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Delphi-PG

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Everything posted by Delphi-PG

  1. All depends on the unit doing damage. That's part of the RPS.
  2. Games like Rome: Total War have shown us that it's possible to have thousands of dead bodies on the ground without affecting performance too much. True, especially if you are using really low poly objects in your game. Units in EAW hold more detail, thus taking up more processor time. If you have a high-end machine and turn up your settings hulks will last a tad bit longer. Keep in mind hulks have absolutely no game-play relevance. They are purely cosmetic. If having dead hulks on the battlefield means that much too you, mod the xml. Of course you will have to do it for each and every unit.
  3. Out of curiosity, why is it then that Imperial walkers out of all units do get persistency when they are destroyed? They don't, we've tweaked this within the last month.
  4. This may sound like a typical add-on question at this point, but will hulk (I assume this means 'body') persistency be a toggleable option, or a moddable XLM property? Yes, though I wouldn't recommend it.
  5. Each planet has a seperate queue for land and space. So technically it can build more than one unit, upgrade, or structure at a time. The system works very well since the game has been balanced and tune for this type of construction system.
  6. LEC would like to release a demo. Not sure they have the dates set yet.
  7. Think of each planet like a factory. The more factories you own, the more you can build. Much like every RTS game out there. You can have multiple factories building the same thing, they just only build one at a time.
  8. I hope it will allow to personalize units... Sure, just edit the XML data. Keep in mind, XML is not done through the editor. The editor is used to build the sets, not manipulate data.
  9. galactic mode? Yes, there are three layers to the game: Galactic: You build your fleets and ground forces; move your armies into tactical position. It's kind of like risk. Space Tactical: RTS type combat set in space mode. This is usually the first layer you must take before capturing an enemy occupied planet. Land Tactical: RTS type combat on the ground (most familiar to strategy players).
  10. There will be an editor with the game and yes it does share some similarities to WB. I should know since I have now designed games with both. Our editor is much easier to use for making maps as it is faster, more flexible and allows you to import textures and objects on the fly. Our editor does not support an embedded scripting system like WB (I rather liked it). We use Lua which is far more powerful (and complicated). Each one has its pros and cons; I can say that we'll do our best to give you guys the info needed to get started.
  11. Note, ships do not repair during tactical combat, they do this only in galactic mode.
  12. Are there going to be options to view battles from within ships or is the game going to be doing ingame videos between missions like DOW/WA? There is a cinematic mode you can enter during tactical combat, but it is not from the bridge. There will also be scripted ingame cinematics like you saw in the trailer and every RTS game before and after a mission.
  13. Ships will repair on their own.
  14. Hehe, Force Corrupt is an awesome ability.
  15. Hulks will vanish overtime, this is for performance reasons.
  16. Rebels are far from overpowered. Cable attacks against ATAT's are the most effective means to take them out, but ATAT's do have some tricks to thwart this tactic. Don't let videos fool ya, they are meant to tease. =)
  17. Is there going to be a battle speed option? "jabba laugh..." more than just one...
  18. will ships have tractor beams? "Jabba Laugh..." Why would you want to use a TB to trap an innocent corvette from escaping? I mean, how cool would that be. "jabba laugh..."
  19. There will of course be LAN support, but there is no time in the process to code in support for spawned MP copies. I will mark it down for future products though.
  20. In build mode you have the option of building Highly Trained, Trained, and Untrained versions of unit... Trained and Highly Trained cost more and take longer to build then Untrained units as well being more expensive. They'll also fire farther, see farther, and aim better then the basic run of the mill troops. This you could do since you are only making a variant of a unit type. I do it all the time for demos.
  21. Take AOE3 for example, i have heard from many people that with the weather toggled on it makes the gameplay harder, and easier when it is off This would have the same effect. Now I don't understand you guys, you get insistent about heroes dying as it feels more strategic, but want a toggle to turn off weather. Boggles my mind.
  22. At present we only have plans for windows based systems.
  23. Yes, we do plan to have someone full-time working as a community rep. I just don't have enough time to do more (being a game designer). As an ex-full-time community manager for the C&C series, the situation is a bit frustrating. We’ll get things ironed out, don’t worry. However, its really down to the publisher to release patches and look at rebellion. We will do everything in our power to patch and update the game on a regular basis, but if Lucas says "no," there is only so much we can do.
  24. They said we can change as much as the designers change, so if enough of the engine is stubbed then I don't see why not. There is no hard code for this, so you can't change it.
  25. For the few of you who want no respawn, you can just set the timers in XML to 9999999. Poof heroes do not return. I understand you guys may not like the idea of heroes returning, but in our play sessions we just found it to be more fun. I believe I added an option in multiplayer to turn heroes off for a truly sterile game-play experience, but I can't remember. I am at home typing this and have not had any coffee.

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