too late and I had to scuttle the ship rather than the CPU take it. I lost 6 ISDs in less than 5-10 minutes that way. I realize that assault ships get shot down really easily but you really need to do something about this. I would really really appreciate it if you had a "no capture option" thrown in for people that (like me) detest having to worry about thier 36,000+ crew ISDs getting captured in a minute. Is that possible? Shouldn't really take to much to disable ships like the assault shuttles and any other craft that can capture units is there?
Last edited by Evenflow; 26th Mar 04 at 5:29 PM.
I agree with Thrawn about reducing the firing speed and increasing the firepower of turbolasers. They aren't meant to fire at fast moving targets, they're a bombardment weapon for taking out capital ships and stations. They should have next to no chance at hitting a fighter unless it's holding still- I hadn't realized that you had the ability to adjust weapon accuracy based on class, but since you do it seems like a no-brainer.
Right now it's not likely a fighter will be hit by any single shot, but when you have litterally hundreds of shots flying everywhere it's inevitable that a fighter will get nailed, probably sooner rather than later. Reducing the firing rate will increase fighter/bomber survivablity and make bombers a real threat to capital ships that aren't guarded by fighters. I mean, it's not like any fighter out there should be able to withstand a hit from a turbolaser anyway, what's the point in having them relatively weak but plentiful? On top of all of this it would smooth gameplay in large battles with 1/4th the shots to keep track of.
And yes, capital ships should be pretty much invulnerable to fighter blasters. TIE fighters are meant to complement Star Destroyers and protect them from small craft that the heavy turbolasers can't hit, and the heavy turbolasers attack the capital ships.
Just played the latest version of your Mod EvilJedi and vastly enjoyed it from alliance and Imperial sides. It is much less buggy (I have not played the last few revisions) and the ships look brilliant and well Textured. I love the blast sound effects and the laser colours. I have yet to play the mod multiplayer though and hope it does not slowdown as this is where the game will shine.
I rather like the idea of having many Destroyers capable of carrying fighters rather than a huge mothership. Can anyone recommend the best HUGE looking STAR WARS map to play this mod on???
On another subject I agree that fighters should not be able to touch Large CAPITAL ships like Star Destroyers unless they are attacking in swarms with missiles. I also agree that Star Destroyers and above should not be able to Target fighters properly therefore requiring StarFighter protection.
As for the fiting speed I love the current intensity of fire but would like to see it toned down as ships get damaged, ie there gun batteries get taken out.
THe Fighters are a little hard to zoom in on but that may just be me as I have not played this game for so long. I absolutely love the detail that is now in the ship models the Mon-Cals especially look excellent.
I recommend people download the Rebel and Imperial Badges and put alliance colours to light grey with red/pink stripes, imperial ships should be dark grey with a black stripe.
Rebels;
Red Rebel Badge
Light Grey Base Colour
Red/Pink Stripe Colour
Imperials;
Blue Imperial Badge
Dark Grey Base Colour
Black Stripe Colour
I don't think changing the colors affects the Rebel/Imperial units, they'll always be the same color, unless I'm missing something....
Last edited by Destraex; 26th Mar 04 at 8:23 PM.
I agree with Destraex, we need huge Star Wars battlefields to play this mod with.
Evenflow you may be right, I thought I hit the right colours first off and was very impressed LOL
I also think that the destroyer build speeds are correct, please do not change them.
It must be considered that they take much lnger than fighters but not so long as to make the game go for days with nobody considering an attack for 50 earth years. It must also be considered that their are many more larger ships in this game and that means you do not want to wait for long periods to build what would be considered a small fleet in the Star Wars Universe.
Use your smaller faster ships as mobile strike forces and patrols while your larger destroyer types as heavy strike and homefleet forces.
People seem to want to build for 200 years and rush their enemy to destroy them in one huge glorious battle, where it is relatiely easy to build big ships much more tactical employment is used and not as much rushing the homebase is possible.
Where is the ingame star wars MUSIC? I am missing that lovely Star Wars feel impact this music would have. Anybody able to create a seperate music mod?? To go with this Eviljedi mod. Music could be different for the imperials and the alliance. It would be awesome if the score would be like Xwing or Tie Fighter games. Remember the music when ships hyperd in and out
(picks jaw off ground)
Bloody Marvelous! :buddies:
A few questions/notes, however.
