
EvilleJedi
SWR Staff - Executive-
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Everything posted by EvilleJedi
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are you playing on skirmish only as the gametype?
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I've been looking into sins are you going to be active in the supcom community? (wondering how much TA stuff will transfer over)
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heh what about BSG, the CIS on galactica actually makes sense and somehow it makes the drama better.
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it was designed to pierce a planetary shield and burn up a continent think of it this way, the eclipse is using 1 emitter from the deathstar (immediatly much less power) then it has a vastly smaller reactor to charge from (A whole day to kill a continent, the DS2 could do a planet evaporator in a few hours)
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out of game you can rename them to .aifr and then get the aifr plugin for winamp.
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the first one, the other two are for the single player missions
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sort've an odd episode in my mind. they compared it to 33, I don't think it even came close, 33 is still one of the best episdes and most unique. listening to the pod cast I uderstand why the baltar and cylon scenes were short and confusing (moved to future episodes) The episode didn't really do it for me, it was more suicide than sacrifice (other pilots could have done better and there was no true indication that there was no option) the star cluster idea was interesting though it raises two questions 1) if the cluster was so big why didn't they plan on going around it once they left new caprica? 2) how the heck did they know there was a planet with biomass on the otherside in the first place? I guess the second question could be answered by saying that they had done multiple patrols with raptors and then tried finding a quicker way around or through the cluster I understand the food timing issue, but if they have 7 days wouldn't 7 days be more than enough to make multiple jumps to go around the cluster? (remember, they can jump into gravity wells as long as they have accurate telemetry,) there might be some limitation o nthe range of civie ship jumps, but that is doubtful given that raptors and the like can easily jump 6 months of travel worth of jumps back to caprica thoughts?
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posssibly in the future
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I'm curious to what level of control of ship movement do people want currently most large ships face the target and stay at long range most small ships try to get in close to spread out the weapons fire and use their own weapons unfortunately there is no way to switch this during game play (it would be best to have a stand off, approach and orbit movement orders) do certain ships need different movement orders? I've already played around with the idea that clone wars era ships like the providence will make broadside passes , do we want star destroyers getting this close in? or do we we want them providing fire support from long range like they should? to let you know there can be different move orders vs different targets, a star destroyer vs a fighter obviously shouldn't move, but it should follow a corellian corvette if it goes out of range (but should it turn to bear on the corvette or only turn when the corvette gets out of range?) should some ships stay stationary vs one type of target but then orbit or make passes on another? a few ships like the dreadnought, aggressor, broadside require specific scripts to work, but most other ships are open do you want no AI control of the ships at all (meaning the AI won't do anything unless ships come in range?) or do you want the ships to move into range, but then not turn to face frontal or broadside? or do you want fully automated movement with little or no control? what level of control is best? don't worry about fighters and bombers for now
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games were warlords can be found.
EvilleJedi replied to Warlord-Tarkov's topic in General Discussion
honestly I'm not that interested in SW ground vehicles at least for modding, though I really liked total annihilation and so far the beta for SC has been very promising. -
also remember that the bridge deflector shield projectors were mounted on the sensor dome, with both of them being out there was very poor coverage if anything at all. the resulting detonation of the sensor dome would have also hindered any other shielding from suplementing the bridge shields. This is all in addition to the heavy bombardment ordered by Ackbar and well into the battle (it was the imperials dumb fault to be standing on the flag bridge anyway)
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I believe that the Leviathan has 12 4D turbolasers? so it is essentially as well armed as a heavy corvette with an interdiction field...
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games were warlords can be found.
