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EvilleJedi

SWR Staff - Executive
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Everything posted by EvilleJedi

  1. the remonda has some big guns, but they have a hard time tracking, so against frigates it will have a hard time. so distance is a factor (closer means poorer tracking ability) but the reason is that the ions fire faster than the turbolasers because they are a lower power weapon. the remonda also has guns that fire in concentrated bursts so it will not constantly be firing like an MC-90 or a republic would be.
  2. heh I pmed you back before I read the thread, but in the case with the ISD I vs the ISD II I would argue that the ISD I is much older, nearly a clone wars ship(EPIII will prove me right or wrong depending on what lucas throws in at the end of the movie), one of the biggest problems is that the mod covers a 50 year period of military development, so older ships will seem pathetic next to more modern ones. I at one time looked at restating and rearming every starwars ship to fit a practical standpoint of its development, but my discovery was that basically there was no need for variety of ships, what the RPG stats do if nothing else is give ships personality. starwars is such a mixed up mess that practically you can say anything you want and find a canon or EU or game source to back it up. at that point we would be debating how official some imaginary thing is which in my opinion is rather silly. its much better to pick one that makes sense and stick with it (unlike what all the EU and game authors did by making up stuff as they felt like it)
  3. I will make the comment that the ship detail has nearly nothing to do with the slow down, it is nearly all AI slow down in most cases (sensor manager excluded) the reason is that your video card can pretty much do the polys and textures with ease (when you pause the game the AI is turned off, notice how unless you are zoomed all the way in, that the game is smooth regardless of how many ships are on screen or how many effects are being rendered.) unfortunately there is no easy way to optimize the AI and it simply takes trial and error.
  4. for sound you should end up with c:\homeworld2\data\sound\music\swmusic\battle etc bulwark and strident are not in this version, bulwark because of a crash bug and the strident because it didn't have any weapons.
  5. http://warlords.swrebellion.com/concept/kwing.jpg that is a k-wing the issue with K-wings is that they don't have hyperdrives and are used mainly for planetary assault. this is probably why we don't see them used in NJO
  6. starfleet is going to work on a SP hoth campaign for the rebels, starting with the evacuation (you get to defend transports and use the ion cannon) and then the following missions are meant for you to build up a fleet and flee from the imperials a version soon will have a simple version of endor (not tremendously scripted, but all of the important events will be there ) from both the rebel and the imperial side. However the imperial side will not be scripted (IE what should have happened, total annihilation of the rebs ) once we have worked out the major issues with the campaigns I will start work on my dark empire campaign which will stretch from the death of thrawn to the destruction of BYss
  7. turn off NLIPS in the game options to make the corvettes smaller. as for laser lengths. this is what they should be, heavy turbolasers ar nearly 1 km long and even smaller lasers are 100 m or more (at least according to the movies )
  8. heh my system is a 1.3 athlon with 512 ddr and a 32 meg ti 4200 card, honeslty the system sucks
  9. hmm I have not tried saving games... I'll look into it in a little while.
  10. I actually told theforce.net to not comment about it until I contacted them again simply so I have fewer people complaining about this or that not being done. It's okay to post on other message boards, however one request if you do, make sure you put a link to the thread in this thread for each one, in fact maintain an index of threads in the first post, that way its easily accessable. make sure in your posts you include the website address. for some of the larger threads like starwars.com and theforce.net, let me post there. Primarily because I want to post specific information when I get a stable version.
  11. in 0.29 ion cannons will only disable ships, in the upcoming version they will damage shields like lasers do and then do disabling damage to the hull (stuff like planetary ions will simply shred shields with the first hit and then the second hit will disable the craft)
  12. maximum map size so far is 19 billion km HOWEVER the problem with large maps (>2000km) is they are basically unplayable. 1. this isn't a ground based RTS, there is a concept of volume which squares the playable area and efectilvy makes probes even with huge radii useless (trust me I have looked into this, maps over 1000 km quickly become a game of chance in finding you opponent) 2. you do make a good point on the salvage, but unfortunately this also applies to resources also so rus would be few and far between 3. the renderer pretty much gives up at 10000 km, this is a hard coded depth buffer problem that causes constant flickering of objects to the point of nausea 4. the movement cursor breaks at around 2000 km, this also seems to be hard coded ideally a no resource custom starting fleet map could be done at around 1500 km and be playable, one is already included in the as now un-released test version anything bigger would make small maps even more unplayable
  13. http://www.theforce.net/swtc/ especially the star destroyer and warships of the empire categories I'm afraid if you don't see that in a positive way then we will be at odds on this topic permenently.
