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EvilleJedi
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  • SWR Staff - Executive
bobandrubert, perhaps make a seperate thread or check our Outside Interests area.

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

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Im new to this forum but have been playing the mod with my roomate for a while. So I'll say thanks to eviljedi. Its a great mod and you deserve all the credit you've gotten for it.

 

But my question is and I've been looking for an answer to this on all the forums and haven't seen one. Why do all the star destroyers have such low attack powers? The victory I has the highest and ships like the Domiator and Imp III have attack powers listed as 0. Is this just a type-0 on the screen or is it there current attack listing because you haven't changed it yet? Because my roomate plays as the rebs and builds a bunch of heavy corellian gunships and pounds my fleets.

 

Thanks for any feed back.

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  • SWR Staff - Executive
the displays on the interface for firepower are bugged, though you shouldn't have problems with and ISD III vs any gunships (will look into baalance there)
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Okay, If you dont mind me asking what are the fire powers for the Star Destroyers? I saw you down graded the fire power on the Executer in v29 from v28.

 

I just want to know because I wiped out his feet of MC's with like 6 Victory I's the other day because of there high attack power.

 

The game right now seems to us tilted towards the alliance. They're star fighters are better and the majority of the ships cheaper and better armor than the Empire. The exception being the Victory I and both sides have the gunships which are cheap and deal out lots of damage for the price.

 

Thanks for the response eville, I apperciate it

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On the homepage (http://www.swrebellion.com/evillejed) I click on images and I got this error Warning: mkdir(): open_basedir restriction in effect. File(/disk5/swreb/www.swrebellion.net/htdocs/evillejedi/albums/.users) is not within the allowed path(s): (/home/httpd/vhosts/swrebellion.com/httpdocs:/tmp) in /home/httpd/vhosts/swrebellion.com/httpdocs/evillejedi/gallery/classes/gallery/UserDB.php on line 39

Error: Unable to create dir: /disk5/swreb/www.swrebellion.net/htdocs/evillejedi/albums/.users

Fatal error: Call to a member function on a non-object in /home/httpd/vhosts/swrebellion.com/httpdocs/evillejedi/gallery/classes/gallery/UserDB.php on line 104

 

 

8O:cry::cry::(

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On the homepage (http://www.swrebellion.com/evillejed) I click on images and I got this error Warning: mkdir(): open_basedir restriction in effect. File(/disk5/swreb/www.swrebellion.net/htdocs/evillejedi/albums/.users) is not within the allowed path(s): (/home/httpd/vhosts/swrebellion.com/httpdocs:/tmp) in /home/httpd/vhosts/swrebellion.com/httpdocs/evillejedi/gallery/classes/gallery/UserDB.php on line 39

Error: Unable to create dir: /disk5/swreb/www.swrebellion.net/htdocs/evillejedi/albums/.users

Fatal error: Call to a member function on a non-object in /home/httpd/vhosts/swrebellion.com/httpdocs/evillejedi/gallery/classes/gallery/UserDB.php on line 104

 

 

8O:cry::cry::(

I already said this page 4
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  • 2 weeks later...

First, I'd like to express my pleasure at having played/tested the Starwars Warlords Mod for Homeworld 2. EvilleJedi, as well as all who have aided him rock! However there is ONE major point that really needs to be discussed. That point is the maximum playable map size

 

I'll keep this short and simple. Those who are working on this project are SERIOUSLY limiting the playability of this Starwars Mod. With a modern computer and a gig or more of RAM, a Homeworld 2 map can be truely massive. I've made a map (as a simple test) that was a 1000 kilometers across without any slowdown. It was hard to navigate, but it can be done. In fact, I think I could have made a much larger map then even that.

 

What really limits the playability of a map that big is not so much the size, but all the crap that map/ship designers put into their designs. We've all played Homeworld 2 missions that quickly slow down as the debris piles up. If the ship designers simply remove all debris spawning from their ships, and the map designers remove all spinning wreckage/resources, you suddenly have the ability to play on COLOSAL sized maps without ANY slowdown.

 

The ship sizes and costs in the Starwars Warlords mod, as well as the cheap hyperspace costs, all point to the need of truely massive maps in order to attain the grand fleet combat experience I think the designers want. This can be easily done if the designers are willing to simply remove debris spawning and spinning map wreckage. To not do so will reduce the Starwars Mods fleet engagements to nose to nose slugfests. Harly worthy of all you aspiring Grand Admiral Thrawns out there.

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Nath, I agree about the map size situation however not with your Debris point, reason the debris does not go away is of course the debris is gatherable resource on the normal game, and kind of on warlords,

 

As of version .28 the little Mole Miners don't dock with the refinery ship to collect the wreckage I've not yet tried using mining in .29 (i usually rely on RU Injections) if EJ has corrected the issue that prevents the MM's from collecting any scrap for RU try gathering it up, reduce the required cycles on the CPU, and get money to build ships at the same time it's worth the effort

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I didn't know that you could mine RU from wreckage! That does explain why it doesn't dissapear.

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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It's the same model, just a different angle. The Battle Dragon is a disk shap, so from behind it looks shorter - it's really exactly the same length

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