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Stellar_Magic

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Everything posted by Stellar_Magic

  1. You don't need the wires on the dish... They don't really look right anyway.
  2. Could you post some renders?
  3. The current models used in EAW are actually pretty high poly... if you consider all the seperate polygons in each hardpoint and all. Still they're not as high poly as the Warlords models, but the Warlords model poly count can be cut pretty significantly simple by removing all the individual gun barrels that are stuck all over his ships.
  4. Well the Comar SLD-20 is a theoretical Shield Generator... The Comar SLD-26 was what the Empire deployed on Endor. I'm afraid this is an incomplete list as well. I'm hoping to use the ship models from EvilleJedi's Warlords mod... If you haven't seen them they're awesome. We'll have to modify them for the EAW engine but even so it'll save us time.
  5. Okay... for a start we're going to need to make models for all the new structures that we'll need for the new technology tree... Imperial Political Structures: Tier 1: Planetary Governor's Mansion Tier 2: System Governor's Palace Tier 3: Sector Moff's Palace Tier 4: Grand Moff's Palace Tier 5: Royal Palace Imperial Stormtrooper Recruitment: Tier 1: Stormtrooper Recruitment Center Tier 2: Stormtrooper Barracks *In-Game Already Tier 3: Stormtrooper Blaster Range Tier 4: Stormtrooper Obstacle Course Tier 5: Stormtrooper Holo-Training Center Imperial Vehicle Training: Tier 1: Imperial Crew Recruitment Center Tier 2: Imperial Vehicle Park Tier 3: Imperial Vehicle Firing Range Tier 4: Imperial Vehicle Training Course Tier 5: Imperial Vehicle Simulation Center Power Structures: Tier 1: Power Core Tier 2: Power Generator *In-Game Already Tier 3: Power Station Tier 4: Solar Ionization Reactor Tier 5: Hypermatter Reactor Trade Structures: Tier 1: Air Control Tower Tier 2: Open Landing Field Tier 3: Small Hanger Bays Tier 4: Large Hanger Bays Tier 5: Skyhook Ground Station Income Structures: Tier 1: Office of Planetary Commerce Tier 2: Planetary Stock Exchange Tier 3: System Stock Exchange Tier 4: Sector Stock Exchange Tier 5: Galactic Stock Exchange Underworld Structures: Tier 1: Planetary Mafioso Tier 2: Mercenary Recruitment Center Tier 3: Bounty Hunter's Guild Office Tier 4: Hutt Palace Tier 5: Black Sun Embassy Shield Structures: Tier 1: Comar SLD-14 Ray Shield Generator * In-Game Already Tier 2: Comar SLD-20 Particle Shield Generator Tier 3: Comar SLD-26 Particle Shield Generator Tier 4: GenCore I Shield Generator Tier 5: GenCore II Shield Generator Lordy do I need to sit down and work this out or what!
  6. The dots stay the same size... You'll have to adjust it so they all fit on the mini-map.
  7. Stellar begins to laugh his head off... You've got to be kidding me! There is no F***ing waying Am I the only one that noticed this? The Pirate Frigate is a modifier CEC Action IV Medium Transport... and it's enormous in the game! Enormous! Its as big as Nebulon B! How did this ity bitty 100 meter long transport become a 300+ meter monster!
  8. This is the one I'm using. http://lucasfiles.com/index.php?s=&action=file&id=1215&show=more
  9. I don't know about adding an extra zoom function... but you can adjust the fov of the galactic camera. Also, the game easily supports the placement of planets further from the center then in the original game... I've tried it. However you have to be careful, there may be a maximum distance for the length of a trade route segment and I know you'll have to adjust a value to keep the planet symbols within the corner map in the correct place. The map you stumbled across is the most accurate one I've seen, I've used it for other things and I'd suggest that you base most all of your locations of that map. Unfortunately it doesn't include some of the new planets from EAW.
  10. Thats what I meant... fortunately I found a good extractor at Lucasfiles. I'm modding away! ;D
  11. There's a new EAW extractor available at Lucasfiles. It actually does all the sorting and stuff for you. I tested it last night and was able to change the scale of units without any problem.
  12. No such thing as too many testers... The more machines we have running with different specs during testing, the more stable the end product will be. Will still need a text file coordinator: This is the guy that will be responsable for editing the DAT files which contain all the text information... from unit names and descriptions to the tooltips and so forth.
  13. Oh well... my campus's server has go the gaming ports closed. >
  14. Using pixel calculations from the concept art I've found that... An Assault Frigate mk. 2 is 660 meters long. A Broadside Class Corvette is 55 meters long. A Tartan Class Patrol Craft is exactly 300 meters long.
  15. Just post a topic in the NMA forum, just so long as it begins with the prefic [ROR] we'll know its dealing with our mod. I think it'll work easy enough.
  16. I meant the one I found hosted on your site... sorry about the confusion.
  17. Your demo extractor was awesome guys, but we need a new extractor for the final game... The one we've got from the other guys kind of stinks. It seems to cause crashes when you change certain things.
  18. Well, we're going to want to really push some of the elements of the game's engine with what we're planning on doing. We're going to *need* a larger galactic map, and larger maps for the different locations with many more build slots. I'd love to have a dedicated Galactic Mapper.
  19. hmm... I don't know what to tell you. I'm testing out a different Meg Extractor then I used with the demo, finding tools that work with the final game is a bit harder then with the demo.
  20. No... I was thinking about making climate specific types of units (Snowtroopers, Jungle Infantry) that can only be built on worlds with that climate, other infantry will suffer penalties due to be being poorly equipped for the climate. Also, we should make hazardtroopers, maybe have it so their only available on volcanic worlds.
  21. Yeah... RTW had long campaigns, but if you want a truly long campaign Star Wars: Rebellion multiplayer will take you FOREVER! Especially if you're both good.
  22. Actually you do want that dramatic of an increase per tier. Trust me I tested a lot of this stuff with the demo. An untrained stormtrooper shoots in a 60 degree cone, a basic in a 30 degree cone, a trained in a 15 degree cone, a highly trained at 7.5, an elite at 3.75, a heroic at 1.875, and a legendary at 1 degree. The same is true for times between bursts of fire, after firing a 100 bolts an untrained trooper will take a full minute to reload. This makes each level up about 2-4 times as effective as the level below. Build times are also dramatically different, untrained stormtroopers can be built in just a day. Basic take a full training cycle of 42 days (I think I'll make days shorter or something) while a Legendary formation takes almost 2 years to train.
  23. No... We're currently just based out of the NMA forum.
  24. Okay guys, here's the Technology tree for imperial stormtroopers... http://img.photobucket.com/albums/v436/StellarMagic01/StormtrooperTechTree.jpg
  25. Okay... Welcome aboard.

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