Are the DX9's using the vayger infiltration frigate style capture? i saw some of mine just hovering about uselesly, so I was a bit curious.
Same problems as a few other people, fighters disintegrating themselves, cap ships shooting through shipyards, that kind of stuff.
so far, 2 crashes while not a lot was happening, but i'd bet its my computer.
apart from that, extremely good job
P.S. I don't mind the weapons speed, do what you want
P.P.S. Someone posted before about pressing backspace before taking
a screenshot, and I'd like to reccomend it. The pictures from the post
above are better than some of my games ( :wow: ), but since you
have the UI, you can't use them as backgrounds
P.P.P.S. Does anyone know where I can download the appropriate Imp/Reb
insignia?
Evillejedi, after playing the game for so long now, through most of the releases you had ever since .17, here are my final thoughts and requests for you. The mod is, IMO, essentially done, and the rest of the things you have to do are mostly just fine tuning and touch ups. It plays great, looks better, and is a better SW game than anything Lucasarts ever did since TIE Fighter. Here are some suggestions:
- Build speed, unit cost, unit speed, firepower, sheilds, hull, etc are all perfect. ISDs don't suck balls anymore, which is always good. Don't tough any of those things or you might throw the game out of balance again, IMO.
- Try to put a "No capture option" for people that want to play without assault shuttles and don't want to worry about units switching sides in the middle of a big, hectic battle. If that's not possible, you need to make them MUCH slower at capturing the bigger ships, like the ISDs.
- You need collision detection on the SSD and Vengeance. If, however, that would make them too awkward to move around and mess up the game, then it's not worth it, as long as the hits register, then it's fine.
- Get rid of the green boxes around the bigger ships. You really don't need them on anything Victory Star Destroyer size and bigger, much less Executor and Vengeance, since you'll always see them even half a playing field away. In original HW2 you needed them because ships were so small, not in your MOD.
- Experiment with the rate of fire to make the game smoother. Frankly, I love it the way it is: more laserfire but less accurate, more epic, but if it really is such a system hog to have all those lasers flying around then it might be better to tone it down.
- You need to make the Vengeance more manageable when surrounded by ships. It's impossible to select other ships that are even remotely close to the Vengeance, or even on the same screen, you could have the mouse pointer at the edge of the screen and it would still register the Vengeance on the other side. Makes targeting ships or selecting individual ships nigh impossible in big battles.
- ISDs and the majority of Mon Cals and all Cruisers (except the Allegiance) should be able to carry fighters. Starfighter escorts is a mainstay of the Rebel strategy, and each Mon Cal should be able to carry more than an individual ISD.(Home one had 12 squadrons of starfighters, which is as much as the Executor).
- This is my personal opinion, and others may pitch in if they agree with me: don't do LODs for the rest of the ships, I think the frame rate stutters don't have as much to do with the units on screen as much as it does with calculations during battles and such (fighters, lasers, missles, etc....), and in my opinion the biggest drawback of an otherwise perfect MOD is the messed up textures or the ISDs and the MC90's when you zoom out more than halfway, and I dread to imagine when ALL ships look black like that in future releases. Again, this is my personal opinion, I'd like to hear others.
I have more but I can't remember them for now, I'll post some more later when you come back.
TAL SHIAR:
Actually you CAN use screen shots for desktop wallpaper, that's what I'm doing right now. I have a whole collection of incredible screen shots on my hard drive, I don't know why you said you can't use them, since the bottom HUD can be hidden in the game and the Windows task bar hides 90% of it anyway. Give it a try, it looks great.
if you send me your best screenshots I will post em here, kinda like a competition. Good Starfighter pics are especially prized
norskafresh@cramthelan.com
Oh yeah, I forgot to mention, it looks like the tie vangaurds are doing the LOD dissappearing act.
Will their eventually be a Star Wars interface for this mod. Like a ISDII background with musical score?? Just curious.
Personally I would rather proper schematic icons for ships and fleshed out in game ship descriptions.
An ingame music score for this mod would be TOPs. although I can use Winamp in the background I guess
#1236
destraex: there has been some work on a music mod, I talked to mikail and it should be possible however I'm not great with scar scripting and will have to look into it more.
capture rates seem to be an issue, that will be top priority for 0.26.
