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Everything posted by Darksythe
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Apparently an Executor in a mod or in some ones?
Darksythe replied to Darksythe's topic in EAW Mods General Workshop
lol, shame thier isnt for for the Demo mod, it be intresting to see how it would play, oh well gues well have to wait till the full game for the official mods. -
Apparently an Executor in a mod or in some ones?
Darksythe replied to Darksythe's topic in EAW Mods General Workshop
I know which mods are adding what for offocial game im just curius as to which demo mods who put in an Executor lol, i heard that some one added the Executor in the Demo mod. -
I need the .xml for troops and buildings
Darksythe replied to Cain's topic in EAW Mods General Workshop
Hey Cain i was fideling about with your mod earler this morning for around 2 hrs or 3 which ever time elapsed so fast lol, i was trying to help find why you could build any troops or other things and couldnt find it, i looked into the files that people have suggested here but couldnt see how those are related to the Building of units, all i sew was unit makup thier streagnths etc but nothing on how to connect them with building unless im blind lol. BTW i did discover that your adding factions in is very good and that copy and pasting in the Factions xml etc works wonders, i played around and managed to make faction names like Warlord, also you can make new STORY_SANDBOX_DEMO_"insert name" mine ended up as STORY_SANDBOX_DEMO_WARLORD and then saving the file as "STORY_SANDBOX_DEMO_WARLORD.xml" this i turn when inputed into the Campaign, gives each faction a diffrant setup for units and to whats avialable ;D also i think that this line "Universal_Story_Start" is important to have in your Demo Campaigne or FAction setup xml in order to build but im not sure i still got to play around, god this is fun lol. Hope this info might help in some way. BTW thier are certian iregularity's in your mod such as location, for instance in Vergaso you cant build land because its an asteroid field, yet no building thier, i tried changing locations just for the sake of it see what happend but even when put on Corellia no building Looking at your Fleet and land setup they all seem to be at Corellia, that including Structures like Barracks etc yet you cant build and it dosnt show, so the problem isnt realy location i dont think. Oh this sort of thing makes you want to tear your hair out lol. -
In Theory the Rebels wont be able to bypass your fleet though if you got an interdictor at that planet or Gravity Well Generator platform by the station lol, so in theory thats the empires defance against the Raid option for REbele,s hance making a Raid party very dangourse as you wont know if the enemy has Interdictor or not until spy shows but also Gravity well generator platform is another thing to contend with. So theory is build them in esential planet crossroads and fortifie your position with Ion Cannons and so on lol.
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New playable faction added to the EAW's Demo
Darksythe replied to Cain's topic in EAW General Discussion
Oh nice, Crashes wont be to much of a problem anyway seeing people should be saving before enganging in Space of land Battles lol or thats what ill do ;D i like the idea of a Warlords Mod, especialy if New Republic is also around hehe. -
If any one hasent noticed, you can build Sennsor Arry's and i think when enemy enters your Planet you dont get the Fog of War but they still do so you get a slight advanatge, but im not sure, some one will have to test unless Sensor Arry's dont work atm? But well see.
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Thiers no way you can fix those transporter problems in any of the mods, uless you lower the caps completly for population, its because the planet that your attacking in space has to many troops and all rest that cant go on the planet, so when you go in space combat thier there like that, so only way to d3eal with it is get your Corvettes or Tartans and shot them, those ships that do well against fighters etc do well against transports so.
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What i mean is i tried a few mods, granted thier not the same as the game will be but when ou think about Smugglers and how cheap they are and what they do it will realy hurt the Empire, the only thing the Empire has to defend against Smugglers is the Bounty hunter Boba Fett and unless the imperials can recruite or build Bounty Hunters the Empire is going to get Credits stolen from every singal place, unless im missing some thing lol, also as Boba can only be used once on a mission and then on a long long cooldown, well kind of makes it very hard to defend yourself against Smugglers from the Rebel's be nice if we can get some sort of respons about this. The Mods i know arnt anything to go by but they still show some intresting aspect and posible problems that arnt to easy to ignore ;D
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Hmm to blanace things out maybe Tie Interceptors should be baught? but to do that you got to give them Hyperspace capability and i know they can have Hyperdrives, but this would make them slightly more expensive, or alterantivly via a Escort Carrier i dont know how it will be worked out but just generaly idea's. But is ok if they come with the normal standerd spawn from Imperial ships i gues.
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How do interdictor cruisers fit into the game?
