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Everything posted by nordwindranger
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i just battled through one of the galactic-conquest campaigns as empire---man is that hard! I can always win the tatooine maps, but the yavin maps are impossibly hard. by the way, the button to change your grenade type is "g". also note that you can crouch or go prone by pressing "c" I ususally go stormtrooper or sniper. what I've never figured out is how i can get 40 some kills and still lose the game. It's as if your team does worse the better you personally do. Also the rebels seem to have a huge advantage because they have the wookies who have extremely high health, and their pilot has an uber-shotgun. The best the imperials have is the dark trooper, but it is often hard to actually kill someone with his micro shotgun. hey remember to get the two patches. they fix a couple bugs, and also improve the dark trooper jump recharge rate, and tighten the spread on his weapon a bit
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New web based mmog calling developers!
nordwindranger replied to tehgrandadmiral's topic in Rebellion 2 Ideas
well, as I mentioned in reply to your email, you have my assistace. Unfortunately my knowledge is more in the line of c#/3d/ traditional game rather than a web-based game, so I'm really not sure how much I can do for ya. I would advice against renting a coder, as it will be absurdly expensive (if this is our only option, i would say that we should try a smaller project!). but in either case, I'll be around.. if there's anything i can help with -
[Tales of] The New Sith Order (Redux)
nordwindranger replied to Defender_16's topic in Gaming Stories
a traitor in our midst!!! good read anyways. still waiting for the imps to start kicking butt! -
The pilot character has the repair function and the heal function as its two secondary weapons. you heal by throwing health packs at people. the ai is pretty good at doing this. The rocket jump is performed by double tapping jump (spacebar?). This only can be performed with the dark trooper. I haven't tried going online in forever. When I did I didn't use gamespy or anything, I just used the ingame multiplayer connector. you can perform a roll by sidestepping and hitting jump at the same time
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I'm spending today (and probably most of the week when i have time free) porting the engine over to Microsoft's xna framework. This will probably end up meaning a group up rewrite of most of the code, so we will see how long that takes... no audio yet, but one area that will be a lot easier once i port over to xna
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Current (Rebellion) game's you're playing.
nordwindranger replied to Defender_16's topic in Gaming Stories
your going to scrap the vic with the commander on board? How Vader-like of you this will teach the rest of your troops the price of failure -
So I wasn't just imagining that the Mon Cal has a damage control advantage. as far as actual armament vs in game armament goes (steps up on podium) "well in my game...blah blah blah" Doesn't the Star Destroyer have 60 turbolasers and 60 ion cannons? I'm using the stats from the "essential guide to vehicles and vessels" book. One on one with no fighters, a star destroyer currently kicks some major mon cal butt. The problem is I just had to guess values for shields and hulls, so there is going to be a long period of balancing until things work like i think they should. (the mc 90 will beat and ISD I, and tie an ISD II probably)
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yup title says it all. Star Wars Battlefront I was perhaps one of the single best games that I have ever bought. I've played most of the major fps out there: the half life series, quake 3, fear, the rainbow 6 games, and a bunch of less memorable ones, but Battlefront I has the best single player combat that I've ever played. It's not that the bots are great--but they aren't bad. Sure you will kill a decent amount of them, but the bots are actually kinda decent at teamwork. so.. does anyone else play battlefront anymore?
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Hi Ar198, welcome back to the site, and thanks for the nice comments. The premise for IDOE is that you are a fleet commander. As such, you do not have much control over the economic and galactic strategy of your alliance. IDOE might be described as a full-galaxy tactical space combat simulator. Think of it as a an RPG embedded in an RTS. or something @ all The problems with the firing code are being ironed out, expect the final IDOE thread in a couple days (in which i will contain all future idoe news). This will almost definitely include some really cool videos with lots of combat and blood (heh just kidding on the blood)
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Eagle, did your avatar always blink? creepy The major problem with ties is that the attrition rate is so high that you have to be replacing them after every battle. If your fleets are active you will quickly run into a shortage of them. By the mid to end game I find that I usually am assigning each fleet around 6 lancer frigates. They are more effective than the fighters in the long run, however they don't do as good of a job of distracting the fighters from preying on capital ships.
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according to rebed they have the same shields... perhaps thats the mon cal's high damage control number coming into play by taking out its shields early I must admit that I still am not completely convinced about all this, I guess I'll have to go into rebellion for some testing.. edit: testing complete. after some screwing around i managed to get a no fighters battle between a sd and a mon cal and the sd won! I was suprised
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They can't, one-to-one, under the game's unaltered settings. So I know not where you are getting this. eh What?? I thought I had tested that out with a friend a couple years ago. well i guess im wrong on all accounts I resign from this discussion in shame
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the video seems to be down at the moment, but i watched it a couple times earlier to make sure it worked. Perhaps google is running low on bandwidth.. Or perhaps the LucasArts IP lawyer ninjas are hot on my trail (probably not, seeing as how its a not for profit fan game)
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the only reason i make a new thread is that the old thread won't appear on the front page. I know when I'm just popping on the site for a second to see if there is something new I just glance at the forum summary on the front page to see if there's anything new up. The next time I have something to report, I will make a thread called IDOE Development or something, and try and keep everything inside that one thread. The moncals were all aiming at the star destroyer (and later the lambda). The problem is that the aiming code is majorly screwed up at the moment, and sometimes ships shoot in the wrong directions. I'm working on figuring out a way to solve this, and hope to have it fixed soon.
