Athanasios Posted April 1, 2006 Author Posted April 1, 2006 Okey, we're do the final package and updating the site. Give us 10-15 mins
swgbex Posted April 1, 2006 Posted April 1, 2006 (edited) 10-15 min??!?! i cant wait that long!!!Edit ------ this came to my knowledge a bit agooh.. and this was my 200th post Edited April 1, 2006 by swgbex http://www.swgbex.com/sig.jpgHehe IA 2 venator
fortune faded13 Posted April 1, 2006 Posted April 1, 2006 :o :o that was said 8 minutes ago.....................................2-7 minutes left! im so excited ;D
Athanasios Posted April 1, 2006 Author Posted April 1, 2006 File is on its way to server...............hold your positions ;D [edit] Just check the first post of this thread for the link you are looking for and... enjoy!
FleetAdmiral AK Posted April 1, 2006 Posted April 1, 2006 Thanks but... I don't see a link... EDIT:Never Mind Great Stuff! The rebelion will bring peace to the galaxy! http://miniprofile.xfire.com/bg/sf/type/0/fleetadmiralak.png
swgbex Posted April 1, 2006 Posted April 1, 2006 I found something that bugs me.. I just had my first battle with the mod.. and piett seems to turn waaay to fast.. like he was still a normal sized ISD.. looks too funny .. i havnt tried all the other big ships yet but i like what i see so far http://www.swgbex.com/sig.jpgHehe IA 2 venator
Athanasios Posted April 1, 2006 Author Posted April 1, 2006 Thanks for the info swgbex. Although the ATAT and Veers' one have not acted the way you mention in our tests (just did it before the upload ), ill look into it. KEEP POSTING FEEDBACK, WE DON'T SHOOT ANYONE!! (...well, at least not many ;D)
PipfunatUT Posted April 1, 2006 Posted April 1, 2006 did you make the atst head mounted guns fire?? i thought you said you had, but i havent seen them fire yet. might be confusing mods though ps... this is the best mod so far hook'em
cherry Posted April 1, 2006 Posted April 1, 2006 omg this is a great mod! thanks for this! I read the readme but if I sttart a new campaign..will it crash?
PipfunatUT Posted April 1, 2006 Posted April 1, 2006 Btw for some reason i just having the imperial guard flank pal hook'em
Orao Posted April 1, 2006 Posted April 1, 2006 did you make the atst head mounted guns fire?? i thought you said you had, but i havent seen them fire yet. might be confusing mods though ps... this is the best mod so far Hi it is AT-AT not AT-ST. http://goranmost78.free.fr/orao1.jpgEmpire at War: Total Realism v2.0 mod.... 1200 downloads in 5 days and counting...
swgbex Posted April 1, 2006 Posted April 1, 2006 (edited) Thanks for the info swgbex. Although the ATAT and Veers' one have not acted the way you mention in our tests (just did it before the upload ), ill look into it. KEEP POSTING FEEDBACK, WE DON'T SHOOT ANYONE!! (...well, at least not many ;D)I was talking about piett star destroyer it also happens with most cap ships.. i assume u havnt changed the values.. it just doesnt look right.. i would suggest reducing their speed a bit and their turn speed as well well here is my favorite pic from the mod .. its coo watchin all the super hyped space battles http://members.cox.net/hiho_boy/EAWpic.jpg Edited April 1, 2006 by swgbex http://www.swgbex.com/sig.jpgHehe IA 2 venator
Orao Posted April 1, 2006 Posted April 1, 2006 Don't worry we will fix it soon. All we have to adjust is the turn rate of each ship. I'm really sorry for the inconvenient but we done nearly 800 modifications. At the end it was little hard evethough I give you credit it was too bigg to miss. http://goranmost78.free.fr/orao1.jpgEmpire at War: Total Realism v2.0 mod.... 1200 downloads in 5 days and counting...
