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Delphi-PG

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Everything posted by Delphi-PG

  1. And they actually polish it a lot and probably still polish it now. Yep! another designer (Darth Torpid) and I have been playing like mad fiends, trying to find last minute bugs and polish the game.
  2. The Witches of Dathomir! Complete of course with their Rancor pets. Though not really a creature more like a unit. "looks into his crystal ball of EAW design present and future" "The war for the StarWars galaxy has only just begun."
  3. I will personally want a SP demo since they usually tend to be a bit larger ... but this is just me. Wish granted! The demo released will be single-player only.
  4. In Single-player campaign, Cantinas are used to hire smuggles and bounty hunters. In multiplayer skirmish tactical, Cantinas are used to hire unique units not flagged for either side. Cantinas must be controlled by the player first before units can be purchased. Merchant docks are only in multiplayer space tactical. These allow you to hire ships not flagged to either side.
  5. Does this mean that obvious problems are already foreseen which there will not be enough time to fix or is it just a matter of a contingency plan, in case patches are required? We've been building games for over 10 years, and know that having an online component tends to expose issues you don't sometimes find with a single player mode. There are also exploits that arise from hackers and the inevitable balance issues associated with units. We are just simply being prepared. In all honesty you shouldn’t be worried, but be happy. Some companies don’t even like to think of patching a game. Veteran online RTS players would agree our plan for support is indeed a great thing.
  6. with the small number of space units (comparibly to other RTSs on the market), I don't understand why a ship wasn't added to fix a Venator imbalance issue. What other RTS with space and ground units are you referring too?
  7. Hi guys, It’s been a few days since I’ve posted; just been busy solidifying the multiplayer galactic campaigns and making final balance tweaks before the game goes gold. I just wanted to apologize for all the craziness surrounding the Venator. Unfortunately, it was one of those units that really didn’t have a home on either side. Instead of leaving it in, it was decided to be removed. I would like to point out the Venator can easily be modded, it will be up to the community to figure out where it fits and how it will be used. So rest assured, the unit is not lost forever in the vacuum of space and time. Lately I’ve seen a lot of negative posts about the game and the direction it is heading. Honestly, the game is so large with so much depth, the info released only scratches the surface. It is very easy to speculate on features and mechanics that have not been thoroughly explained. Like most games, there are going to be a few things you don’t like, but I guarantee there are 100 other things that you will enjoy. Petroglyph and Lucas are committed to bringing you guys a fun and exciting strategy game with Empire at War. Matter of fact we are working around the clock to make sure it is in top shape when it hits store shelves. Those concerned about support need not be; we do have plans in place for patches post launch that will address balance bugs, exploits and general issues. We are very proud of the game we have created for SW fans and strategy gamers around the world and can’t wait for everyone to play it. Thanks for all your support and feedback, it is greatly appreciated. BTW, can we get another thread going with the top 5 questions for next week?
  8. Where do you find the time Sonic? You're a community machine!
  9. Coruscant is my pick and was one of the hardest to do. Honestly though, they're all great maps.
  10. Think just about this - I still play Rebellion! And I play it not because it’s a SW RTS game - I play it because it is a lot of fun and opens almost unlimited possibilities to conquer the galaxy. It's always cool when a game can capture you for that long. You know you got your moneys worth. Heck, I still play Red Alert 2 Yuri's Revenge. I consider it to be one of the best/quickest online RTS games to date. I also feel the unit design is still some of the best in years. But when EAW ships, you'll find me playing online with the fans. I can't get enough of the multiplayer in our game. Especially space!
  11. I think its a dead heat between EAW and Supreme Commander. Agreed! I have an old design buddy who works on Supreme Commander. No doubt in my mind it is going to be a great game.
  12. Hi Guys, This is a bit early, but on behalf of Petroglyph, I wanted to wish everyone a safe and happy new year. Empire at War is gonna ROCK 2006!
  13. FYI, here is my revised quote from the other board. Easy, outdated tech. When you say Star Destroyer in our game, I think you are referring to an ISD or Victory. Also, that was more than likely taken during a MP game a while back. They were used by both sides in this mode.
  14. You guys know I'm only teasing. I look forward to seeing what the mod community does and I look forward in helping to support and foster its growth.
  15. Of course to accomodate both our mods we'll have to modify most every map from the vanilla game, if only to add build slots for buildings. We'll see this mod in about a year right?
  16. i guess thats only in skirmish All maps were redesigned, but there are a few maps (single and multiplayer) that do not have power gens under shields.
  17. The beam in question was also a single blue beam, not a bunch of beams that almost seem to be behaving like an electric arc. Well, it has been 30 years and the tech was upgraded to be effective against current cap ships.
  18. Why has a completely new Tech been made??? It's not new. Watch the intro during Episode III again; you'll see a Jedi Cruiser fire a beam that destroys a nearby enemy ship. It is based on that technology.
  19. Is Empire at War going to contain a good multiplayer part? I sure hope so, since I helped design most of it.
  20. For the record it is Power Generators you are referring to. Shield gens are always in the base as they produce the bubble dome.
  21. 1. You can't be bombarded from space. Delphi - Heh 2. All the enemy's infantry troops can enter your base shield (AT-ATs included). Delphi - True, base shields were only designed to block energy based weapons. 3. The shield generators must be outside the shield it self so they are not protected and any "Bird" can fly over it and drop "bombs" - I assume they will also be able to fly inside your shield. Delphi - Not anymore... 85% of the maps were redesigned. Some POWER generators were left outside shield, but are in very secure strategic locations. 5. This shields only seem good to prevent the enemy troops to fire before they enter inside the shielded area ... but since you can send any bomber to take out the generator ... then you have no shield ... Confused . In the end it only seems to be an expenisve toy. Delphi - See answer #3. In multiplayer tactical skirmish maps, 95% of all maps have power gens protected underneath shield. Keep in mind shield gens also prevent bombing runs.
  22. The limited number of units in EaW (and the large number of heroes) is indeed a very disturbing sign. 20 units is a lot per side. More numbers does not make a better game; actually it means less game-play and tactics because you're going to have more overlap in unit designs and powers. Honestly, as an old school RTS gamer, I would rather see fewer units that employ more tactics and strategies. It just makes for better game-play in my mind.
  23. Petroglyph is trying to start a new wave movement in RTS games. Just trying out new game-play ideas. Can't fault us for that.
  24. Cause if you can't place your structure anywhere you want , lots of stragety is lost. boggles the mind doesn't it. Imagine being an RTS vet developer of 10 years and having to learn to design new levels layouts to fit the system. Keep in mind one thing: this game is not C&C, Warcraft, or BFME. There is going to be some learning involved. I also disagree with you on the strategy lost. If our game was designed like the games mentioned above than you would be correct, but since it isn't, expect to see multiple layers of strategy. Base building in the traditional sense is so 90's.
  25. Hola Guys! Sorry for the delay, just got back from our holiday party. As promised, here are the questions for this week. Have a Happy Holidays guys! 1) Can we place planets where we want to on the galactic map, as in making a new spot for them, or do we have to place them in empty slots that you have pre-placed? Delphi – Yes, modders will have the ability to add new planets to the galaxy at any location via XML. Would it also be possible to keep the planets hidden from the AI/Player so they don’t rush to the place the first chance they get for any possible exploits? And can we also create our own new planets without replacing existing ones? Delphi – Yes 2) Will there be a mod list menu or a mod folder such as in Battlefield 1942? Delphi – We currently have a section in our game that allows the players to switch between official and custom maps/galactic conquest scenarios. We’re also looking into ways to setup a unique “MODâ€

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