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Everything posted by Grand_Admiral_Thrawn
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Well, while it is true that every battle is different, I'm afraid there is no hope for the Strike Cruiser. The fighters with the Bulwark would easily overwhealm the TIE Defenders, leaving the Strike Cruiser at the mercy of the Bulwark. T/Ds are really intended for Death Star Defence.
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No, that's ok, I wouldn't understand them . There is just a lot of things flying around about Lucas and LucasFilms and what they have said. Sources are good .
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Checking now. EDIT:Just a question: how could Karrde see the destruction of anything at Bilbringi? During the final battle "Karrde and co" were on Wayland assisting Luke and his team. EDIT II:Two smugglers, Mazzic and Ellor, were responsible for the demolition of a "nearly-completed" Star Destroyer. No, this is not a quote from the books, I couldn't finde the exact spot. Now, nearly completed could be contested to indicate many things. It could be a Star Destroyer being built there. Makes sense, it is a ship yard. It could also be undergoing repaires. Sever damage to the bridge tower or other parts could require extensive rebuilding. If the ship was old enough it may be nessicary to dissassemble large parts of the ship to upgrade certain systems. Or, Kuat Drive Yards could run shipyards outside of the Kuat system (which would essentially defeat the point of my agrument, since I was pointing out that it wouldn't make sense for Kamino to give up their rights to cloning, and that there couldn't be any other facilities out there). How did I get on to this again? Anyhow, this deserves a closer look. I'm going to dig up as much info about Kuat and the other shipbuilders and shipyards and report back! EDIT III:Unfortunately there is little information on KDY or the Bilbringi Shipyards. That said, there is information stating that, while Bilbringi was operated by the Empire, the facilities there were open to every one from smugglers to businesses. So, it is possible that KDY operated out of Bilbringi, which would prove me wrong that all KDY ships were constructed at Kuat (which I've already done by pointing out the Executor was built at Fondor). All of this can be found in the SW Encyclopedia, a very useful resource up to a certain point in the timeline. I've also gone to the comic book version of the Thrawn trilogy, but much of the novels was cut out, despite the six comics per novel. If any one else has more in-depth information about both Bilbringi and KDY, it would be much appreciated. My interest has been piqued. Now, on the topic of this thread, I'm starting to see where Jahled is comming from, though all of this "Lucas has stated" crap (comming from both sides) isn't really cementing anything. I think I can speak for many of us when I say I want some sources!
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I've also heard reports of this. It is apparently caused by the sensation of moving when you are sitting stil (motion sickness). I haven't experienced this, but it is suggested that if you do, to lower your resolution.
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Bilbringi was primarily used by the Empire to refit and rearm their ships. Any ISD that was destroyed there would have been undergoing a refit.
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There isn't a source that specifically says "KDY didn't license their ships to other companies", but there are some facts that lead credence to my statement. First, KDY is run by the ruling families of Kuat, though specifically by the Kuat family since it's members were found to be the most compitent. Because the ruling families are nothing but money-hungry aristocrats, they are obsessed with making money and keeping control of all of their creations. To do so, there is a line of code programmed into every KDY ship. That includes all ISDs. Kuat of Kuat was obsessed with keepking this a secret (for its coming to light would meen certain death, as well as the confiscation of the company by the Empire) and, when a plot to overthrow him was discovered, he rigged all of the facilities above Kuat (the planet) with explosives and was prepared to destroy all he had worked to maintain. He was, of course, stopped, but the explosive are still in place. So, if Kuat had this code in all of their ships but wanted to keep it a secret, there is no way they would hand over production rights to another company. Though it wasn't the best read, and some of the content has since been contradicted by the movies, all of this can be found in the Bounty Hunter Wars trillogy. EDIT:I have found only one reference of a KDY ship being constructed outside of the Kuat system shipyards. The Executor and most of the other SSDs were constructed at Fondor. I suppose it is possible that the shipyards at Fondor were constructed and run by SKY, or that parts were shipped in from the main manufacturing plants at Kuat (very possible since KDY parts were also manufactured there).
