
EvilleJedi
SWR Staff - Executive-
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Everything posted by EvilleJedi
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posting some work in progress that hasn't hit the gallery yet http://warlords.swrebellion.com/junk/work/defenderdestroyer.jpg http://warlords.swrebellion.com/junk/work/defenderdestroyer2.jpg http://warlords.swrebellion.com/junk/work/endurance.jpg http://warlords.swrebellion.com/junk/nebula.jpg
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also try loading just the planet pack (remove the other .big files) then try planetpack + the sound files and music, also try it without the SP.big it is possible one of the download files was corrupt so check the file size vs the website
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are there some ships you use almost exclusivly or ships that you don't use at all? I'm curious to know what people do and don't use and why for the more recent releases personally I find that I use tie fighters, interceptors, defenders and assault gunboats and then usually use enforcers and Star destroyers for the imps on the rebel side I usually bring assault frigates, awings, bwings and mon cals on the militia it is normallyskipray blastboats and a bunch of missile frigates and 1 of each of the heavy cruisers. I'm curious about older versions a bit but not to interested in bugged ships for this purpose because as they get readded they should get fixed
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hopefully this next week the starship database will get a major overhaul and yes that is part of the plan to implment the 3d viewer for some ships (it take a bit of work to get them in so it will be very few at first)
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what browser do you guys have (I think it might be an issue with IE7)
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there is an option in the game settings for 'build time' if you set that it will automatically destroy the bouy after that many seconds.
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hmm I need to post the updated skin for the XJ wing, looks like this http://warlords.swrebellion.com/g2data/albums/Development/xjwing_001.jpg
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I'll look into it. I've wanted to do something, but only have so much time to put things in and get them working.
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nope just a part of the viewer
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hand me $300 for a good video card and then I might be able to (still running a 9800 pro)
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to provide the not 100% canon answer but really darn close (at least my understanding, I don't want to get into reference hell) SW shields fall into basically two different types energy shields(deflector shields) and particle shields (confusingly called ray shields) energy shields are the standard shields that you think of, they essentially are planar projected fields that dissipate energy and spread it out to draw it away from the point of impact. They effectively splinter part of the energy and reflect the rest of it. These are powered directly from the main reactor and work in tandem with the armor. They can be expanded into a bubble or brought in closer to the ships surface. field generators are placed along the hull and link together to generate a hopefully continous shield. An individual segment of the shield can be overwhelmed with concentrated firepower or from continous fire that overheats it, this is the standard shield failure (this can also overload the generator subsystems as they have to generate enough field strength to deflect the energy) In WEG and WOTC Roleplaying stats this is the shield score. they essentially block a certian amount of incoming energy per second, so you either have to crush them or wear out the projectors (or concivably run the ship out of fuel to produce energy, but that is impractical) They also seem to be capable of blocking most if not all frequenies of EM radiation to some degree (and may have selectivity in this regard) they can also be windowed to let the ships own guns fire. the simple fact is that a small ship of energy output X could never penetrate the shields of large ship energy output X+10 because the large ship would be able to recover and dissipate faster than the small ship could output. think of it as a recharge rate with a reserve rather than a total hitpoints. Different recharge and max strengths can be dialed in depending on the desired protection (up to the maximum the equipment can deliver per second) particle shielding is present as a similar projected field, it however stops projectiles and physical mass from penetrating the field. large masses or very energetic ones will cause the same overload problems as deflector shields. slow moving masses have the ability to go through shields so it seems to be some sort of inertial feedback going on. in the RP stats this is represented as either part of the hull score or as part of the Damage reduction of the ship. Particle shielding works in concert with the hull armor and may actuall be ntegrated with the inertial compensation and tensor fields holding the ship together. Missiles and other warheads may be partially slowed and absorbed but they still essentially impact the shield/hull directly Hull Armor is hyperdense material that acts as a unitary heat sink to draw heat away from the target area and to reflect as much energy out into open space as possible. it also acts as a physical barrier that ablated when directly hit (Star Destroyer armor is up to 30m thick in places!) one of the quandries of the ICS numbers is that the ship would heat space around it to millions if not billions of degrees during intense reactor , shield and weaponry usage, so I really don't know how this is handled. usually under non-combat operations the deflector shields are dialed into whatever the ambient EM radiation flux of the area and the (ray)particle shields are on to protect against micrometeors and other debris games are inconsistant on thier usage of missiles, EAW has missiles ignore shielding altogehter, whereas the Xwing games (fighter centric) have it absorbed by theshields first. My guess is inbetween, the shields and hull work together to attempt to mitigate damage as much as possible, but different weaponry poses different threats again just my opinions, but rationalized as best as I can.
