
EvilleJedi
SWR Staff - Executive-
Posts
717 -
Joined
-
Last visited
Never
Content Type
Profiles
Articles
Forums
Blogs
Gallery
Events
Downloads
Everything posted by EvilleJedi
-
nope the rebs will never have anything that can take on an SSD, if your oppoenent is able to build one, that is you fault. its an imbalance I will never fix. I'm working n making turrets ddamagable, but it is a slow process
-
what processor are you running on the laptop? my 1.3 centrino with 512 of ram and a radeon 9200 is slow too, unless you have a high end p4/axp laptop (2 ghz+ ) I reall don't know if it will ever be able to run well. (one reason is the hard drives are always slower and there's usually other inefficienies on a laptop board) the only other thing I can say is make sure your system isn't throttling the clock when you are playing, set the power setting to always on or use a utility like speedstepxp to force the clock to its max and turn off all power saving (ati has a gpu throttle option in the display options)
-
advantage and disadvantage this mod
EvilleJedi replied to blazican's topic in Warlords (Homeworld 2)
the main reason I will be getting rid of them is because it is the only way to get AI ships to hyper space ( the ggame hard coded the hiig, vaygr, bentusi and keeper into hyperspaceable by the AI) -
advantage and disadvantage this mod
EvilleJedi replied to blazican's topic in Warlords (Homeworld 2)
the hiigaran and vaygr will be removed in future versions so this isnt really an issue -
POST HERE IF YOU CANNOT GET THE MOD TO RUN!!!!
EvilleJedi replied to EvilleJedi's topic in Warlords (Homeworld 2)
what graphics card are you using (speed and ram too) -
Can I get this mod to run of HW2 on OSX????
EvilleJedi replied to Slowintrepid's topic in Warlords (Homeworld 2)
I've had a few people ask me that, and I don't really know the answer, there seems to be a slight difference in how the mac HW2 handles mods (it has an ingame launcher?) but I've hard other HW2 mods like PDS work so it miht just be a configuration issue basically you need to put the mods big file in the data directory and then also extract the patch files to the data directory, the mod needs to be selected in the in game and the programs execuatble has to be started with the -overrideBigFile option (I'd assume you would launch it through the terminal) -
the point of my argument is why do only a very few models of KDY and Rendelli destroyers have domes? dreadnaughts, acclamators, republic destroyers, nebulas/defenders don't, nebulon b's don't , mon cals obviously don't and their shielding is superior to ISDs. no other manufacturer puts these on their ships even when they claim to have advanced shields. actually there is also evidence that in the case of SSDs the domes are explicitly sensor domes. In the case of the late model SSDs (black fleet crisis) they added an extra sensor DOME to the centerline of the ship to improve coverage to be able to detect fighters that were hiding in the super structure.
-
POST HERE IF YOU CANNOT GET THE MOD TO RUN!!!!
EvilleJedi replied to EvilleJedi's topic in Warlords (Homeworld 2)
patch 2 includes patch1, you do not need to use patch 1 if you have patch 2 -
this model was actually using the profiles of homeone from ILM models http://www.theforce.net/swtc/Pix/cg/btm/homeoneside.gif some of the bumps on the bottom may make it seem more rounded, but when the model was made that was used for reference for the side view
-
heh if you want to play with it go into the data\scripts\starting fleets\ and add it its called reb_home_one_cruiser there will be a mini patch to fix the build issues,.
-
or you could just ask, however the ships are too high detailed for other games, but too low detailed for rendering purposes, with most of them being 5k + polys and having at least 1024x1024 worth of textures.
-
heh after rereading this page I'd definately have to say, don't underestimate the MC-90 and especially the mediator, they have tremendous staying power and when joined with a heavy gun ship like a defender or a star fighter wing they are extremely deadly
-
thequick point on the VSD is that if you look at its lasers it is useless, but the missiles are exceptionally powerful, I think they were removed because of both imporved fire control to shoot them down, limited range, and expense, the VSD I as for single player the following is planned (but scripting is very difficult until we get a decent template built up) historical battles (pretyt much any random cool battle you can find that involves a few capital ships) Hoth campaign. (starts at hoth and then a few missions) Dark Empire campaign (this is what I eventually want to work on) these are pretty much written out, the problem remains getting them to work in the game (and no one is helping me)
-
In the case of the VSD II, just because its a newer ship does not mean it is always 'better'. VSD II's were built because VSD I's were too expensive and were also built when the Republic needed a patrol ship instead of a planetary bombardment platform. think of the VSD II as a victim of cost cutting, it doesn't matter because ISD I's came with in a year or two anyway pretty much making it useless. I personally would like to make the ISD I faster, but then all of the rebel destroyers would be faster(all ships liberty and beyond were as fast as an ISD I). Since we can't do newtonian physics the ships have to have a maxmum top speed and right now the ISD I is the second fastest destroyer behind the republic destroyer. more corvettes than fighters is a bug the reason research isn't done along those lines is that then you will be able to quickly access very powerful warships, since most of the warships at lower tech levels are old and out dated you would never use them, also organizing along manufacturing lines is difficult, if anything this research would be added to the existing research segmented shields are impossible, or at least are so buggy that they are not worth doing. (also since you have very little control over attack vectors it is useless)
-
yeah I would agree that there is a problem with the DSD its shields are getting in the way
-
nice, especially with the combat pics, adds a lot to the story
-
what difficulty are you playing on? also if you turn off resource injections and research (in most games this would be the function of cheat codes) it is a little harder
-
technically its empire vs seperatists which is technically the rebellion (after dooku and grevious get dismantled and the empire rises to power) republic will be empire and the alliance will be sepretist the clones wars shiplist isn't complete yet, and I think it will probably be a month or so before I really start working on that part of the mod.
-
I think its been delayed until patch 2 comes out.
-
patch 2 shoud be coming out in the next few days, there simply isn't enough new stuff to justify a whole new version.
-
the code that displays those vaues does not take into account turrets and is hard coded (example look at the hiig battlecruiser, it doesn't actually have the damage value for its ion cannons listed) all of the ship descriptions have the armaments listed, the higher the weapons class the more powerful the weapon use that.
-
you can make maps with a program called missionboyse (find it on the relicnews.com forums)
-
if you get enough ship tactics together I'll put them on the website for ISD I/II the big problem is if you take the canonical approach or the more recent revisionary literature in the case of the canon apporach the ISD I is an older pursuit ship, whereas the ISD II is the heavy combat varient. the more recent literature makes the ISD I to be much more powerful than the ISD II for some reason(or ignores the distinction between the clases and just says star destroyer), in reality the EP 3 literature will put this to rest finally (I expect to see an ISD I at the end of the movie, which would make ISD I's 20+ year old designs at the introduction of an ISD II) my take has been that the ISD I is a slightly post clone wars desgin and the ISD II was built in conjunction with the superstar destroyer design and incorporates the weapons and improvements from the intervening years and is meant as a heavy fleet escort for SSDs such that the ISD II has heavier guns
-
as far as I can determine the bulwark was old republic, and therefore too weak and troublesome for the empire to use, therefore the rebs grabbed what was left