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Erzengel

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Everything posted by Erzengel

  1. I'd like to be a beta tester, and do a little scripting. I just started with XML when the demo came out, and modified some stuff. I'm not that great, but I can follow instructions, and I have some good idea about how we can implement transports and such.
  2. Don't forget that you get an actual game with that sixty bucks. I'm a student as well, Crazylegs, so I know what your going through. I'm also a bit leary to shelve out my 50 bucks. However, I know I'm going to buy it eventually (this weekend by the latest) because I love Star Wars. My verdict: if you weren't wowed by the combat in the demo, then I suggest that you wait until most of the forum gets the game. There'll be at least some player reviews cropping up over the next week. They should be a pretty good indication on how the game is, and if its worth buying. Edit: The game uses XML, so modding is very easy. Players with the same version should be able to play with one another.
  3. Could you mod the Venator, and Acclamator into spawning transport units maybe, instead of fighters?
  4. No one. However, the poster said that he missed a diplomacy system like Rebellions' in EAW. I do agree that both sides should play very differently and that the Empire should not rely on diplomacy. Like I said earlier, I don't think diplomacy has a place in EAW. Its not the type of game where diplomacy would really fit. Your absolutely right: its nonstop action. But its an RTS. The point of the game is to fight the enemy, and use military tactics to defeat him. I hated hearing this, but it seems to be, ultimately, the only counter to this argument: The devs didn't want to make a Grand Strategy game. They didn't want to make Rebellion 2. They wanted to make an RTS, a genre that is basically all about fighting. They added onto the RTS, but its still an RTS. Do I think they could have added more to EAW? Of course. Is diplomacy/planetary allegiance the answer? I don't think so, and I really don't think it would make the game a whole lot better.
  5. I've done a bit of modding myself. Nothing major, but from what I've seen we can do a whole lot with the game. People have been toying around with the ideas of creating the DS II, and from what I've been hearing, it sounds very cool. Thats true, but to be honest I wasn't even talking about Rebellions' interface. I didn't find it that annoying, in fact I enjoyed some parts of it, like the way the fleets were organized. In Rebellion diplomacy worked, in EAW, I really don't think it has a place. What I meant by "bogging down the game" was that Rebellion had diplomacy and very little action. It wasn't an RTS though. I'm not saying we should stop comparing Rebellion and EAW, but they are two different games, and if they are compared then we should take that into account. EAW is all action, and as such the gameplay would suffer because of diplomacy missions. In "A New Hope" the Empire didn't look like the type of organization that would use diplomacy anyways. I'm not much of a fan of the "Planet-Hoping" either, but I don't think diplomacy solves that, nor do I think diplomacy has any place in EAW. Thats just my opinion, though, and it seems to be in the minority. ;D
  6. You make a valid point, but I have to disagree. While I think Empire at War could have more depth added to it (this is assuming the Demo is a good indication of the level of depth EAW has), I really don't think its required to make the game engaging and fun. Honestly, playing in a large galaxy I found the allegiance system a bit tedius. I did not like the diplomacy missions at all, and with a few good diplomats you could sorta "Planet Hop," of course its not as fast, but I've taken entire sectors using Diplomats. For me, Rebellion lacked action in general, and EAW does not. I think EAW would be bogged down with diplomacy, and planetary allegiance. Were there other things that could have increased the depth? Yes. Are we even certain that planet-hopping is even possible in the final game? Nope. A counter to the planet hopping is that maybe every neutral planet is controlled by Pirates. Lets not forget we're playing with a demo here, so we're not sure how things will end up playing out. They might have a counter planet hopping, and the Empire might start with a larger force. Also, the game is very moddable. If you're not satisfied with the campaign settings, make your own.
  7. I really don't know. Depends on my mood. I think they should mix their mods together because the fast lasers, the price modifications, and the third faction are just awesome. I'd say they're some of the best mods out there right now, even better then Bryants mod because they offer something different, but thats just my opinion. I play the Warlord one most of the time, since its not as buggy as ROR. But I really don't prefer one over the other. Btw, I tried to mix them once, and it doesn't really work out too well. I probably did it incorrectly, but it didn't work for me.
