
EvilleJedi
SWR Staff - Executive-
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Everything posted by EvilleJedi
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On the strength of 2 weapons in particular...
EvilleJedi replied to a topic in Features/ships/updates
heh yeah the gun barrels are almost exactly the same size, the venator has less armor and shielding and obivously doesn't have any medium power weaponry compared the the ISD, however it has much better acceleration because of the significantly reduced mass, so if you are looking for long range hitting power it is a good choice, just don't walk into a brawl with it. -
I've heard a lot of chatter about how 'Warlords has ruined the community' or how 'Warlords has stifled innovation' or how 'Warlords has scared off all the other artists' Anyway here's a thread you can talk to me directly about your concerns, what you would like to see changed and maybe reach a better understanding. First a few facts: The warlords model packs were released because I realized that I had done a lot of work and I didn't want to see it trapped in one or two small corners of the galaxy. It was released to multiple mesh sites, mods and other groups with almost zero conditions on usage for use in any game, movie, still image, or just as reference models. It follows that the models are not optimized for any specific usage, and in fact are too high poly for use in most games without conversion. they are meant to be useful for renderings as well as for games (and as computers get faster this limitation is eliminated) Warlords models are provided as is, it was not intended to be for anything specific, but for general usage. I wasn't going to go out of my way to convert them into dozens of formats. Any competant modeler understands the efforts needed for conversion and accepts them as the price for getting something for nothing. Warlords doesn't contain ground or people models so I have absolutely no blame in that regard for any lack of work. Some of the stuff sucks horribly, it was done quickly, but there are ships that have no other model that I could find. I personally take this as a challenge to anyone that says Warlords has scared off other artists, since most people can do better by simply putting in more time. It was released under the intent for the community (and if you look at my original post) that people would use the models, convert them quickly, get mods out quickly, and then focus their time on their own custom content and coding because honestly most coders can't do art and most art people can't or won't code (really it was intended to give the coders the ability to expand their scope without having to attract art talent) No one was under any obligation at all to ever use them. In fact Legacy of War was offered the models before I released them to the public and declined stating that they were going to do all their own content, which is perfectly all right. They are one of the most closely followed mods to this day for their features and content. With IA2 I offered to redo many of my models specifically for them because I was going to do that anyway and I wanted to contribute to the project because I like the era. These models are above and beyond what was released in the packs so anyone is free to use what has been released. One of the complaints I know I have heard and I want to answer is the 'All mods look the same now because warlords stuff is being used' my response is to say that how many people actually tried working together to coordinate multiple projects so they aren't duplicating stuff? if everyone has the same artwork then isn't the only thing that sets stuff apart the features that are irrespective of art? (which is the main complaint that there are no innovations?) If the issue is that modding groups are converting and then hording the work, I really can't speak to that. I didn't release fully rigged models and explicitly never intended to. If there was another public source of many models the exact same problem would have happened, that's just greedy behavior IMO. So with that I open the floodgates to responses, be honest, I take all criticism and comments into consideration.
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the ability to capture any ship larger than a frigate has been removed for that reason (with possibly the exception of the assault shuttle, space troopers kickass) I use excort shuttles all the time because of thier concussion missile launcher and blaster turrets skiprays are also really just heavy fighters, they are useful as well for survivability lambda shuttle is so iconic it needs to be in there just to be there the assault transport I have to think about what its value really is some of the other corvettes are there because they are, honestly the system patrol craft, guardian and corellian patrol boat aren't that useful
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heh if you look closely it is already out probably this weekend for an official announcement
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keep the scenarios coming and I'll try to implement them for the next release.
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On the strength of 2 weapons in particular...
EvilleJedi replied to a topic in Features/ships/updates
I'd have to dig up my ICS copy, but I'm curious where it actually compares a DBY to the ISDs main armament, I know SWTC has some stuff, but in a published book I don't think I've seen the comparison at any rate the DBY is a slightly less powerful gun in the mod, and it should fire faster than an equivalent gun making it more powerful overall the ISD main gun is heavier and slower firing than an equivalent. the ISD II mounts smaller guns that fire faster but since there is more it should be a general increase in firepower. -
just a rule that checks to see if the rus are above 1999999 or neagtive and resets them to 2000000
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I'm working on it, though having a few issues getting it to work right, but hopefully you'll have an ingame editor soon as for the actual scenarios provide a few details on the ships you think should be involved and how many
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I think he means the bug where starting rus goes negative, no it isn't an easy fix unless you know how to extract and edit the files.
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remember the purpose of the mod is not to make a 12 unit game like any retail crap, if its not useful to you don't build it
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What small scale skirmishes would you like to see? there wouldn't be any scripting involved, just starting fleets, possibly positioned on the map, they would reside under the warlords evolution gametype right now there are some basic scenarios like 20 gunships vs ISD I 6 dreads vs ISD I 2 Mc80's vs ISD I blockade run large and small (ISD and some support ships and interdictor, mon cal and support ships)
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lots of downloads (some versions 50,000), very few active people that talk about it...
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try removing all the big files from the shortcut except planetpack, then add in the imp, reb, pir ones etc, it may be that one of the files is corrupted and needs to be redownloaded.
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It has been integrated into the current versions, essentially it is a bunch of predefined scenarios that were put together by the PDS group, they had modified an older version so I updated and integrated it.
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there is an option to 'stay docked' in the ships launch menu, sorta annoying, if you are playing skirmish only you can hit 'L' to toggle this.
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General Help on the star wars empire at war space ship addon
EvilleJedi replied to Sedition's topic in Empire At War
You need to have the game installed (but it doesn;t work with FOC yet) and the 1.05 patch installed first save the file to someplace like your desktop then change the path to where you installed EAW -
General Help on the star wars empire at war space ship addon
EvilleJedi replied to Sedition's topic in Empire At War
You'll have to be more specific, which mod are you trying to run? -
Lets see how this is (here's hoping it will run on my machine)
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hamachi is a program that essentially emulates a LAN like connection but online, (durr) its a peer to peer system that you setup with other people so that you can directly connect to them like your computers were hooked up on the same router/hub/switch it allows older games and games with stupid online services to work very well and not have to go through stupid online services. (it also gives you a list of friends and thier online status)
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for the ISD II Im not sure why it would float, the SSD is a problem though, it is so big it tends to do weird things to get around asteroids and stuff, the collision code doesn't like small maps basically.
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research doesn't work, just set it to off
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post the code here, maybe I can scan through it, if it is just a script it might be implicit
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that's why you update the first post with all new content so it's easy to find no scrolling necessary, any noobs should start at page one and anyone that is been here knows where to go.
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hmm did the launcher fail or is it an issue that occurs while loading? I thnk I can make a small mac patch to address some issues (it would be another big file)