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as of right now no eclipse II, though I would like to do it at some future date some more shots (I also fixed a lot of texture problems on the SSD) http://warlords.swrebellion.com/junk/work/ss00017.jpg http://warlords.swrebellion.com/junk/work/ss00018.jpg http://warlords.swrebellion.com/junk/work/ss00019.jpg http://warlords.swrebellion.com/junk/work/ss00020.jpg http://warlords.swrebellion.com/junk/work/ss00021.jpg http://warlords.swrebellion.com/junk/work/ss00022.jpg
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yes they will be combined
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just figured I'd post this here How long would an Executor last vs the Eclipse? http://warlords.swrebellion.com/junk/work/ss00015.jpg http://warlords.swrebellion.com/junk/work/ss00016.jpg http://warlords.swrebellion.com/junk/work/eclipse.jpg http://warlords.swrebellion.com/junk/work/eclipsex.jpg http://warlords.swrebellion.com/junk/work/ss00010.jpg http://warlords.swrebellion.com/junk/work/ss00011.jpg http://warlords.swrebellion.com/junk/work/ss00012.jpg http://warlords.swrebellion.com/junk/work/ss00013.jpg http://warlords.swrebellion.com/junk/work/ss00014.jpg
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the dawn of war style would take place on larger maps, you would have to have a capital ship by a platform for a set amount of time before it becomes yours, after that you will get rus from it (and bonus abilities)
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the victory is goign to wait while it gets an overhaul, it will probably make it into the clone wars package I want to get out before christmas
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the venstar will actually be in the next patch this weekend. the CIS ships will be in the next update along with some republic ships
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obviously you can mix and match, but we are looking for what the primary play mode is.
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there are a few things that need to be done 1) maps with planets cannot be used on the mac version an object size limit was implemented in the mac ccode 2) the shipicons.lua file needs to be deleted and or fixed to work on a mac 3) any gametype with getsettingasstring or getsettingasnumber as well as relative paths for includes needs to be modified (there is a bug for this) you need to make a launcher script for this, there is one up at macologist.org and possibly some work arounds. Otherwise the mod does work on a mac
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the current plan is as follows you will be able to build fighters normally at your own discretion, this is to allow you to pick a mix for what you want a game option will be avaialble that would make large capital ships like mon cals and ISDs automatically spawn fighters ( no bombers) these fighters would hit a different unit cap and would be geared towards defending that specific ship against bombers (IE they will stay around the capital ship as a defensive screen) this option would also make didicated carriers like the escort carrier spawn bombers, again hitting a different unit cap, they would come under your control I believe this implementation allows the player a lot of flexibility since they are building thier own advanced fighters and their own bombers and they can aportion what they wish out of thier fleet budget to these fighters (or not use them at all) if you don't like it, turn it off. this implementatio nshould also work in multiplayer and should have very little processor overhead
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don't have that model because I didn't include it, it is not my model and is someone elses that I only got permission for warlords on, I am contemplating remodelling it but it won't be for a while.
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yep I've tried it using hamachi and it works
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Model Request Thread. Need a model? Request it here!
EvilleJedi replied to MonkeyBiz's topic in EAW Mods General Workshop
1100 feet does not equal a mile -
I know that LAN and direct IP should work, I do not know about other methods though I have heard that they may work as longas all files on the clients computer are EXACTLY the same
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Proposing to add an option in the gametype to have large ships and carriers autmatically spawn a few fighters this should make carriers more useful and give capital ships a screen against bombers it could be disabled if people want to play without fighters etc this would not repace building fighters, the autospawned fighters would be hitting a different unit cap and behave differently (they would be deisnged to be defensive, for example xwings woud get concussion missiles instead of torpedos for this role) you could build your own fighter squadrons, but this would be automated , wyou would be able to order the fighters manually, but they would have orders to return to guarding after a while there shouldn't be too much of a performance hit from this feature and it is pretty much implemented in the old fighter mod, EmakeP is going to strip it down and refine it, but we want to judge intrest in the feature to see how far we should go with it the fighters would spawn up to these values every few minutes or so to keep ships always in flight ISDI 3 tie fighters ISD II 2 tie fighters 1 tie interceptor Escort carrier (would spawn multiple times) 3 tie bombers (up to 12 or so) 1 tie fighter Mon cal 2 xwings mon cal liberty 1 xwing 1 awing thoughts?