Darthscharnhorst2 Posted February 16, 2006 Posted February 16, 2006 (edited) I've decided to "Rezero" the aim of my mod, as well as you may have noticed, changing the name of the mod. So here's my updated goals. Aim: The creation of a canonical modification of the game Empire at War to reflect the complex realities of fighting against a Rebellion as well as the reality of combat as depicted in the films and expanded universe. Very cool list of features all around. I am very much looking forward to your mod. Just to toss around ideas, have you considered:1. Expanding the line of sight for units in order take advantage of expanded weapon ranges and account for ship size.2. Balancing the "special" abilities by adding some secondary one to current units or removing some of the wonky ones. Hunt for enimies and boost firepower come to mind.3. I hope that you plan to keep the longer build times and higher cost as it brings some reality to the game.4.Any plans to adress the free unit spawning buildings and units?5. Finally, I would vote for platoon level units as squads seem to small for a "galatic" simulator. I would actually rather see company size units of stormtroopers etc, but I think most would be against it. Thanks for the effort, your modification list adds a lot of what I felt was missing in single player EAW. Edited February 16, 2006 by Darthscharnhorst2
kingdark Posted February 16, 2006 Posted February 16, 2006 actulay i would also like to see larger units in number also i find it disturbing there is not realy much choice in ground units.I would like to see diffrente kind of unitsfor examplestandard units: a squad armed with basic weaponsdecent units: a squad armed with 'machinegun" like weapons to make the battlefield a little more ehm funmedium units: a squad armed with rocket weapons good against building and anti-vehicle-infantrie buildingsadvanced units: a squad armed with stron weapons, but are much slower and have a bit less defense also, for the rebellion, i would like to see its vehicles tweaked to have a bit more power...anyways hope you like the sugestions http://miniprofile.xfire.com/bg/os/type/0/kingdark.png
Darthscharnhorst2 Posted February 17, 2006 Posted February 17, 2006 I had posted this idea in another thread a while back, but it might be relevant to this mod. Perhaps we could take a combined arms approach. For example, you could build a platoon of soldiers but within that platoon you would get 2 squad of stormtroopers, 1 squad of an anti-armor unit and one "heavy weapon squad" that included a machine gun type unit. This could be adapted to the company level *dreaming* as well. I also agree that the armored units should be powerful, but perhaps infantry could make up for this by having large numbers as well as more of a defense boost when in "take cover" mode.
kingdark Posted February 17, 2006 Posted February 17, 2006 yhea your right btw is there a 'official' site of this mod? because i want to keep an close eye on the progress. http://miniprofile.xfire.com/bg/os/type/0/kingdark.png
Stellar_Magic Posted February 17, 2006 Author Posted February 17, 2006 No... We're currently just based out of the NMA forum. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Stellar_Magic Posted February 22, 2006 Author Posted February 22, 2006 The mod isn't released yet... patience. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Nugster Posted February 23, 2006 Posted February 23, 2006 Hello all. Im new but i've been reading the posts. I played a star wars mod for Homeworlds 2, that really did a better job at turrets and such than EaW themselves cared to do. Homeworld already offers epic scaling with their units and the mod's the only game i've ever seen with an executor class SSD that was player controlled. it dominated the screen completly. A normal SSD has around 60 turbolasers, the mod actually shows 60 turrets placed arount the wedge shaped hull in an uncluttered way. the only issue that without a good PC the game is alot more laggey than the original homeworlds version. My whole point is that the games are very similiar for the space part. Maybe u could look there, its called "Star Wars Warlords"
Megajames Posted February 23, 2006 Posted February 23, 2006 we know, the moddels were made by evil jedi Evacuate, in our moment of triumph. I think you overestimate their chances. Please can you post a comment on My clone story, in fan fiction. http://pff.swrebellion.com/index.php?topic=2306.0 (\_/)(O.O)(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination
Nugster Posted February 24, 2006 Posted February 24, 2006 ok, he did a real nice job. i havent been active with modding yet so i dont know who's done what. I just got the full game It's good but im still disapointed with map sizes. reminds me of " imperium galactica 2". just a small maze with some buildings. If theres a way to make very realistic maps like multiple cities, or large stretches of wilderness leading up to a city center. then the game would feel more like your attacking a planet. It would lengthen the battles greatly and you'd have to up the unit caps, but imagine if it felt at least like you were taking a continent or a whole planet instead of a stupid 20 by 20 square. That you can use the same strategey for over and over. im just a little pissed off about games lately. for the money they're charging you'd think they could at least try and make a game thats not completely dumbed down and simplified for the masses. It makes me happy to see that at least someones willing to make a technical game that won't be turn based, and'll have some action. even if it is just people that are fed up as well, and r doing something about it to make their games truly worth the money they spent. By the way If anyone needs help with maps and stuff i'll do what i can. I'm trying to build exp. by working with people on minor stuff or at least the things i know how to do.