swgbex Posted April 1, 2006 Posted April 1, 2006 Np man things get through even in retail games.. it was expected.. ill keep lookin for some more bugs.. nice work http://www.swgbex.com/sig.jpgHehe IA 2 venator
shadow3dje Posted April 1, 2006 Posted April 1, 2006 I played the galactic conquest as empire and after expanding rapidly, began to wonder where the rebels were. After claiming some 20+ planets, I hit a couple of pirate controlled planets hindering my expansion and search. This was puzzling until I started a Rebel campaign to see their starting location. As rebels, you begin bottlenecked between substantial pirate forces with 7 or so planets available for control. This is in contrast to the empire's location with 20+ planets available for control before being cut off by pirates. With so few planets available and all avenues to the empire effectively cut off, the rebels have no way to advance in tech and thus are left without the tools necessary to defeat the pirates in their way. Lacking any real space ability at the outset, the only way to advance is to defeat one of the pirate planets by using the raid ability. This is extremely slow as you can only send in groups of 3 infantry units. While possible to slowly defeat the pirates this way it takes alot of time and once accomplished, leaves you grossly behind the tech and money of the now massive and far superior empire force. Visiually, this mod is very cool. The ground camera is amazing. Aside from the starting situations I outlined above, this mod looks to be what I was hoping for. Kudos.
swgbex Posted April 1, 2006 Posted April 1, 2006 I have noticed this as well the rebels are a bit bottlenecked.. but not extremely. I was able to get a good game goin .. and i actualy enjoyed being bottlenecked it was a bit more of a challenge.. but then again.. i was at tech 5 so i can see how tech 1 could really hurt the rebels.. and the imperials could take nearly the entire "map"I like the way you guys utilized trade routes as the only way around the gallaxy.. its really fun because it creates a mini campaign.. you have to go around half the map to finally make your way into the center of the gallaxy ..its great because u cant just rush towards the center anymore its all about fighting your way through the planets to get there.. So if rebs are in tech 5.. goodbut if they have some techs to go. it could hinder the rebels considerably http://www.swgbex.com/sig.jpgHehe IA 2 venator
Sith_Interceptor Posted April 2, 2006 Posted April 2, 2006 (edited) Athansios great realism mod only one thing bugs me The AT-ST if you look in the star wars databank this unit should be way more efficient with its laser canons at killing infantry. It excels at this and is the best weapon for this in the empires ground arsenal. Its kinda of lame and unrealistic that the most efficient way to kill whole units of infantry is to stomp on them (ie run them over). If a AT-ST driver tried to do this he might get one guy at best as the rest scatter and this is unlikely. This unit really need to do more damage to infantry with its laser and targetting to be realistic with the lore. As it stand the most effective unit is the tie mauler for killing infantry because its faster so its runs them over easier. This makes a bit more sense because its tracked but again is a bit unrealistic. This was already an issue before the recent patch where the developer decreased this units damage versus infantry. From the star war databanks. and this is for the scout/recon. other at-st were designed to be even more effective against infantry. While not as imposing as its larger AT-AT walker cousin, the AT-ST nonetheless served as a significant addition to the Imperial side of battlefields in the Galactic Civil War. The two-man craft is lightly armed with chin-mounted laser cannons, and side-mounted weapon pods. The two-legged craft, dubbed the scout walker by many, serves as a reconnaisance and patrol vehicle, often flanking approaching AT-ATs and mopping up infantry that sneaks past the larger walkers. The Imperials used AT-STs in both the Battle of Hoth and the Battle of Endor. Edited April 2, 2006 by Sith_Interceptor
Zer_Teron Posted April 2, 2006 Posted April 2, 2006 Looks like someone already completed the mod ive been working on since the game came out > Kidding, will try later http://img20.imageshack.us/img20/3488/zersigef1.jpg
Athanasios Posted April 2, 2006 Author Posted April 2, 2006 (edited) As posted in LF forums: Thanks for the feedback people. Keep sending as much as you can track down. Fortunately, the most issues reported by so far can be fixed. Expect version 2.1 to arrive within a week, so that we can gather enough feedback by then So, don't stop sending feedback and suggestions. We had an amazing applause from the community so far, but ill keep the numbers secret for later on Now, some short answers/replies both for PFF and LF forums: shadow3dje The issue with the highest priority so far is the GC reconfiguration for rebs and imps, which can be easily done. As for the computer "crawling" you mention, it happened to me too (high-end installation), when too many squadrons are in a fight. It's a