Nevets Posted October 3, 2006 Posted October 3, 2006 How did we miss this goldmine? http://www.gamed.nl/view/21256/2 Also doesn't look like you can finish construction on the death star II. Also, damn how can the eclipse not be in GC
Mikan Cyclone Posted October 4, 2006 Posted October 4, 2006 0.0 OMGZ I Love this! Almost makes me sad I spent all my money on Straight Outta Lynwood.... Almost Seriously, all the new units have gotten me very anxious for the game. OH WHY CANT CHRISTMAS COME SOONER! http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
Guest Posted October 4, 2006 Posted October 4, 2006 whoah, how did we miss that? man, one huge dissapointment after the next, the DSII cannot be finished?! for a game boasting a lot of EU content you'd think that they'd let you complete the construction of the DSII Wow these are the best screen shots Ive seen yet! w00t! at least the DSII can fire on ships now! and I thought the ARC hammer was a little more bulky than that.....
Nevets Posted October 4, 2006 Author Posted October 4, 2006 whoah, how did we miss that? man, one huge dissapointment after the next, the DSII cannot be finished?! for a game boasting a lot of EU content you'd think that they'd let you complete the construction of the DSII Wow these are the best screen shots Ive seen yet! w00t! at least the DSII can fire on ships now! and I thought the ARC hammer was a little more bulky than that..... I am just assuming it can't be, because they show the eclipse under construction, and finished, but not the DS II. Still it wouldn't be very hard to mod a finished DS II, but yea, in a game like this you should definitely be able to finish it. They said the made the ARC smaller, than it has been assumed to be, because there has never been an established canon on it. So they did what they thought it would be like. Also the Consortium palace looks cool, wonder what it does. With that and Garm Bel's building, I wish they would have went with the Mon Mothma Rebel Base idea we had. This expansions looks like it has everything I can want (and gives out a lot of great stuff for modders). Like I said, the only thing I wish this had was the "any faction can grab the eclipse as long as they control the planet when it is finished" idea.
Guest Posted October 4, 2006 Posted October 4, 2006 They said the made the ARC smaller, than it has been assumed to be, because there has never been an established canon on it. So they did what they thought it would be like. I like the warlords one better, hmmmmmm.... too bad no one thinks warlords is canon I think for the most part warlords is canon in terms of size, weapons, and whatnot. and what does the Repulsorlift Jammer do? jam repulsors? so that would mean that all aircraft and tanks (ones without treads) just crash to the ground? And what's an MDU? missle defense unit?
Nevets Posted October 4, 2006 Author Posted October 4, 2006 and what does the Repulsorlift Jammer do? jam repulsors? so that would mean that all aircraft and tanks (ones without treads) just crash to the ground? And what's an MDU? missle defense unit? Yup that is exactly what I think the jammer would do. also, it turns out that it looks like Garm Bel's unit isn't a stationary base/bunker, but a mobile battle platform that can carry units...
Ishmael-PG Posted October 4, 2006 Posted October 4, 2006 Repulsor Jammers interfere with the performance of all repulsor technology, making all repulsor-based units move very slowly. And Iblis' Gargantuan Battle Platform is indeed mobile. Slow, but mobile. Ishmael-PGSr. Designerwww.petroglyphgames.com
Guest Posted October 5, 2006 Posted October 5, 2006 Repulsor Jammers interfere with the performance of all repulsor technology, making all repulsor-based units move very slowly. eh.... that's neat but it would be cooler if they crashed to the ground and remained immobile until they were destroyed. But then that would be pretty overpowered now would it? Maybe someone could mod it to do that except that uhhh.... it would costs a lot of credits to run that thing and it would have to do it for a limited time then have to recharge before you could do it again. It could work like bombing runs.
Nevets Posted October 5, 2006 Author Posted October 5, 2006 OMFG this is os awesome i can entarin myself for hours just looking at this stuff. Looks like space units can go in the Bespin Atmosphere. Coooooooooooolllllllllllllllllllllllll.. Lovin it defiently going in my favorites section. ;D Yea, the devs said the bespin space level would take place in its upper atmosphere...pretty cool actully.