DragonShadow Posted February 25, 2006 Posted February 25, 2006 The mod isn't released yet... patience. Patience is for Jedi...and I'm a Sith Anyway, I like the idea of expanded line of sight for units. I mean, all of these ships and large ground vehicles and stuff have huge super-powerful sensor-packages built in, and they already know most of what's on the battlefield...which is why a much-expanded LOS makes more sense in such a technologically advanced setting. http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
Stellar_Magic Posted February 25, 2006 Author Posted February 25, 2006 Well I was thinking of taking a slightly different route in terms of LOS, one much more along the lines of the classic tactical sims from the Close Combat Series. Here's the ranking for the LOS in order from best to worst. 1. Snowspeeder2. Rebel Infilitraitors3. Rebel and Imperial Commanders4. Scouttroopers5. Stormtroopers6. Rebel Infantry7. AT-AT Walkers8. AT-ST Walkers9. T-2Bs10 Tie Maulers11. T-4Bs12. 2-M Hovertanks13. MPTL-2 Launchers It works pretty well in game and is pretty logical. The AT-AT's sight is restricted because of the fact you'd be forced to utilize viewports, but its tall and should see pretty far. Its something of trying to strike a balance and provide a use for infantry during combat. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Nugster Posted February 26, 2006 Posted February 26, 2006 how about non-circular LOS. The AT-AT would be able to see farther ahead but a little restricted on the sides, hence why you see them moving with AT-ST flanking them, almost always. and like you said, in an advanced setting you would think that at least the fleet overhead would be taking sensor data from space. if not the vehicles themselves. as long as its not a raid by the rebels, where you would have no fleet
Darthscharnhorst2 Posted February 27, 2006 Posted February 27, 2006 how about non-circular LOS. The AT-AT would be able to see farther ahead but a little restricted on the sides, hence why you see them moving with AT-ST flanking them, almost always. and like you said, in an advanced setting you would think that at least the fleet overhead would be taking sensor data from space. if not the vehicles themselves. as long as its not a raid by the rebels, where you would have no fleet I like the idea of non-circular LOS. Also what about LOS for the starships? I think it really needs a boost.
DragonShadow Posted February 28, 2006 Posted February 28, 2006 Just add an extra zero to the FOW reveal range of each space unit and you get most of the map revealed...which makes sense... http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
Lucius Posted February 28, 2006 Posted February 28, 2006 comon, shouldnt they have radars on ships and atats? i would want one on it to see all around me
Stellar_Magic Posted March 1, 2006 Author Posted March 1, 2006 The basic starting point of the mod has just been released. ROR: Foundation BETA V0.1. You won't see any new units, but it will seem like a completely different game. ;D Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Necro Posted March 1, 2006 Posted March 1, 2006 why did u include all the .xml's not only the ones u modified? like campaign_demo :\
Stellar_Magic Posted March 1, 2006 Author Posted March 1, 2006 because I couldn't remember what I had changed... :'( Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Necro Posted March 1, 2006 Posted March 1, 2006 lol! i always made another folder with what i've changed.
jpinard Posted March 6, 2006 Posted March 6, 2006 Love all the plans listed here, but I don't like the idea of ships being planet-based. There's something infinately wrong with a Rebel Alliance controlled VSD or the Imperials attacking you with a Z-95. BTW, what's the download link or website for that Homeworld based mod referred to earlier in this post? Also, how will the AI cope with all the new extra units (strategically speaking)? Will the AI build them and understand their benefits?
plokoon9619 Posted March 7, 2006 Posted March 7, 2006 First you need to change scale because artilery is killing my guys from one ed of map to other.
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now