Jump to content

Stellar_Magic

Members
  • Posts

    2,109
  • Joined

  • Last visited

Everything posted by Stellar_Magic

  1. Welcome to star wars... Solution! Create a bigger galaxy ;D
  2. Not yet, been busy modding the EAW demo.
  3. Just so you know... my username has no connection to the Harry Potter series. : It's from the title of a series of books that I'm writing.
  4. Actually, thats ten percent of its true cost... 3.88 Billion Credits. : With the addition of paying for the crew... So 388 Million Credits (In game 1,000 Credits = 1 Galactic Credit) + paying for a crew of around 37,000... I had a whole calculation for the costs I changed.
  5. BETA v0.1 Released! Go get it at the Downloads Thread http://pff.swrebellion.com/index.php?topic=1955.0
  6. No, I'm not going to stop tanks and armored vehicles from running over infantry... In the game I've discovered that if you're imperials (And utilizing untrained troops) this is one of the best tactics to use against the enemy, AT-ATs are capable of doing it and actually seem to have better luck (In their untrained form) at destroying them. A beta release isn't to far off guys... Hope you'll enjoy it.
  7. Post any units which lack models or textures in the demo. I'll post those I know about: Ground Vehicles: SPMA-T T-47 Snowspeeder AT-AA Space Units: Pirate Fighter Imperial Space Station 2-5 Structures: Mining Facility (Lacks Textures) Imperial Heavy Vehicle Factory Imperial Advanced Factory (Lacks Textures)
  8. Its dead... for now Just let me finish the D20 stats and we'll be able to restart the RPG, but perhaps from a different point of view.
  9. Ah... Just finished resizing the ground units and tweaking their Z-axis adjustments accordingly. You guys may not like some of the features of this mod, but hey I'll state some of the ground features. 1.) AT-ATs are not slow behemoths that you can trap and blast away. The Essential Guide to vehicles says that an AT-AT is capable of going 60 Kilometers full tilt, and while you won't see them go that fast in the mod, they do go FAST for a vehicle their size. When you see one coming after your forces its like trying to stop a charging elephant. * Note: The AT-ATs on Hoth were moving unusually slow due to the ice glacier because of the risk of breaking through the ice, and to keep the AT-AT's traction. 2.) Rebel Forces are overall inferior to their Imperial brethern when it comes to ground forces and must rely on using localized numerical superiority and tactics to gain the upper hand. As the Rebels, infantry (especially PLX-2M equipped infantry) should be your primary weapon. Being poor shots may make the Imperials miss a couple of their opening shots against a tank, but a single hit from an AT-AT will ruin its day. Your Missile Infantry are smaller and harder to hit individually, thus they're better equipped to deal with the occasional AT-AT then just plain tanks (It still takes a number of hits from the infantry to bring one down though) 3.) Rebel Infantry and Imperial infantry are roughly of equal performance in game (Despite the higher hitpoints of the Imperials) leading to firefights that can last a while before the sides have whittled each other down. 4.) Most rebel equippment lacks the armor protection and shielding of its imperial counterparts (With the exception of the T-2B Anti-infantry Hovertank which is shielded for some reason). A well aimed shot from an AT-AT can easily half the health of most vehicles, and two hits are almost a guaranteed kill. 5.) Rancors are no longer a threat, a hit from any sizable weapon will kill one instantly. I thought having rancors in the game was kind of stupid to begin with but to watch them shrug off AT-ST fire that would blow a tree in half... not cool.
  10. They spawn their total compliment at battle start. The Z adjust factor and speed factor are giving me fits while I mod the ground units...
  11. *Stellar Smirks* Actually the turreted ground vehicles already use hardpointing, its just not damagable. They work the same way that the hardpoints on the Corellian Corvettes work.
  12. They're still in, I've been forced to create stats for them. The AI is shocking... especially in space. I've been badly mauled by making mistakes like using unbalanced fleets, and even when I haven't made any clear mistakes. You really need to use a balanced fleet, sending in a force of capital ships without fighter support and you're screwed, despite the fact that Proton Torpedoes don't penetrate the shields anymore they still can absolutely maul a capital ship. Unfortunately this means that if you're playing as the rebels (At least until I give a hanger bay to the Rebel Capital Ships) you have to spend pop points and credits to deploy starfighters or corvettes alongside your heavier ships. Additionally the Imperial Capital ships and bases no longer deploy wave after wave of fighters, they launch their full and accurate compliment as soon as they deploy. Not only that, higher level bases now spawn Corellian Corvettes and IPVs at start.