Evenflow: the reason the performance has improved so much is because of the LODs, it REALLY makes a difference, I just need relic to tell me why it looks like ass, they didn't have this problem in the release ships so there has to be a solution.
Hmmmm.... isn't there any support forums on here? Maybe other modders out thier with experience can help. I can go around and ask for you, if you can tell me what exactly to ask and how. I'd be glad to help, but I don't think that by waiting we'll get any answers. I think this is important because if ALL ships will look like that in the end, then, well, the game will look terrible.
a long time ago in a page of this thread far far away evillejedi said that the music of star wars is heavily copyrighted and regulated, and that precidence has shown it's not allowed to be replayed in mods. I might have hallucinated this episode but I'm reasonably sure I didn't.
Another thing along the lines of what Destraex is saying; when you build a vengeance or an executor on a standard 6 player map (even with only 4 players) it immediately sees and is in range of an enemy mother ship. It begins making what can only be called 'the rounds' as it eliminates everything it sees. Now, it's only reasonable and natural for me to build a couple modular fleet cruisers to attach themselves to it like good natured limpets and provide it sexual healing. This ends the game, basically. Could we figure something out with the whole 'too big for the hw2 engine' issue? Maybe provide a los angeles class submarine for scale? Jaba's sail barge piloted exlusively by shaved bothan slave wenches? A titular Imperial R&D department with wings? How about all the C3PO you can eat?
I'd also like to second the comment about the Vengence's selection box. It's impossible to manage things near it. The Executor doesn't seem to have the same problem.
Similarly, the vengence looks like ass while the executor is a shining beacon of light in these otherwise dark times. Are you going to go back and get a better detail model for the big V?
Those complaints and comments aside, when are you going to include the Eclipse?
jj/k. I don't want you to include the eclipse.
seriously.
don't include the eclipse.
Edit: Damnit. I'm going to have to remember to check to see if there are more pages of this things before posting.
Oh well, I stand by everything I said, except for the music stuff, but I include it for the sake of completness.
More Edit:
I just realized I didn't even post the only legitimate thing I had to say.
While carefully and delicately examining my golans earlier today for mynocks, I noticed that the skin on the lumpy bit on the top of the station, between the heavy torp launchers is off-center. The dark lines that are supposed to be on the edges in the middle of the shape are askew.
I cannot stress enough how disruptive this is to my peace of mind.
One other thing I forgot to mention. I do not hear my Crew voices when issueing commands anymore. Or when they execute other maneovers it also seems very light on the voice side of things. Was this done on purpose or have I just switched voices off by accident?
As for the copyright issue with the music thats a great shame as it would have provided a lot of atmosphere "and maybe still can" ?
and off topic;
The SW Trilogy DVDs are finally becoming available!!! WHat a joke
I bet there is another better version on the way to screw us l8ter too
Some people seem confused as to why I'm attacking capital ships with tie fighters.
the reason is because ties don't have missiles/bombs and therefore they don't kill each other.
I had tried a similar manouver with B wing fighters but I started with 50+ squadrons and ended the fight with 26 squadrons. this fight was against a star destroyer.
when I used the ties 1 squadron was lost.
as you can see missiles/bombs tend to kill more of the player's fighters that their oppponents capital ships.
> Evillejedi
> (about Mediator) "I made it more symetrical and bulky since it is supposed to be a mass produced warship that can be made in other yards than the mon cal ones"
I agree that it could be more symmetrical if it is to be mass-produced in most yards (and not only MC yards), but I don't see why it should be more "bulky". As I wrote earlier, dagger-shape IS an advantage in terns of guns placement, and I don't see why bulky ships are easier to produce (after all, VSDs were mass-produced and this is an old design, and the Republic SD was also designed to be mass-produced, and is of dagger type design (Rendili)).
Basically, that Mediator looks a bit like a MonCal design that would have a few years year obsolescence compared to Defiance. Besides, the ship design you took as reference is not listed by SWTC as a Mediator, but just as (another) MonCal artwork for an unnamed ship (which looks much more obsolete however).
However : the design would be MUCH better if you inflate the "rear part" of the hull a very little bit, so it becomes somewhat bigger in the rear than in the front. You'd have a ship with partial dagger-shape, and which would have quite a good engine power/mass ratio.