Darksythe replied to Zarkov's topic in EAW/FOC Questions from New Members
Gravity Well Generators dont have timer on it unless you switch it off then its a few seconds or you can switch to Jamming missiles. but yea Gravity well Generators stay constantly on unless you switch it off/on or to other system. -
Yes i agree thiers the factor that Imperials can make thier Ties spawn threw thier shaips, but problem is what happens if Hanger bay is taken out first ;D thier you got a problem, in any engment ive been in ive always target oponents hangerbay to stop more fighters coming out. People complained or have done that giving Imps ships or certian ones the ability to spawn ties constantly over a period of time considering the factor if that squadron is destroyed first that its unblance but its not and its a very slow process with the spawning so. But general concensus is thier what are the A-wings going to be like when the game comes out, atm with all the mods we cant judge to much by this and that ships fire power or the fighters as most are using the same paramaters for dmg etc, so well see, but im still extraemly skeptical and imo the Tie interceptor should be in. Also Teradyn yea ive been to the site and looked thier too but the fact is that the Tie Interceptor was avialable for production before Yavin, when you look at the site you posted that only shows that the Tie Int was mass produced after Yavin, but the Tie Int was signed before Yavin and was already in service before Yavin.
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Now im increasingly worried or seem to wory more about the lack of info the devs have had about Fighters on both sides, now the Tie Interceptor was already available before the Battle of Yavin but wasnt baught into mass service until after Yavin itself, but in any way the Imperials should get the Interceptor also thiers another factor for Rebel side which wasnt taken into consideration, the A-wing, it was devleoped primerly to counter act the new Imperial fighters i.e. the Interceptor, which A-wing wasnt baught into the fray until much later date then the offocial Interceptors Release, so by all means Rebels shouldnt get the A-wing if Imperials dont have the Interceptor, see how this works Gues its far to late to add in the Interceptor know the Interceptor was deisnged and produced at Fondor iirc it said some were, if that would help add it in before game release but i doubt you at Petroglyph will do that. This is the only critiuq i have atm with Fighter setup, get read of the Tie Scout and put in Interceptors. Another fighter option is Tie Advanced which vader had the prot-type of which could be used as well i dont know im just critizasing atm and suggesting. Then again my knowlage on Star Wars lore etc is sketchy at best but i made sure i searched up on both fighters before i posted!
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lol Bismarck your going to offend alot of people saying that stuff, and for your info this game is ment to be Moded so that you know, which also means the Demo, Petroglyph is happy that this is going on though Lucas Arts would like to put a stop to it, if they didnt want people to mod the files then they should have released the Demo, so dont hack on people who are doing only what the people from the Horses mouth said, also its not Illigal to modifie the game at all! Illigal to copy games and sell them etc etc, but not Mod them, or mod out no cd key's etc, poeple think because you can modifie a games files that your evil and hack peoples computers etc, thats not the case.
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How do interdictor cruisers fit into the game?
Darksythe replied to Zarkov's topic in EAW/FOC Questions from New Members
Interdictor Cruisers stop enemy Fleet from Retreating, unless the Interdictor Cruiser is Destroyerd or its Gravity Well Generators taken out, apart from the Gravity well Generators the Interdictors can also block Missile systems of the enemy, but i think the Missile Jamming isnt part in orginal EaW release but Gravity well Generators are deffinatly in as thats what thier primery Role is! With the Missile Jamming im not sure if a moder put it on them or not, but my gues Interdictor can also Jam Missile systems so. -
Star Wars: Legacy of War
Darksythe replied to Juggernaut1985's topic in EAW Hosted Community Projects
oh yea it was 11 times the leagnth of the SD's i was thiking about fire power then lol. -
SW Empire at War: Reality of Rebellion Mod
Darksythe replied to Stellar_Magic's topic in EAW Hosted Community Projects
No SSD?? ;D hehe love SSD hope it will be in the Mod! also one thing to your list the Capitol ships dont turn fast in the game as you can see from Demo. Especialy the larger ones like Star Destroyers or Mon Cals they turn as they should so no speed adjustments needed -
Star Wars: Legacy of War
Darksythe replied to Juggernaut1985's topic in EAW Hosted Community Projects
Well you can just make the SSD 2-3 times i.e. longer then the normal SD's that way it wont take to much room i think, but yea pends on the map size in space i suppose they can be made the maps larger and all objects on the map are movable anyway so SSD at 5 times the leangth which is the correct leagnth of SSD compared to the SD is good for map space! -
Stargate Command: Mod for Empire at War
Darksythe replied to TSKNF's topic in EAW Hosted Community Projects
Oh stargate Mod hope this will be good and that it will include diffrant system lords with thier diffrant insgnia on them or the faction viewer ;D with me ill just play the Goa'uld! Planets can be renamed i think to maybe posible galaxie expansion hehe. So looking forward to this, hope this mod will be able to be played sepratly from the normal game! id hate to have to constantly un-install and re-install all the time hehe.