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alright I made a nicer video of some small engagements in IDOE. I know the firing is all wacky--Im working on fixing that (slowly). http://video.google.com/videoplay?docid=-9173940845088455219&hl=en
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yeah that is more or less the problem--although im starting to think its not so much an error as a result of my not taking into account some other factors. I made a higher resolution video thats kinda neat--I'll start a new post so that it shows up on the front page of the site
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Hmm I must admit that I never really put much time into EaW. I bought the game right away when it came out, but it turned out to be a "RTS-Lite". Things like damage not holding over, over abundance of space-stations, respawning heroes, only a couple captial ships, and the general lack of depth really killed my buzz. It turned out that the long awaited ground combat was just a tedious diversion from space battles, and the space battles themselves somehow lacked the suspense of the rebellion battles (probably due to lack of permanence of damage--why oh why was this not included???). I played the FoC demo, and although Tyber seemed like a cool character, there were so many other factions that they could have done instead (hutts, vong, black sun). I guess I never really bought the idea of a third power that could directly compete with the Imps and Rebels. Back on topic: I don't think they are going to make a sequel, so I would say that Tyber will slip into the oblivion and never be brought up again.
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heh well guess I was wrong about that! well that really throws everything around, I guess the strike cruiser is actually a pretty nice deal then. so if that is true.. why can a mon cal always beat a star destroyer? They have the same shield and shield recharge. A star destroyer has 100 laser and 100 ion, whereas a mon cal has 120 laser and only 60 ion. I always thought damage control factored into how long your weapons and shields would last before being broken, which would explain why (in my experience) the mon cal seems to be able to handle damage better. However if damage control is the lower the better, the star destroyer should have the advantage (more ions and hull should balance out the mon cals heavier lasers). The star destroyer has a weapon recharge of 20, whereas the mon cal has a recharge of 18----I always assumed a higher recharge is better (the ssd has a recharge of 70! ) This must be true because the star galleon has a recharge of 1, and it definitely doesn't fire fast.
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Jahled, Im pretty sure the higher the damage control, the better. Have you ever noticed that knocked out mon cals will often repair themselves in a battle well before other ships do? Also notice that in general more expensive ships have higher damage control rates---for example the transports all have a damage control of 5, and they are easily destroyed.
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I know this has been talked about before---but i think people like to debate, and there haven't been a lot of new threads lately, so lets discuss Personally I think that the Empire really gets the short end of the stick in Rebellion. If you use rebed, you will notice that most rebel ships have higher damage control rates than their imperial counterparts. This makes a huge difference. For example: A moncal cruiser can beat one on one a stardestroyer, vic sd, vic II, and I believe it can also beat a strike cruiser. In other words the Imperials do not have a significant counter until the SD II comes on the scene. However the SD II has a damage control rate of 35, whereas its rebel counterpart has a damage control rate of 45. The damage control rate of the bulwark (40) is double that of the SSD (20). I don't think I have to post the fighter stats... So what this means is that the imperial player has lost the arms race once the rebel has researched moncals. This would be balanced out if the imperial player started out with a sizeable force, but because of the fighter inferiority, the starting sd can be chewed up by an escort carrier. what are your thoughts? edit: I forgot to mention that the strike cruiser has a damage control of 10, one of the worst in the game!!!!!
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[Tales of] The New Sith Order (Redux)
nordwindranger replied to Defender_16's topic in Gaming Stories
excellent just excellent -
Hey Jezus, its good to here that someone reads that thing (i assume thats my blog on gamedev.net right? my regular blog has pretty much been abandoned for now) yup the problem happens whether the ships are moving or not. In fact ships really only move when they are going into hyperspace at the moment. Most of the code for movement is already in place, but I haven't gotten to writing the ship ai that will tell it when to move. This will be pretty easy, but fixing the firing code is first on my list. The problem with the firing code is that if a target is not in front of the ship that is firing, it will usually fire shots at completely the wrong angle. I've posted some questions on the microsoft game programming forum, and the gamedev.net forum, but haven't gotten much useful back yet. I'm sure I will be able to figure it out the next time i have a day off that i can waste looking up some ideas (probably will be this upcoming tuesday). If your interested in seeing the code (and havent seen it yet) I included it with my post last sunday http://ttp://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=443393
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Guys, check out my tattoo! (Imperial) :D
nordwindranger replied to The Crazy Psychopath's topic in General Discussion
nice!! "born to win" heh very nice. Its new I take it? It still has that "scabbed over" look