Just a suggestion.
Note : non-neutral view angles and perspective might have fooled me a bit.
Last edited by Turgidson; 27th Mar 04 at 6:51 AM.
Well, as far as LOD's go, Relic's LOD's are pretty close to just being Textured boxes. Plus, all of their ships are pretty simple, so that could be why the engine is having an easier time lighting them.
Wookieman: 50+ squadrons all firing torps at the same time, all coming in from the same direction... well, even if this were real space combat they would have a hell of a time not hitting each other all bunched up like that. You have to manually spread your squads out and hit ships from all directions. I do this with all my bombers and I dont have anywhere near the losses that you are having. I'll lose a couple ships from each squad, but never a whole squad. I also pull the ships back after they fire a salvo so they arent close to the ship when the salvo hits, and send them back after.
#1243
I could include music, but apparently it's copywrited diferent than some of the other materail according to theforce.net, I know some fan films use the music and mods tend to use it. I want to include it, but I'm looking into what will happen, the other issue is that we need an in game music player and that MIGHT be possible.
vengence is an old model and may get updated for .26, but more probarbly .30, I'll correct the selection error for the .26 release.
golans are WIP so texture errors may get fixed for .26, more probably for .30
all non-announcment (build announcment) messages are range dependant, since the camera range has been tripled you don't hear stuff, zoom in.
turgidson: the 'bulky' comment was making it more bulky in the rear than the concept so that the rear guns can see around the bow. Also the rear is below the bow so guns on them can still fire forward. 'bulky and easy to produce' does not mean 'bulky therefore easier to produce' the chioce for the concept art was because of the scaling 2.3km and also the uniqueness of the design.
the lods are calculated EXACTLY the same as the main mesh, and the main mesh looks fine. (effectivly all it is doing is referencing a different model based on camera distance, the same problem occurs with innate subsystems btw, part of the reason I haven't done them yet.) many of relics lods are decently detailed and would exhibit the same mesh discoloration.
for some reason the dl page isn't working...anyone mind posting the file directly so I can give it a try?![]()
Every time I go to play a game of the mod, it crashes as it load the universe junk. I dunno if anyone else had this problem cuz i was away for a few days. Just HOW DO I FIX IT??? I NEED STAR WARS!!!!!!!!!!!!!!!!!!
OK for the "more bulky in the rear". In fact, it is even not bulky enough in the rear to my taste.
I first understood "bulky" as "overall bulky", especially the front.
Edit : "my" subjective and personal taste in commented pictures :
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Last edited by Turgidson; 27th Mar 04 at 12:23 PM.
Are you really sure those things are bridges? Well, if I was commanding that ship I definately won't stay there with enemy ships around (remember what happened to the Executor?). I'd say they are just sensors, com-towers or fire-control-towers, but not bridges or other critical parts. Additionaly, can you tell me any reason why a ship should have two external command bridges? Do you expect the commander to move from one to the other if the enemy gets below the ship? Or are there two bridge crews commanding the ship at the same time?
"Navigator, set a course to intercept that Lancer!"
"No, Sir!"
"No? No?! What do you mean by that?"
"Sir, the other commander has already ordered his guys to attack that Carrack. Guess we have to be faster next time."
Whats your shortcut say?
Well, if these are sensors, the line of sight should be something even more crucial - which was my point.
Besides, most ship designs do have redundancies (just to prevent system malfunction on one part of the ship - could just be a power bug for example). Which means there's certainly at least one protected bridge deep inside the hull. And, of course, the command crew won't be in all bridges at the same moment.
BTW :
bridge : the forward part of a ship's superstructure from which the ship is navigated. (from Merriam Webster)
I guess the "bridge" name merely came from the fact that it was a higher superstructure (basically : the form), rather than because of its function. Thus, "bridge" could also be used to call a kind of control tower. Which would need elevation anyway.
As summary : didn't know how to exactly name that structure, so I used the word "bridge". But "tower" or anything else could have fitted too. The main idea was : if these structures are away from the hull, it must be for better line of sight. But in that design, the line of sight was obstructed. Whether it is a command bridge or an automated sensor doesn't change that line of sight fact.
So when I zoom in I will hear authentic Star Wars voices hat replace the HW ones?
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