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Cain

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Everything posted by Cain

  1. Looking at the results ... Guys ! You don't have to pick Coruscant just because is made by Delphi I know he is one of the best EAW game designers ... and a good player ... so imagine how cool it will be to beat him in MP again and again Loll.
  2. Pls. take in consideration the way the map construction helps the gameplay and fun (wild guess), how more realistic it seems to be, how much it looks to be interactive and how SW style are the structures locate. You can also post comments or impressions about them or messages for the people who builded them. What else you will like to see on your maps ? http://www.lucasarts.com/games/swempireatwar/indexFlash.html I know its kind of early but we are lacking new topics and discussion subjects and I know that Delphi will be able to comment here and there. When we will have more infos the topic will be reposted 0.2,0.3 etc.
  3. Hey SonicNZ2 welcome here and and a happy new year. You have a very nice site btw I hope to visit it more often.
  4. HAPPY NEW YEAR PETROGLYPH and PETROGLYPH FF !!! Your lack of faith is disturbing - loll - EAW will rule for years to come crushing all other RTS games (don't forget the expansions and EAW II - I hope). Think just about this - I still play Rebellion! And I play it not because it’s a SW RTS game - I play it because it is a lot of fun and opens almost unlimited possibilities to conquer the galaxy. It's the feeling and the taste of that 8 years old game with crappy graphics that makes me play it. And I'm not the only one who still plays SWR. Now imagine EAW that is based on the same concepts, made by the best RTS developers and has even more, much more stuff&fun than SWR - You guys have no clue and I really mean it - about how much EAW will rock the RTS community and the game community in general. It will go very far and near the top RTS ever - beyond your wildest expectations. Just remember then - what I said now - and I fully knew this from early 2005 Btw Delphi-PG - it will be a good thing to make a topic in which to write the story of the "making of EAW" with lots of cool and fun moments and to tell us the fans if we helped somehow the making of EAW. Did we manage to positively influence a bit the development? Give us a general example. Thanks I hope to see all of you posting soon since now you have more time
  5. 1. Use this type of galaxy arrangement : http://i7.photobucket.com/albums/y256/Cain2/Image1.jpg 2. Increase the speed of the ships. The 80 ships make them 60 and the 60 / 50 and the 50 / 40 etc. 3. Reduce the costs and the maint. for all facilities by 50% and same with the planets shields etc. 4. Get 2 more characters in ship research and make sure you will get 2-3 more jedis and at least one extra that can train them. 5. Reduce the cost of the TIE to 2/2 from 3/3. 6. Experiment with the Traitor/Spy Program from the downloads area to better fix your stats. You will be interested to see how fast the AI attacks you and what he will build. To test start a game and ghater all your assets in one place. Then save. then mod the save and see what the AI will do etc and most improtant look in the fleet pannel and see what he builds. After every status change make at least 6 saves from 6 new games and change them with the Traitor program to see what the AI is doing. etc. You could also take a look at the stats and changes in the PTESB Mod and more exact the 2.5 version.
  6. Hello, Well you almost make me install the mod again. The RDB II Forum was deleted by Evaders so anyway to better understand it see this link from a different site but pretty much gravitating around this one: http://swempireatwar.10.forumer.com/viewtopic.php?t=409 The main ideea about the mod is that Luke does follow his father for a while... And the AI does not build those ships since you don't have the latest PTESB version (2.5). There is a "small" fix done after long days (stats alterations) to enable the AI to build those ships and even the DS. I have the 2.5 and I just need a way to upload it. I have forgotten my SWR FTP account info so maybe an admin could help me upload it. I can email it - it’s just a 160 KB patch.