  14. heh interesting, well considering I copy pasted the stuff from the ISD II... fixed now
  15. I am not basing this off of the name 'star destroyer' (notice that an SSD is not in the destroyer category) allegiance is definately recognized and it would chew an ISD II apart (considering that it is basically a leveled up version of it) MC-90's are designed specifically to hunt down and kill ISD II's, that's the reason they have the huge amounts of shields. effectivly they should be able to take on an ISD II and still have shields Defender SD's are new republic ships and are 90% of an ISD II GOlan III's are designed to drive off or kill ISD II's and they are relativly common the later NJO mon cal cruisers (mediator) obviously outgun ISD II's (they can go toe to toe with the vong cruisers which basically eat ISDs, given that the remnant got its ass handed to it at bastion and those were ISD II's with improved shields) shockwave is an example of an intermediary ship and there are other references in other comics and books, basically saying that dark empire is poor documentation leaves you with the movies and factually flimsy books (where everything is a destroyer or a cruiser or a queisenart and the heros always win and where authors make the imperial fleet look like a bunch of flipping morons, led by the occasionally 'brilliant' character that say 'ah' a lot...) Han Solo even said during a scene in one of the movies that he was expecting the 'big corellian ships' and only got an ISD after him, he was realitivly unconcerned by the ISDs and was more worried about the fighters at endor the 7-12 rather crappy mon cal ships survived a point blank engagement with an SSD, 9-12 ISD I's and 10-13 ISD II's my point is that the documentation of ISDs is abounding because they are COMMON, consider the ratio of ISDs to SSDs, it's nearly 1000/1. you don't make battleships common unless you have something bigger. My goal is to classify ships how the imperial navy would classify them, not based upon a counterforce classification the novels are written for familiarity, not for technical accuracy, the games are similarly geared for familairity and functionality within their own self contained worlds (I mean come on, a decent person could kill every ship in existance with a single x-wing and a few hours if it was based on the games) if you really want to get down to it, the terms destroyer, cruiser, battle cruiser and battle ship is determined purely on the tonnage, this is the real world precedent that I am deciding classes on. for example, battle cruisers during WWI had similar if not larger guns than the 'battleships' but they had nearly no armor in comparison and their lower mass allowed for heightened manuverability and speed 4 dreadnaughts are enough to make an ISD question an engagment, around 5 strike cruisers, victory destroyers can lay down some impressive missile salvos that shred the ISDs crappy shielding. granted this is situationally dependant and commander dependant, but you should be arguing that the ISD II is classified as a battle cruiser, not a battleship, there's a huge difference between those classifications. personally I tend to classify the ISD II as a pocket battle cruiser. but the tonnage classifies it as a destroyer. also note that the weaponry is not reduced in any way in the mod. I am not minimizing its excessive firepower... it's just a really expensive big gun
  16. It seems there is a misconception about the imperial navy. In terms of stats the Imperator (this reference superceeds 'Imperial' but for slang you can call it 'Imperial' if you want, similarly the interdictor is slang for saying immobilizer 418 or whatever) is nothing but a destroyer. YES it has many guns YES it carries the equivalent of a planetary defense force HOWEVER, there are many production imperial cruisers that could smoke an ISD I or ISD II without thought, that are intermediary in size between the executor and the ISD. Most of these ships were tied up in the core defendending the populated worlds or are sector or personal command ships. ISDs were very common and were pretty much patrol and intimidation vessels, they were used in fleet actions as escorts for mor valuable ships. There are very few books that describe the core worlds during the emperors reign, so we have a limited window to see them. However, if you look at dark empire, the cruisers surronding Byss are the remnants of over 6 years of rebel attrition and in fighting amoung warlords. Even Thrawn was concerned when he could not sway the warlords and eventually decided that he would run his own hit and run war.