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Well, sorry about the difficulty reading my posts . Quite true that Jango was a good pilot, but I was simply trying to point out that some recruitment had to take place at some point since the officers and crewers of Imperial ships were not clones. If the original geneteic template was (well, is) no longer available, there would have to be a source. It would seem to me that the most logical chouce would be an existing soldier that was recruited. Sure you could just look for another warrior, but a warrior doesn't always make a good soldier. To save on genetic tampering (which would degrade the gene itself), it would make more sense to choose someone pre-trained and pre-disposed to war. As for Kamino not being the only producer of clones, does this come from the novelization? (I haven't read the prequal books). From what we know of the way industry is run in the SW universe, private companies are just that, private. Since it was a government producing the clones (or at least that is the impression I got from the movie), it wouldn't make sense for another planet to be producing them. I doubt they would give up their monopoly on the clone market. As for Star Destroyers, they were not built by the Empire, they were built by KDY who then sold them to the Empire. KDY did not license their ships to other companies, and as far as I am aware, the only shipyards KDY maintained were at Kuat itself.
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Anyone up for another Mod?
Grand_Admiral_Thrawn replied to Stellar_Magic's topic in General Discussion
Well, Red Orchestra skipped that position, but there is a Driver, gunner (cannon), and a Commander/MGer. They also have anti-tank guns for long distance killing. I'm just extracting Troopers now, so I'll post afew screens and show it to you. UT 2004 can run on a machine that runs CoD, though the graphics would have to be turned down a little. I'll post a few screens of RO for you too. EDIT:Ok, maybe not. The screen shots I took are 3.51 MB. I'll have to look for another way of showing them. -
Anyone up for another Mod?
Grand_Admiral_Thrawn replied to Stellar_Magic's topic in General Discussion
I know the CoD MP community is bog... ok, huge! I said the MP community for the UT 2004 mod Troopers: Dawn of Destinty was small. I have to qualms with CoD: first, much of what has been introduced (loosing your weapon if you get shot in the hand/gun, grenade cooking, deployable MGs, dizzines/loss of sound from explosions) was done a long time ago in the Red Orchestra mod of UT 2004. They're just playing catch-up. I think you should take a look at the Troopers mod. It uses the UT 2004 Engine... ok, the whole bloody game, so the graphics are top nitch. They've just released a new version, so I'm waiting to see what has been added. If you're a realism freak, CoD is hardly the best WW II game to be playing. There isn't any weapon sway for the iron sights, and the vehicles are not very realsitic. Sure, if you hit them in the back they take more damage, but what about a shot to the tracks? WHy can you run it with just one person? Red Orchestra has weapon way, a restriction on the number of people for each class (only a certain number of SMG or MG people per game), you can dissable a tank with a track shot (they can't move), and you need three people to run a tank, one of who has to be a tank commander. You can call in artilery if you are a commander, but only on certain maps, and only a certain number of times. Ok, so that went a bit off topic, but I urge you to try both mods. Red Orchestra is hard, but it blows CoD away, and the troopers mod is the best thing of that sort you can get, though it needs a few more players. -
Well, it's official! As of Dec. 6, 2004, Knights of the Old Republic II will be in stores. I'm not sure if I'll buy it right away, but I'm sure I'll pick it up as some point.
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Anyone up for another Mod?
Grand_Admiral_Thrawn replied to Stellar_Magic's topic in General Discussion
Well, you can prone in Battlefront. Were all stormtroopers equipped with advanced sensors in their helms? In any case, it's simply a matter of adding different weapons. As for aiming down the barrel, if they can do it for Red Orchestra with Unreal Tournament 2003/2004, it can be done for Battlefront. Tunnel Vision would be hard, though I haven't seen that sort of thing done with CoD. Alternate fire modes could be programed into Battlefront, though they are already included in CoD. Since most mods are aimed at multiplay, CoD is lacking in that area since there isn't any. Damage fall off isn't as prominent with energy weapons, but as far as I can tell, it takes many more hits in Battlefront from a distance (without a sniper rifle that is) to kill a person. The hit boxes pose the only problem here. The biggest advantage to CoD is that there are already modding tools out there, so you know what you can and cannot do. Battlefront doesn't have a community working on those things, so no one knows the limitations of the game. The biggest downside to CoD is that the graphics aren't as good as those in Battlefront (I'll provide screenshots if anyone wants), and that you would have to start from scratch. Also, look at all of the other SW mods for other games. Frankely, other than Warlords and the Imperial Assault mod (if it ever gets released!), they are terrible. Has any one ever played the Galactic Conquest mod for Battlefield 1942? GAH! Terrible! The Troopers mod for Unreal Tournament 2004, though lacking in players, sounds like what you are looking for SM. I suggest you look at it before looking at Cod . -
Anyone up for another Mod?