  7. I personally don't like the yellow... And why the Petroglyph Logo is YELLOW ?! Delphi I think you need to make some calls in EU Btw. the American box is way cooler than ours and I bet we will get a silly small book that will slow down deployment in other countries due to translation waiting. I'm also confused how come both Activision and EA are in the distribution of this game (at least one in France and the other one in Germany). Here in Romania we got a private company that has no links to PC games in general and that has the monopoly on original game distribution. I hate them they intentionally slow down the release of the games so people will buy pirate ones. I bet I will play my first EAW as a pirate crap. I hate that slow company I had to wait once 2-3 months for a game BTW guys! One week (*I hope) until the DEMO comes out! Man I have dreams about it. I really want to see how well Delphi designed those maps
  8. NMA Rules 1.0 1. Anyone can join NMA. The NMA is not an elitist organization we just want to make better modds and to perfect our skills. 2. To join NMA you need to apply at one of the managers or mod leads and he will guide you inside the organization for the first days. He will also be the one who will present your application to the rest of the managers. This is just a formality to keep track of new members and avoid old spammers. 3. If you already have a mod/work in progress (WIP) you can join NMA with all of your team and transform your mod in a NMA project. This will give you access to all NMA resources - human or material. Also if your mod is based on a different site you are not obliged to leave that place. The only aspect that will be required is the way that the communications are done between NMA and the new project, etc. 4. NMA projects are always controlled by the original mod creator and he will receive help based on what human resources are available at that time inside NMA. The first thing that he will automatically get is access to all the NMA previous mod or non-mod materials for integration in his mod as long as he has their original creators in the credits. Also an informal note (PM) is required to be sent to the original creator. 5. Every member inside the NMA is free to work in what NMA project he desires, even outside NMA. The only NMA request is for him to not act against the organization and to have in all his EAW Forums sigs the "NMA Member" words or a NMA sig, etc. 6. The NMA Managerial Team can only request help from members and not oblige them to work for a mod. 7. The managerial team will make sure that no internal mod will ever go over the 55% help internal limit. Guiding all our internal work force in a single project can be detrimental to the organization and to the rest of the projects. 8. NMA Projects can become all WIPs and not only modds. (*Editors, New skin collections, new abilities, etc) The Project Lead will be the one who will request whatever NMA support he wants. 9. If modds outside the NMA request only the NMA QA stamp of approval then they will be able to get it but they will not be able to name their mod as a NMA full project. 10. All the NMA projects will be done in the open and only the Mod Lead will be able to change this and construct his mod away from the public (NMA restricted areas). Also all the NMA tutorials are open to the public. Edit: Ok these are the first 10 golden rules of NMA. They may not be perfect but I look forward to improve them. Any comments? Pls. are constructive guys! Thanks. For new people looking at NMA - more info can be found here: http://swempireatwar.10.forumer.com/viewtopic.php?t=1305
  9. Nope - I don't think so I personaly waited for you to have the honor to copy/paste it .... from what I remember.
  10. Loll - I will say that it is a phaser from Star Trek. You can clearly see that it fires from a strange place on the ship in the classic ST style. Next thing we will get photon torpedos on the Calamari cruisers. Why if they are not SW canon - they are cool and the weapons could have evolved that way So don't complain guys ! You are getting two games in one ! Star Trek and SW. Loll - just jokeing I do like the new beam weapon since I hate the SW canon usually. But anyway the Ep. III beam fire was kind of far fetched since if every Venator had this technology to fire just once imagine how many CIS ships could they had destroyed. The CIS will have never had a chance. Nor the Rebels in the future. Still I also hope the tractor beam and the capture ship options will also be implemented. We have seen a Venator vs. Venator picture http://www.sw-eaw.de/galerie/org/404.jpg and somewhere I think I've seen listed the tractor beam option. But you never know these days what is in and what not.
  11. Ohhh - come on - you can copy paste the info (* I do remember one DMUK who edited my posts when I was posting on .net - loll)
  12. Cool man thanks. So you can capture some enemy units - will they still be yours after the battle ? Too bad you can't capture ships too. Also this issue of not beeing able to retreat if you have Grand Moff Tarkin in your fleet is not good at all. Are you not the supreme comander ? Can't you remove Tarkin from comand and retreat ? Crap i will not want to have him in my fleet. He is affecting gameplay.