  13. Actually basing it off D20 stats with a few calculations and adjustments has produced some startlingly realistic results! ;D For example, a single hit from a turbolaser will kill any fighter, a squadron of fighters turns away from an oncoming force of starfighters and gets mauled. Normal infantry cannot so much as scratch the paint on an AT-AT or AT-ST (But PLX-2M equipped soldiers is another matter.) A Nebulon B cannot dream of taking on an ISD alone. Having a battle where one side completely wipes out the other without casualties is completely unheard of... I could go on. ;D
  14. Make it so all the Space Tactical Maps are the Vergesso Asteroids, its a tutorial map that spawns the space station and frigate that you want to get rid of.
  15. Here's a question, how do we change the maximum range of land weaponry... I keep having occasional problems. Sure Cain, I'd love to have you pitch in and help.
  16. The Damage markers in the unit files don't do anything as far as I can tell. The amount of damage delivered is dictated by the projectile xml and the game constants xml. The Projectile file tells how damaging each shot is, and the game constants xml includes the armor modifiers to make some shots do next to nothing against certain targets.
  17. Planets.xml ;D As I said before, we can't edit maps yet so you'll have to tell the game to always use the only 2 maps we've got that function correctly in Galactic Conquest, Tatooiene (Land) and Vergesso Asteroids (Space).
  18. Uh... The challenge is to find a wining strategy from the Imperial Side. Actually the 6 Squadron count per wing is wrong, theres a difference in the number of fighters allotted to a wing between the sides of the conflict. A New Republic/Rebel Alliance Starfighter Wing is made up of four squadrons, an Imperial Wing is made up of six squadrons. Despire your error the correlation of forces is adverse in the extreme for the Imperials, partually because you miscounted the number of frigates involved in the engagement (Six Assault Frigates, not four). The Assault Frigates may lack the punch they need to kill the Chimaera, but they've got 192 X-wings with a full load of six proton torpedoes a piece. If you're not Thrawn, you're pretty well screwed.
  19. The sneaking a fleet in is more in regard to playing against a human, and as so far as going a few degrees above the enemy... In Homeworld 2 you could go as far up and down as you could left or right, forward or backward.
  20. Using Bryant's excellent work as a starting point I've begun making progress for a mod which introduces the concepts of Reality of Rebellion to the community. It will be called A Taste of Rebellion. I'll be posting more as the mod advances, and hopefully I'll have a releasable version by the Weekend. ;D So far I've done the following. 1.) Scaled all the Space units as well as I feel I can. 2.) All squadrons are formations of 12, and visibly assemble into flights of 4. It looks AWESOME! 3.) Reconfigured all the space weaponry, equipment, and vessels, based on D20 stats. 4.) Created Imperial versions of the Corellian Gunship and Corvette (The AI uses them to!) 5.) Reworked all the accuracy modifiers to give the impression of untrained formations. (I'll try and add the training levels, but unfortunately the game ignores any changes to build time as far as I can tell.) 6.) Begun rescaling the ground forces... (I'll also need to change the scale of some effects such as footprints and walker tracks, it may take a while.) 7.) Begun sorting out which structures, planets, etc... have finished models and adjusting accordingly.
  21. JI, You're getting a we bit aggressive. Anyway, the main problem I have with the Space Combat in EAW is that units *never* (With the exception of fighters) move from their assigned layer (Capital ships, Frigates, Corvettes each fly at the same elevation). I mean, how hard could it have been to make it so that ships could fly over or under a ship in their way. I get so sick of watching my units move in a stupid manner because there's another large ship of the same class between them and where I want them to go and they take some crazy wound about route. It makes controlling vessels in a space battle *more* difficult in that respect.
  22. ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D The only apt response to that find.
  23. As far as I know we can't edit the maps themselves (Yet), but... If you want to repair that map you'll have to replace the space tactical map section of the Planets.xml with the Vergesso Asteroid Map. ;D Still I am unable to make them build land units But I can make them build ships.
  24. Unfortunately... I'm working on my own mod already. :'(

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...