game-code limitation we can't do much for. Yet, one "solution" is to bring some corvettes to clear up the space or destroy the hangars of capital ships. Apart from these "cheap" solution, i would suggest either lowering down the video settings for that particular fight and not look the horizon with the camera while the crawl happens; finally, i would suggest upgrading to a Crossfire ATI X1900XTX (crossfire meaning that you connect x2 cards), a multiprocessor dual-core system and putting 4GB DDRII (dual channel supported by mothercard) ;D . Apart from this, if you see that you win the battle by far, just click "autoresolve". Just don't click it on the beginning cause it will be a disaster if doing so (autoresolve does not work as supposed too...). @swgbex, darthcarth : The turn speeds of ships can also be take cared easily. As for the small maps (there were some complaints that cap ships were too big in the current maps), heh, we're waiting for a decent map edittor to remake all the 82 maps, like every other modder . @Sith_Interceptor, PipfunatUT: A short note on ATAT and ATST issues. As mentioned in readme file, the headmounted of ATAT weapons are Anti-air weapons. As for the ATST, it will be tweaked properly (already enhanced against infantry but needs more we guess), but with the chance, we'd like to inform you that in the coming version we'll try to import SW Databank descriptions to most units we can find datas for . @PipfunatUT: Could you give us more info? The royal guards did pretty good job slaughtering some infantry and even t2b tanks in our tests, until getting stopped by some infiltrators or rebel heroes... @darthcarth: The ATAT is "balanced" in such a way that can easily smash 3 T4B Tanks attackin front the front. It can even handle 4 T4B tanks if their "power to weapons" ability is not activated. Obviously, if the play or AI attack an ATAT from the back, then it will suffer major hits until he turns to fire. Now, AI normally does not move the tanks around when attacking, but a human player will (obviously) do this, if he's smart enough not to let the ATAT face his tanks. Thus, it is general rule to combine a good force when attacking; sending an ATAT in wolf's mouth without adequate back (let's say from some SPMAT sitting some kilometers behind -also guarded well), is most luckily to fail. ----------------------------------------------------------------------------------------------------------------------------------IMPORTANT NOTE: It would be V-E-R-Y helpful if you could send us in the contact email (found in last section of README file) along with the feedback described here, some screenshots or even short videos showing the problem you are talking about. In your email just put a easy-referance subject (ie. bug: Piett rapid turn speed, imbalance: ATST no efficient against infantry). You may also copy & paste the description of the problem as posted in the forums, but do not omit to post the problem in the forums too, so that other people that face the same problem acknowledge that it's already reported. Orao recommends using FRAPS program (uploaded to our site) to record in-game videos. It can capture screenshots too. Mind to turn your screenshots into .JPEG format, so that they are not huge (.tga format: 5 MB/image, .jpeg format: 200 KB/image . Thanks again for the feedback (this note is edited into the first post too)---------------------------------------------------------------------------------------------------------------------------------- Edited April 2, 2006 by Athanasios
fortune faded13 Posted April 2, 2006 Posted April 2, 2006 i have a problem. i tweaked some stuff in the xmls, and now all of a sudden the game wont even start. is there something i could have done to make it do this?
Athanasios Posted April 2, 2006 Author Posted April 2, 2006 i have a problem. i tweaked some stuff in the xmls, and now all of a sudden the game wont even start. is there something i could have done to make it do this? Heh, happened to me all the time ;D The game checks all XMLs at the starting screen (before logos appear). Thus, the game will crush if: 1. A code line in an XML file is not closed correclty (mostly happens due to by fault pressing "enter"). For example: ilities> 2. A code line in an XML file is not tagged correclty. For example: 3. A code in an XML file does not have adequate support from game engine. For example, making a new unit (ie. Royal Guards Extreme Slaughtering) without the correct connections among files. If you use a good XML edittor, like MS Visual Web Developer, the wrong code is underlined with red markings. Hope this helps .
sithwolf Posted April 2, 2006 Posted April 2, 2006 any idea where i download this mod? looked on lucas files and cant find it. anybody got a link
Orao Posted April 2, 2006 Posted April 2, 2006 Check the first page of the thread. You will find links there. http://goranmost78.free.fr/orao1.jpgEmpire at War: Total Realism v2.0 mod.... 1200 downloads in 5 days and counting...
sithwolf Posted April 2, 2006 Posted April 2, 2006 yep just found it, didnt think to look there. Ive got a bit of a hangover, soz
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