  13. Good ideea. Lets move NMA now
  14. I don't think they can remove the Venators and keep the Aclamators it will be strange and funny. As for LEC people - they are young and they do try their best. They are still doing a lot of modifications inside the game for better balance so if the Venator is unbalanceing the game give the Rebels another ship to counter it. I do hope that the 50 extra models that were disabled are in the games files ready to be enabled by moders. This Venator / Aclamator issue its the same like the one with the shields and they did modified 85% vof the maps to put the generators inside. So maybe in the end we will have the best solution availeble.
  15. Thanks Junker! very nice. Btw who is in the hologram ? Btw you played EAW .... how cool realy is compared to WW3, RTW or AoE ?
  16. No one said that youi two should leave the Nexus but I see you are tring hard to get more publicity for your mod. Anyway leme know if the merging issue will succed in the end since longer we wait harder it will be. Maybe its time to make the NMA rules so you will see what we are talking about here. And btw the Nexus and NMA goals are pretty much similar maybe we can find common wais to acomplish them. Is it so hard to merge and get united ?
  17. Topic closed. If LoW Mod want's more publicty I may consider giveing them a hole subforum like the NMA. This will serve them well to search for new modding work force and feedbackers without asking members to leave this place and go there. There they only need peole who work I assume. It will be basically a Nexus enclave (*and btw for this types of situations the enclaves were designed). They are not elitist but just a solution to a problem. Or if we merge we make the NMA into NMN and I move it in the EAW area etc. First I will have to disscus such a change with Ismael and then with GS and JI. Depends on the Nexus people or LoW if they have a solo PR unit.
  18. Can someone explain me what he means ? (*my english is poor in this aspects). ---- Btw JI I agree with you. Anyway what I was refering at was a quick fix. Lets say small modifications after 5-6 days of play. Wait if we have the demo then we will know already what we need to change. This soft reality fix will not affect the balance of the game and will only use stuff that is already inside. Basically is our base from were to start adding models etc. Let's call it SW:Realism Fix 1.0 etc. But it seems logical to me that we should wait for the demo first
  19. Thanks Delphi for clearing this thing up. Well someone on the LEC side said that you cant use your ships to do even a poor bombardament against the planet you are orbiting ... so I assumed it was a corect info - but with so many things changeing ... It seems I was not informed that you can actually initiate a planet bombardament. Maybe we will also get a cool cinematic out of it like in KOTOR. I wonder if EAW has both SW types of shields in it. 85% of the maps redesigned Wow this explains why all the people inside Petroglyph said something like "Chris is working extra hard" to the "Were is Chris ?" question - in the last two months. Thank you Delphi for this extra work effort . I wonder if the shields can colapse if they take a long enough punishment. Or if they need a recharge time, etc.
  20. Interesting Fosh ... so lets say you have both shields types in one - then you can't send the troops in and you can't fire inside it. We seen this in the Clone Wars cartoons. They had to bombard a good shield for months to bring it down. (*Anakin found a tunnel and ...) I assume the guys at petroglyph had this same debate many months ago and the generator outside was their only solution at that time. Then they decide to have it maybe in too ... since it whould have been easy to bombard. And btw if you can send the bombers to bombard a planet why in God's name not to have one small chance to bombard it from space? So about the shields issue ... here is the issue: 1. Why to build a shield if the enemy can blow your generator. 2. If the generator is in why to build a shield if the enemy can send his army by foot inside ?(*Since you don't have the orbital bombardament enabled anyway). etc, etc, etc ... we all assume to much here and I bet the shield issue is still a bit open even at petroglyph since without orbital bombardaments the reason for haveing shields can really affect the gameplay one way or another. And we all know how sensitive Petroglyph is at gameplay .... so we will have to wait and see if a game designer comes online and sees this topic. Edit. "Sometimes the shield generator is in and sometimes is out" Why for god sake - if its out - Don't build something that will be easly destroyed. I do remember that they once said you can protect that exposed generator with a similar shield - that has again the generator outside ... etc, and so on ... i think it was an very old preview.