EvilleJedi replied to Warlord-Tarkov's topic in General Discussion
I am currently working with a modding group that hopes to have their own DX9/DX10 engine running next year, if that is successful then essentially it will be a brand new game with complete freedom to implement any features. I am looking into sins of a solar empire as a possible next step, their graphics are improving and the gameplay feature set is strong. -
Don't even start about copywrit arguments and all that crap (it just spreads lies and misinformation) or I'll just moderate this (if I still have those powers heh) Trying to justify conversions and modifications ad infinium is useless because the content itself technically is infringing under Lucasfilm, they are just specifically deciding not to enforce their rights in wiping us all out in hopes that it will lead to more sales in the future due to our work. I agree with the last post, but that is assigning blame for destructive work, not about rights. Amazingly this thread was designed to have a discussion about the impact and what to do about the problem and not to perpetuate this destructive infighting about ownership (greedy bastards ) anyway anyone ever read the readme that comes with the model packs ??
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Kelathin, interesting post, I can understand the issues, and to a certain extent I have gotten very few offers for help on any of my projects because I have covered so much so I guess it is the volume of work that is causing the problem
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On the strength of 2 weapons in particular...
EvilleJedi replied to a topic in Features/ships/updates
heh your turret model was WAY too high poly I think it was something like 1500 per turret, I rebuilt it with yours as a reference and transfered a lot to the texture -
holy crap stupid stress testing awesomeness at 1 fps!!!
EvilleJedi replied to Stratus's topic in Features/ships/updates
mass scuttle -
got a chance to do some game stress testing online here are some of the results it didn't crash though it did run at about 1-2 fps http://warlords.swrebellion.com/screenshots/OMG/ss00000.jpg http://warlords.swrebellion.com/screenshots/OMG/ss00001.jpg http://warlords.swrebellion.com/screenshots/OMG/ss00002.jpg http://warlords.swrebellion.com/screenshots/OMG/ss00003.jpg http://warlords.swrebellion.com/screenshots/OMG/ss00004.jpg http://warlords.swrebellion.com/screenshots/OMG/ss00005.jpg http://warlords.swrebellion.com/screenshots/OMG/ss00006.jpg http://warlords.swrebellion.com/screenshots/OMG/ss00007.jpg http://warlords.swrebellion.com/screenshots/OMG/ss00008.jpg http://warlords.swrebellion.com/screenshots/OMG/ss00009.jpg http://warlords.swrebellion.com/screenshots/OMG/ss00010.jpg http://warlords.swrebellion.com/screenshots/OMG/ss00011.jpg
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heh evga makes a nice card heh, $149 at newegg
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dunno how many people watch the show here, but I thought it was a good episode, though it raised a lot of questions about intentions and further reinforced my belief that Apollo is a man-whore. Anyway, little bit disapointed about no ships blowing up, but they do have a budget heh... I wish there was some cylon/baltar interaction because honestly I'm confused at all that is going on there (why is baltar suddenly 'accepted', do we have to live through endless flashbacks because the plot moves faster than the ability to tell the side stories?)
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I've been doing some testing with the latest version on the channel you might catch me occasionally
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Please post your system info and any performance issues you run into basic template Processor: Memory: Video card: video memory: resolution played at Antialiasing level: ansiotropic level: always can go into more detail but this is the important stuff for me anyway my old system was procesor: A64 3000+ (2250mhz) ram: 1 gig DDR 400 ram Video: ATI 9800 pro 128mb resolution: 1600x1200 Antialiasing: off Ansio level: off explosions lagged, shadows needed to be turned off at all costs upgraded this week to procesor: A64 3000+ (2250mhz) ram: 2 gig DDR 400 ram Video: nvidia 7900 GS 256 mb resolution: 1600x1200 Antialiasing: 4x Ansio level: 8x not completely lag free, but really really close even in huge battles (lets call this the recommended config heh)
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there will be a Endor battle, it is pretty playable on my machine (it has 22 ISDs and 18 mon cals plus many frigates for the rebs) my system is an A64 3000+ with 2 gig of ram and a 7900 GS video card the main benefit here is the optimized small explosions
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zip file is just a copy of the patches, so you can ignore it AI building destroyer yards is the one bug I'm really trying to kill before releaseing this, it's a pain and for some reason it just doesn't like to build em.