Grand_Admiral_Thrawn replied to Stellar_Magic's topic in General Discussion
Well, it all sounds good, but you could save time and simply change the damage system in Battefront. Add a few more hit-boxes (rather than two, one for the head, the other for the rest of hte body) and you're set. -
But by sticking to the films, we ignore the original novels which were the basis for the films. Any variations between the two are the result of required editing, and not changes to the whole story. I think that there is one thing we can agree on (hopefuly). The Imperial Army was founded on clones, those that were grown on Kamino. Why? Because they were already there, and it was the best way to get a fighting army to slow the droids. Now, this is pretty much indesputable. After that point, it is probably safe to assume that the Republic would have had to introduce fresh blood into the ranks. Remember, Jango's clones were used for the army only, there was the need for naval officers and crewmen, but then that isn't at issue here. We also aren't taking into accound the way the SW universe works economicaly. Clone production was not under the Republic's control, it was under the Kaminoeans (sp?). They were running a business, so we can there for assume that there was only one planet producing clones. Clones are essentially not people, there are equipment. Would KDY say "Hey, any one can build Star Destroyers, because it will be good for the Empire in the war". No, because they are companies and concerned only with profit. So, could the Republic win the war strictly on the clone production from one planet, against a foe who is essentially another corperation with pre-established factories on hundreds of planets, and who can build and deploy thousands of droids each day? Sure, the Empire would have clones in it's ranks, why fix something if it isn't broken, but by the time the Clone Wars ends, the Empire is established, and we get to the time of A New Hope, it is logical to assume that there is a great many more non-clones in the ranks of the Empire than there are clones, and that, supported with the evidence of veriances in the attributes of the stormtroopers in the movies, many of our white-clad friends are indeed real people. "But why wouldn't the Empire just build more cloning facilities?" you may ask. Despite being an authoritarian government, we have seen (yes, through the EU, but then this sort of thing isn't in the movies) that the way business is run remained vey capitolistic during the time of the Empire. So, to sum my little rant up: clones came from one planet, were supported by real recruits during the Clone War, were still around when the Empire came to power, were slowly replaced by real people. By the time we hit hte EU it seems that Stormtroopers were altogether rare, so we can guess that clones were depleated through attrition.
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I agree with Paul and the rest, but I do have one question. The supports of the the Clone EMpire theory say that the work presented in the EU really can't be trusted because it's not what was in the movies, as well as the fact that Lucas and his cronies tend to override anything EU they don't like. Why, then, are the Zahn books givn credence simply because he is a better writer? Why do we think of Thrawn as any more "real" in the SW universe than the events in other novels? What of Daala, Zsinj, the basics of Corellia and it's culture? As far as I can tell, Coruscant wasn't mentioned until the EU, an idea George latched onto and included in the prequels. You cannot pick and choose which aspects of the EU you would like to include or exclude (not that anyone has done so as yet, but if you include the prequels in your argument, you almost have to include the EU because of the intermeshing facts), it must be taken as a whole. I agree that there were some poorly written books in the EU, but the events therein are still legitamate.
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Damn good to see you! I remember you well, back in the EZBoard days. It seems there is a resurgence of old memebers!
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Yup. 200 Dreadnaughts. I think 800 was what I expanded the fleet to .
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Why is there only 200 dreadnaughts in your Katana fleet? The original fleet was composed of over 800 dreadnaughts.
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Very impressive! So, did you win?
