Everything posted by Stellar_Magic
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[ROR] Foundation 0.1 Beta Comment thread!
I like the slow speed personally. Really gives the ships a feeling of power. Anyway, the AT-STs are probably the worst unit in the imperial arsenal. In Combat, even the lowly TIE Mauler performs better (Mostly because it has a smaller profile and is therefore harder to hit.) I think I found part of the problem, I just discovered that only one of the ground vehicles uses its damage modifier, I'll be fixing that later today. Alliance Infantry have awfully poor range with their DH-17s, only a max range of 120 meters compared to the 300 meters that stormtroopers have with their E-11s. Not only that, the stormtroopers burst fire three shots. I'm trying to make ground combat more like classic tactical games like Close Combat III.
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SW Empire at War: Reality of Rebellion Mod
because I couldn't remember what I had changed... :'(
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SW Empire at War: Reality of Rebellion Mod
The basic starting point of the mod has just been released. ROR: Foundation BETA V0.1. You won't see any new units, but it will seem like a completely different game. ;D
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[ROR] FOUNDATION IS LAID!
Well, I've finally finished the mod that will act as ROR's jumping off point. ROR Foundation V0.1 Get it now! http://pff.swrebellion.com/index.php?topic=2622.0 Now that we've got a chance to get on the same page, the fun really begins.
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Compiled List of EAW-Gold Mods [Update 02:21:06]
>>>ROR and NMA Team Project: Foundation BETA V0.1<<< Want epic combat! Want Canonical Realism! ROR’s first Gold Release is here. Foundation BETA V0.1 originally intended as an internal Beta is being released to everyone. This mod will serve as a base for all further ROR modding. So get it now! NOTE: This is a Beta version, several units haven’t had their stats and cost adjusted yet to the new format. Stability has not been fully tested, use at your own risk. Features included in V0.1: 1.) Rehardpointing of all Starships 2.) Canonically Accurate Unit Scaling 3.) Realistic Weapon Effectiveness 4.) Ground Combat Overhaul Installation: Just extract the XML folder and place it in the game’s GameData Data Directory. That’s it. Note: Downloading this mod overwrites the existing game xmls, backup any mod and install on a clean and patched version of the EAW. DOWNLOAD: Link
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[ROR] Topics-A Question of Scale
I made up the AT-HA based on a couple of references to an unidentified "Super" walker detail in the Star Wars Technical Commentaries.
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Cain!!!
Argh... Do we have to find an outside site to upload our mod to now that you've disabled attachments?
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Venator, Pod-Walker, and Virago in Campaign...
You have to added a new ground company to the ground company xmls.
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Re: ROR - Secrets of ROR - Going from D20 to EAW
Percentages work fine, and I'm mostly done with the ground units as well. The only thing I've got left for an internal beta is adjusting the hero units to the new stats. I had a lot of fun last night playing skirmish as the empire. The battle lasted an hour. Before that I kept tweaking the alliance stats so that the T-2B wasn't as devestating as it was when I first switched the stats. I will say this, alliance infantry s**k. Of course its cause they're just armed with semiautomatic blaster pistols (DH-17s) with a maximum range of 120 meters. Imperial stormtroopers can just stand back out of range and fire their full auto E-11s at 300 meters. You really get a sense that even untrained the Imperial Stormtroopers can kick serious rebel a**.
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[ROR] Topics-Unit coloration, insignia, and camoflage.
Whoa... You know I had camo designs for the AT-ST on the first page, and while yours is good, I prefer the german "ambush" colorscheme for rebel forest units.
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Re: ROR - Secrets of ROR - Going from D20 to EAW
I've actually got the space unit changes mostly done, your stats are close to mine, but I did some changes to the gameconstants xml that help alleviate the different problems. I'll release an internal beta pretty soon.