  17. yeah I don't remember seeing the viscount in the later books either. I know that the ship 'mon mothma' and possilby one other was decidedly of this class. and apparently there is another ship first called 'strident' so the class name will be 'strident' and not 'viscount' some one pointed out to me the wording of how the two ships were portrayed and it was pretty clear that one was a class designation and one was a ship name... just because we haven't found mention of the specific ship strident in more than one place doesn't mean it doesn't exists, similarly the first star destroyer known was devastator, but the first commisioned ship was Imperator... though it does seem odd that two examples of an at least 10km long ship disapeared. a very large battle would have been needed to take down one of these ships, and their no-show at coruscant is very strange. I'm giving it up to author delinquence
  18. mon remonda was destroyed over mon calamari by silencer-7 during dark empire the viscount was build at least year before vector prime. After doign a lot of reading someone found a mention of a strident-class stardefender whereas the viscount was simply called 'viscount a mon calamari star defender) this made it clear to me that viscount is a member of the strident class and not a seperate type or anything mediators seem to be around for a while longer, maybe 5 years stridents are around 10km long and have shielding equivalent to a SSD, but fewer weapons (this may seem short, but remember, they are bulky an SSD is very slender)
  19. next version, not released
  20. post your shortcut target and start in lines
  21. this is a FAQ mainly to answer the very repetative questions that I get annoyed with, It may seem like I'm angry, but I'm really not, I'm just trying to get a message across. Basically anything that isn't on this list is fair game to be added, but this is just the ones I could find. Q) can I give you a monetary donation? A) no Q) things look too small A) this is because I made the camera able to zoom out more than 6 times what the normal game, you are just abusing a feature that I so graciously enabled Q) fighters are too small A) to an extent I understand, it can be an organizational issue and if you really want to zoom in, you have to do some convuluted alt-click camera work, but this is a scale issue, and I want things to scale because it's impressive. As far as the gameplay part goes, I will try to improve the tactical icons and possibly reimplement N-lips so that they are more visible Q) fighters are too fast and look silly when moving A) really they aren't, this is a trick played by the tactical icons, if you really want to see that it behaves right I can tell you how to modify the code to see each individual fighter at a distance, and it looks very good. The problem arises because the tactical icon is centered on the fighter group, when they get spread out or one dies the icon teleports. this is really just an interface glitch Q) the shipyard designs look crappy A) this is for two reasons 1) YOU CANNOT HAVE BUILD ANIMATIONS IN HW2 2) these are not fixed facilities, they are portable quickly deployable field equipment (read: tents) the maps that are at shipyard facilities will look much more like what you are probably expecting Q) there are too many missiles A) this is really a balance issue, if you look at it, ships like the MC90 get nearly half their total firepower from their torpedo launchers, take this away and they really suck. A lot of SW ships have missiles that they didn't use in the movies (ISD I torps, SSD heavy concussion missiles, mon cal blister bombs) It's better to have the weapons than conform to some idealistic nonsense that SW capital ships don't have missiles as far as fighters, this is a valid point, a squad tends to hemorage all of its missiles on one target, research is being done to work on fixing this Q) there are too many lasers A) lets do some math: ISD I: 60 turbolasers, 60 ion cannons, each of which can fire lets say once every 15 seconds... this is 640 projectiles from one ship per minute. I want decently accurate weapon counts, not some potshot contest that doesn't do shit, basically you aren't used to seeing ships actually get angry (KOTOR did a decent job in the planetary bombardment FMV, think of that) Q) firefights look like christmas A) hmm rebels are red, imperials are green, ions are blue, SORRY THAT LUCAS CHOSE THESE COLORS Q) the lasers aren't big enough A) this is just a visibility issue, and it makes the above issues worse, heavy TL's are already 200 m long at least, also the camera zoom plays a factor, the game removes smaller effects as you zoom out Q) capital ships die to quick (ISD II) A) I guess this is an issue of balance, but the real only well documented example is the battle of calimari, where 2 MC90s escorts and a