  8. Not like in Battlefront 2, if thats what your thinking. You can: increase the size of a fighter squadron, and edit it so that there is only one fighter, and bolster its stats. When the full game comes out, and an importer/exporter is created you'll even be able to change the colors of your vessel, or edit it so that the vessel is one of a kind.
  9. I don't know what to say....you are the man...
  10. Something weird happened to me when I was playing with the Empire. I had taken over Corellia and left a small defense fleet of one Victory Star Destroyer, and a level 2 Space station. Now, a huge force constituting more than five Mon Cals, and a few Corellian Corvettes attacked Corellia not once, but twice, and both times the Victory Star Destroyer laid untouched. Both Rebel forces were anihilated, not by Cap ship fire, but just about five-six squadrons of TIE fighters, and two-three squadrons of bombers. Your mod is one of my favorites, and to be honest I was a bit apprehensive about informing you of this problem since I really enjoyed stomping the Rebels with only one Victory.
  11. I see. Thanks for the reassurance. I was just a bit worried that starfighters would dominate space combat.
  12. I agree with you there, but these units are meant as anti-starfighter platforms. Also, I took a few groups of Xwings and completely destroyed a Star Destroyer. They take out hardpoint after hardpoint. They're just a bit too strong against the heavier ships.
  13. I have to say, that I love the changes that you made. Some really cool stuff. Thanks. I can't wait till we get the full game modded like this.
  14. Yeah, the only problem I found is that the maps really aren't big enough to hold the large number of ships. Just for kicks I made a fleet of about 20 SDs, and they can't fit, or maneuver very well. I ended up losing a couple because they just moved around. I saw something that mentioned a "unit size ratio/multiplier," so I'm gonna fiddle with that tomorrow night, I think.
  15. Alright, I changed the space pop cap to 80, and it seems like my hardware wont be able to take any more. From this point on, I'd have to decrease the graphic settings, and I'd rather not do that if I don't have to. I hope this helps someone. My laptop specs are VERY high, but now you a scale at least. 40 - Ran smoothly, no frame rate issues. 60 - Ran slightly slower, but not noticeable. 80 - There were a few jumps in the frame-rate, noticeable, but not too bad. 100 - ...Maybe later.
  16. Oh...uh, sorry about that. System Information ------------------ Windows XP Home Edition (5.1, Build 2600) Service Pack 2 Processor: Intel® Pentium® 4 CPU 3.40GHz (2 CPUs) Memory: 1022MB RAM Video Card: 256 MB NVidia GeForce 6800 Go Current Display: 1024x768 I have all the graphic options turned to max, and I have just engaged in a battle with a much larger Rebel Fleet, and still there was no lag.
  17. Hey guys, I just wanted to let you know that you can modify the Space Population cap for the Demo. Its the "FACTIONS" file in the XML folder. Should allow for much bigger battles. I attached the file just so you can get an example of where its located. Currently, I set mine to 40, and I'm having no lag whatsoever. I'll probably test the boundaries of this a little later. Sorry if someone already did this already, I downloaded a lot of mods, and didn't see find the pop cap altered.
  18. Its an "on-off" ability like the S-foils. I played with it in the demo. It dies very quickly, so you gotta keep it well defended. You can do both at the same time too.
  19. I have to say, I was very disappointed after playing it the first time. It was sort of a let down, since it restricted so much of the gameplay. The graphics stunned me, but the demo didn't give me the impression I wanted it to. After I played some of the mods for the demo, however...well, I found that my disappointment was completely unfounded. I love this game, and will probably get it the day it comes out. It has a lot of depth to ground/space battles, and even though I've played Tatooine over and over again I can speculate that each planet will be equally as challenging and fun. Between the weather, the environement, the creatures, and the actual landscapes of each map...Empire at War is going to rule.
  20. I thought as much. I just wondered why the description said it was unique. Maybe in story mode you can only have one?
  21. Ah, I see. Thanks guys.
  22. Hi, first time posting, but I've been here ever since I've heard about this game. I realize we're supposed to post in the new forum, but there's no General, and a lot of people are still posting here. What spurred me to post though, is the description for the Mon Calamari Cruiser. Okay, we all know that each Mon Cal from the GCW is unique. They all have basically the same combat power, but they have different appearances. However, on the EAW site, it says: "When your opponents strength is built on Clones and mass-production, there can be an advantage in being one-of-a-kind." It seems to me that the Mon Cal Cruiser looks the same no matter how many you build. My question pertains to their abilities. Is each Mon Cal going to have different attributes? Not extremely different, but maybe Mon Calamari A has more offensive power, while Mon Cal B has better shields; nothing game breaking, but something to make the description on the website true.

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