  21. Wow this is becoming complicated ... Ok let's say that you can't go with your troops and bombers inside a shield - you can't bombard it anyway so ? You can't destroy it. Anyway I assume you can go with your troops inside a shield to blow it up because the shield is there to protect you from an orbital bombardament, no ?! But if anyway the enemy passes true the shield and the game does not allow at least a single orbital bombardament .... why to use it ? The shield I mean. So what ... I didn't played the demo - yes - but once you remove the orbital bombardament the base shields loose their primary role - and noone will build them - maybe someone from the German convention can enlighten us. You can't use the shield as a wall if the bombers can bomb the generators - outside or inside the shields. Maybe they use the shield as a wall to maximize firepower for the defenders but then again you can attack his base via multiple directions (its quite interesting to see how the AI will run from one area to another to defent the base and use the shield. (in case the generator is in and it can't be blowed up from outside.) This hole issue of puting the generator in or out clearly reflects the fact that removeing the orbital bombardaments has created issues even for petroglyph in decideing how will they use shields. Lets say that the generators will be insdie and you create a wall just behind the shield and you put all your troops behind that wall. Imagine the poor attackers - they will die wave after wave. Maybe thats why they moved the shields outside - to give the attacker a chance ?! The only solution that I see to such a shield is for it to be consumed in time and to have a slow recharge time. So if the shield takes heavy fire in time he will loose integrity and start to let projectiles in and in more time even to colapse. Anyway - I just wish we could have had a simple form of orbital bombardament Maybe I don't want to blow a planet up with the DS maybe I just want to bombard it from space. As for the necesity of the DS inside the game - loll - all of the things we now request had one time in the past a chance to be in the game - maybe some are there but not enabled etc. The DS makeit the orbital bombardament no ... and this will only lead to an exagerated number of strongly defended enemy planets blown up. Man ... it is still very confusing.
  22. Yup - we need a petroglyph game designer here to clear this issue ...
  23. I do have a question for EJ: What is the timeline for your Warlords Project ? Btw guys before starting to mod anything I think we should all make one quick mod to Fix EAW. Nothing much just to sharpen our skills at moding it. Maybe an early Realism version with only the easy assets that we can find and mod in the game in the first week .... then SM will take over. What do you say ?
  24. So lets us recap : 1. You can't be bombarded from space. 2. All the enemy's infantry troops can enter your base shield (AT-ATs included). 3. The shield generators must be outside the shield it self so they are not protected and any "Bird" can fly over it and drop "bombs" - I assume they will also be able to fly inside your shield. 4. Vader was insane and Ozzel was right. Ozzel knew that you can't bombard a planet (*the rules) but he also knew that you can send every available bomber to destroy it or even stromtroopers to throw stones in the generator at close range since it is that vulnerable. 5. This shields only seem good to prevent the enemy troops to fire before they enter inside the shielded area ... but since you can send any bomber to take out the generator ... then you have no shield ... . In the end it only seems to be an expenisve toy. The conclusion: Base shields don't have any short or long-term strategic use. But if you have enough credits to waste on expensive art objects ... then they will look cool inside your base. Question - Why you can't bombard a planet if you can blow them all up with the DS ? There are tones of ways to lower the impact of a planet bombardment for the sake of game balance: 1. If you have a base shield you will only make a nice image effect video when you bombard on it. 2. You can only bombard once when you enter a planet map due to big reload times. 3. The planet spins around its axes no? So you will have to bombard when the base is near you. 4. You will need special upgrades to heavy ships to get a reasonable damage to an unprotected base. 5. Even so you will mostly damage buildings and maybe destroy a few but the enemy troops will survive since they can hide. 6. You can't bombard in a land battle due to the possibility to hit your own troops. And even if you do it, it will be like a minimal bombardment over a small area and will not be instant and will happen only once etc. So in the end .... its clear to me that I will never build shields on a planet. But then ... maybe Delphi-PG or Ishmael-PG can prove me wrong...
  25. Crap - not again. I know that this host has login problems especially for admins and now mods it seems. Anyway since we expect a large influx in members I do want to move on a better server.

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