ISD were able to pretty much destroy 2 ISDs and an allegiance in a single salvo, basically some of these ships mount incredible offensive power and really can't take it in (ISD II) Q) ships shouldn't tilt A) next time your fleet lies in rubble try telling that to your opponent who can think in three dimensions famous last words "SHIPS SHOULDN'T TILT?!!!" also this is a huge problem with the game engine, if the ships don't point their engines in the opposite direction of travel they go REALLY SLOW OR they turn around and go BACKWARDS to try to get to the same level OR they get dead Q) capital ships go to fast A) stop playing Xwing or TIe fighter or XVt and XWA and realize that size means nothing besides slower acceleration. you just have preconcieved notions of what should happen also try playing on larger maps, you'll thank me after a while Q) I'm going to complain about the fighter squadron size A) just stop now, there are so many game engine issues with this... Q) your models look crappy for having so many polys A) okay the textures suck, but here's an interesting fact starwars ships are basically junk heaps, their geometry is so irregular that a lot of polys are burned in the general shape of the ships, leaving less for detail. Stock homeworld ships are just extruded boxes, maybe 150 polys for the underlying shape. A star destroyer requires at least 1000 polys to even look like a star destroyer (or at least determine which class of SD it is) Q) OMG THE SHIELD GENERATORS ON THE STAR DESTROYER... A) you mean sensor domes... go read technical commentaries, believe what you will, but it won't change the mod Q) I've heard of this thing called GCO and they are using your mod... A) yes I am working with them Q) I have some other complaint A) remember this is a BETA STUFF ISN'T DONE YET, but I will listen and answer and may add it to this list! be proud![/b]
  22. the displays on the interface for firepower are bugged, though you shouldn't have problems with and ISD III vs any gunships (will look into baalance there)
  23. shields are in the process of being implemented.
  24. I know I'm going against hundreds of published works, but as far as I care the domes are sensors. go read the star wars technical commentaries if you want to find out why. I will not change this regardless of any other information (same goes with the executors true length) I am IGNORING the official sources because they have propogated lies to you all the bump on the bottom is the main reactor. AI is stlll being worked out, this is all new code and it takes a lot of work to get the AI to even function at all. the issue about fleet control is actually a problem with HW2 in general. Relic tried to make the game have less micromanagment by implementing the strikegroup options, unfortunately this doesn't work right really how you should play the game is to 1. build a fleet 2. hot key capital ships or special ships to numbers 3. assign guarding ships to the capitals 4. set the stances for groups of ships in the fleet 5. select the whole fleet and assign it to a strike group 6. during battles only select the hotkeyed ships to attack (their support ships will behave appropriately depending on their stances) DO NOT band box select them and attack as this turns off their guarding roles. (concentrating fire on one ship basically ruins fleet organization) if you do this then the battles will be a lot cleaner and easier to control, it's a shame relic didn't make the interface better in this regard, this is a really powerful feature that basically gets trashed because of the 'select a whole fleet and tell it to attack one ship' gameplay style. the issue of laser fire is also agian a lie perpetrated by the previous games (xiwng/ tie) most capital ships have hundreds of weapons that can fire once every 10-20 seconds, this is what battles SHOULD look like(xwing tie showed capital ships firing maybe 5% of their guns even during capital ship battles) the lag is caused by unoptimized effects and should be reduced in future versions. I have no clue what this means " know that this way you makeit SW original but make a version for difficulty, quality and art." are you saying make a special version that isn't starwars? I'm thinking with the smoke I ill turn off the rising effect, it should just disperse into space, but I mean we have sound effects, it's nice to have visual feedback on the ships condition (battlescars are perfromance problems) engine glows are because of unfinished work, be patient.
  25. as for the camera issue\, with it getting stuck, I really don't know how to fix it yet... the kamikaze just requires more tweaking of the fighter scripts, it's a really annoying problem, but it's even more annoying to fix completly (if you play 0.25 or the like this was a lot worse.

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