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SW Empire at War: Reality of Rebellion Mod
Well I was thinking of taking a slightly different route in terms of LOS, one much more along the lines of the classic tactical sims from the Close Combat Series. Here's the ranking for the LOS in order from best to worst. 1. Snowspeeder 2. Rebel Infilitraitors 3. Rebel and Imperial Commanders 4. Scouttroopers 5. Stormtroopers 6. Rebel Infantry 7. AT-AT Walkers 8. AT-ST Walkers 9. T-2Bs 10 Tie Maulers 11. T-4Bs 12. 2-M Hovertanks 13. MPTL-2 Launchers It works pretty well in game and is pretty logical. The AT-AT's sight is restricted because of the fact you'd be forced to utilize viewports, but its tall and should see pretty far. Its something of trying to strike a balance and provide a use for infantry during combat.
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Some help modding the ground side of things.
I don't remember what the actual tag is but its something like Max Attack Targeting or something. Also any changes will be ignored if the Targeting attribute isn't in the Behavior tag.
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Mini-Canadian Earthquake
Hell... if you think Kansas is bad. I'm from Nebraska! (The Entire Forum instantly falls asleep)
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Mini-Canadian Earthquake
Actually the strongest earthquake ever recorded in the United States happened in the mid west... Of course it was over a hundred years ago.
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NMA Needs a logo.
I think NMA needs a logo, anyone have any ideas?
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Anothe Venator Variant
The Old Republic Navy used a variety of different ships... Star Destroyers: Victory Class Victory II Class (Developed during the middle of the clone wars) Imperator Class (Renamed Imperial, the first ship was launched mere weeks after the declaration of a new order) Star Frigates: Acclamator II Class (This is what is in EAW) Fleet Carriers: Venator Class Planetary Assault Ships: Acclamator Class There are more vessels, but I don't feel like explaining them all.
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[ROR] - Images from ROR development.
Well, I've been hard at work... Kind of obvious what the thread is for. I'll post images from the changes I've made, and once we really start rolling you guys can as well. Comments are allowed here. http://img.photobucket.com/albums/v436/StellarMagic01/sweaw2006-02-2323-34-35-48.jpg http://img.photobucket.com/albums/v436/StellarMagic01/sweaw2006-02-2323-33-10-54.jpg http://img.photobucket.com/albums/v436/StellarMagic01/sweaw2006-02-2323-32-52-15.jpg http://img.photobucket.com/albums/v436/StellarMagic01/sweaw2006-02-2323-25-20-50.jpg http://img.photobucket.com/albums/v436/StellarMagic01/sweaw2006-02-2323-15-58-26.jpg
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Which mod are you using?
I'm running on a beta version of ROR on my machine. I'll be posting some images of it in the NMA forum pretty soon.
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SW Empire at War: Reality of Rebellion Mod
The mod isn't released yet... patience.
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Re: EAW: Warlord - 7.0 - Gold Total Mod Expansion
Cracks his fingers, well Jugger all our mods will be hitting a wall pretty soon if we can't put one in the GUI. Is legacy or nexus working on adding a scroller or pop up menu? It's something the modding community all need.
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Re: EAW: Warlord - 7.0 - Gold Total Mod Expansion
Have you found out if there is a scroller on the command bar. If there isn't you'll hit a wall pretty fast.
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[ROR] - Scripter's General Discussion
Well... with realisitic build times the credit requirements are a lot less because it takes so long to build units. Fully implementing the tech tree will require modifying the maps. I'm certain of that, but each planet will have between 10-20 build slots. I'd like to be able to modify GUI if possible but am willing to adapt to its restrictions.
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[ROR] - Scripter's General Discussion
Okay guys... I've got a project for you. I want you to make a ground unit which is a Ground based TIE fighter Squadron that acts much like the snowspeeders due in the game. It's transport should be a freighter of some sort (We could use the game's basic freighter model for now) with the TIE Mauler's self destruct ability. When it self destructs it should spawn a squadron of tie fighters.
- Star Wars:Trivia