Lord_of_the_Sith Posted October 5, 2006 Posted October 5, 2006 I prefer this Arc Hammer to the Warlords one. The same for the Executor. This one is better than any other around.What the game lack is the more hardpoints for the ships. If each ship could have at least the double of the current hardpoints no other mod could have matched the game and FOC.
Ishmael-PG Posted October 5, 2006 Posted October 5, 2006 eh.... that's neat but it would be cooler if they crashed to the ground and remained immobile until they were destroyed. But then that would be pretty overpowered now would it? Maybe someone could mod it to do that except that uhhh.... it would costs a lot of credits to run that thing and it would have to do it for a limited time then have to recharge before you could do it again. It could work like bombing runs. Actually, we had it that way when we first implemented the ability. Every repulsor unit just stopped and could no longer move. It sucked. It could end games instantly if the opponent was canny. If I was at my pop cap limit and it was all filled by repulsor-based units, and the enemy put up the RLJ, none of my units could move at all, and I couldn't land anything to try and take it out because I was at my max. A smart player would then ignore my units, destroying my base. Was hands-down the worst way to win and made for very un-fun play. We were going to keep it that way and add a timer, but decided that simply slowing all the units (and the slow is substantial) was a better solution. You can mod it back to the original way if you really want, but I don't think you'll find it very fun. We now highlight the RLJ on the radar, reveal it (so you can bomb it), and you can still move, so there's a chance you can come back. It's a fun ability, but it was game-breaking in its first implementation. Ishmael-PGSr. Designerwww.petroglyphgames.com
Logan Felipe Posted October 20, 2006 Posted October 20, 2006 (edited) The Repulsorlift jammer is a EaW reject; It was in the Demo, I know because BV&C's demo mod unlocked it. apparently, they brought it back. It's description said that it made repulsors stop working, but I assumed it was always active (like Jabiim; you can't even deploy repulsor vehicles) man, one huge dissapointment after the next, the DSII cannot be finished?! for a game boasting a lot of EU content you'd think that they'd let you complete the construction of the DSII And it's no big deal with the DSII; You can just apply EaW's Death Star model to it if you want the whole one. Edited October 20, 2006 by Logan Felipe http://miniprofile.xfire.com/bg/sf/type/0/captainartenon.pnghttp://z4.invisionfree.com/The_Sith_Lords_EaW/index.php?act=Attach&type=post&id=5554600Alternate Sitehttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://img228.imageshack.us/img228/6296/sweawuban0cg.pngPetition for Obsidian and Bioware to work on Knights of the Old Republic III together! 3926 Total Signatures and counting!SW Fanon Wiki entry - Captain Artenon"A fake news show on fox should have real news!" -Louis Black, The Daily Show.
Lord_of_the_Sith Posted October 20, 2006 Posted October 20, 2006 The DSI model can be used to have a completed DS II. This would be really fun and well appreciated by Imperial-Only Platers like me!
Guest Posted October 23, 2006 Posted October 23, 2006 it's not the look that we care about but in theory once the DSII is completed it would have no weaknesses whatsoever it would be utterley invincible
Logan Felipe Posted October 24, 2006 Posted October 24, 2006 it's not the look that we care about but in theory once the DSII is completed it would have no weaknesses whatsoever it would be utterley invincibleAh. That would involve code editing the XMLs for Red Squadron, Death Star, and Factions (Empire AND Rebels)...if that's not already in FoC's new code... ??? http://miniprofile.xfire.com/bg/sf/type/0/captainartenon.pnghttp://z4.invisionfree.com/The_Sith_Lords_EaW/index.php?act=Attach&type=post&id=5554600Alternate Sitehttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://img228.imageshack.us/img228/6296/sweawuban0cg.pngPetition for Obsidian and Bioware to work on Knights of the Old Republic III together! 3926 Total Signatures and counting!SW Fanon Wiki entry - Captain Artenon"A fake news show on fox should have real news!" -Louis Black, The Daily Show.
getutsav Posted October 27, 2006 Posted October 27, 2006 Repulsor Jammers interfere with the performance of all repulsor technology, making all repulsor-based units move very slowly. And Iblis' Gargantuan Battle Platform is indeed mobile. Slow, but mobile.they dont cause the repulsorlift vehicles to move slowly it completely stops it so if ur on an empire planet that has a repulsorlife jammer then all ur T2B tanks just stop
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