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Well, it would seem that those in charge of developement for Battlefrond have finally gotten off their asses and come out with a big update. It's about 63mb in size. I'm still looking for a comprehensive list of changes, so I'm not entirely sure what it does. I'll update as soon as I know. EDIT:Here is a list of things that were modified in this update. I admit, not as muc has I would have liked, but hey, at least they're keeping up! ------------------------ NEW CONTENT AND FEATURES ------------------------ * Added an additional level: Tatooine Jabba's Palace * AI on Hard setting has been greatly improved. * Ticket Counts for each map can be set by host in the Dedicated Server Management GUI. * Spawn Invincibility duration in seconds can be set by host in the Dedicated Server Management GUI. * Host can boot players in a live game using the Dedicated Server Management GUI. * Host can ban players by IP using the Dedicated Server Management GUI. * Host can boot players in a non-dedicated server session. * Process for voting an abusive player off a game has been optimized. * Added planet names at Planet Loading Screen ------------------- CONNECTIVITY ISSUES ------------------- * Corrects an issue with connecting via GameSpy Arcade * Corrects an issue with losing connection to the host after Task-Switching ------------- SERVER ISSUES ------------- * Improvements made to leaderboard stat reporting * Server name is displayed in game ------------- CLIENT ISSUES ------------- * Ping bars have been replaced by ping values in the Internet and LAN Server Browser. * Ping displays have been optimized. * Host settings for Max Number of Players, Min Players to Start, AI Difficulty, Show Player Names, and Spawn Invincibility are now displayed in the Server Details box for the Internet and LAN Server Browser. * Player List box displaying Player Name, Kills, Deaths, and CP’s have been added to the Internet Server Browser. * Stop button to halt query for server list during Refresh has been added to the Internet Server Browser. * Players can join games from multiple regions: North America, Europe, Asia, etc. * Filters for Server Name, Number of Players, Map Name, Era, Ping and Server Type have been added to the Internet and LAN Server Browser. * Support added for filtering the list of servers so that you can find games by specific criteria. Up to six items can now be filtered: Game Name, Number of Players, Map, Era, Ping, and Server Type. Map, Era, and Server Type ------------------------- These filters have drop boxes to pick which selection you want, with 'All' at the top as a default. Game Name, Number of Players, and Ping -------------------------------------- For these filters, you will need to type in what to filter by and hit Enter to apply the new filter. Filtering by Number of Players show all sessions with at least that many players. A filter of '6' will show games with (for example) 6/8, 10/24, and 15/40. Filtering by Ping shows all sessions with a ping value less than or equal to the ping specified. Number of players and Ping both start off at the most permissive values possible, 0 and 9999 respectively. Set the filter values to these values for the equivalent of 'All'. Filtering by Game Name shows game names containing what is entered. Entering "Dedicated" without quotes) in the Game Name filter will show (for example) "Lucasarts Dedicated Server", "Pandemic T1 Dedicated", or "John's Non-Dedicated Home Server". To clear this filter, delete the text that was entered in this box. Filters are cumulative -- if you change the Map filter to 'Hoth' and the Ping filter to '200', it will show servers which match BOTH of those filters. --------------- RESOLVED ISSUES --------------- * Increased stability between game sessions and map cycling * Fixed mapping of mouse movements to controls in Key Configuration screen. * Install process for North American region discs on non-English operating systems has been optimized. * Difficulty entering vehicles due to latency has been addressed. * Corrects a game controller mapping issue in the Key Configuration screen EDIT II:I have just done a tour of the Jabba's Palace map, and I must say it's rather nice looking. You get to see all of the highlights from the movies, from Jabba's throne room, to the Rancor pit, to the frozen Han on the wall. You even have to watch out for the Rancor because if you get to close the bloody thing eats you (I learned that the hard way). My only qualm is that I can't blast Jabba, who is sitting in his throne room, to pieces.
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There are only two aspects of the game I don't like: despite the powerhouse of a computer I am running, there are still instances where it choke a little, and the fact that Steam is a pain in the ass!
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Well at least there is an end. It seems he has found him.
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For the moment, the contest is truly between you and Trej. While I still have the piece of junk, I'm not using it .
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To be honest, I didn't even know the game was released until yesterday, and I just got it today (just put in disk 5). So, is there any one else out there who got it, and if so, what do you think? I'm not putting a poll for this since opinions may vary from possible options.
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Or you can cheat and modify the DLLs to make a commodity you already have worth millions and sell it off... hypothetically of course .