Jump to content

Teradyn_pff

Members
  • Posts

    1,279
  • Joined

  • Last visited

Everything posted by Teradyn_pff

  1. Well, it is in, "from a certain point of view" as a famous jedi once put it. You can put whatever you want in those text files and the names you added will show up in-game.
  2. Go into the Planets.xml file and set all of the values of to false. (Exact XML is probably different, I am at work, but look for how Bespin is set up.)
  3. Well, remember that in the tutorials you used the retreat option on the ground, so they wouldn't have disabled it in the exe or by faction. However, you are not supposed to use the space retreat function so this could have been purposefully disabled without affecting the demo in any way.
  4. Two weeks is a little long for the actual process, but I would not be suprised if they are giving themselves some breathing room since this is not just a North American release. At any rate, you don't sit there and add features into a game right up to the gold date. No telling what bugs you may insert in the meantime. (although some games come out where it seems that this is exactly what happened)
  5. The game pulls from the text files at random for the names when a ship is created/spawned. This is an interesting question as it may hint at an individualized entry for each ship. I suspect though, that the names are randomly assigned when you spawn them in combat.
  6. If we were evil, why would you assume we play the Empire? Wouldn't the assumption that we are evil suggest we would choose to ally ourselves with that chaos mongering band of Rebels?
  7. Someone should try to make Tie Fighters and X-Wings be the bombers.
  8. Where is it then? I thought you haven't enabled space retreat yet?
  9. One of the main things you want to do when building a mod for a game is to not re-invent the wheel. The idea behind this thread is to talk about what we know is in EAW (as of the demo anyway) and see how it can be used in different ways for mods. Here is an example: Question - If we want to do a Star Trek mod, how do we handle the fact that most weapons are continual state... ie phasers and the like? Answer - Pietts ISD, the Accuser, has a beam weapon that hits a ship and performs a draining action on its shields and then its hull. This beam has a certain countdown so it will not destroy a Mon Cal in one attack. The graphic for the beam could be changed and you could have a phaser beam with a few tweaks. Another Example: Question - Ghostly Substance wants to do a Gundam mod where mech units have the ability to do short jumps. How do we give a unit this ability. Answer - There is a unit that already has this ability, Boba Fett. We just need to give that jetpack ability to each of the mechs that should have it. The special button will not need to be changed, except for duration, recharge, range, etc. Graphically, we may need to adjust where on the model the flames come out as the jets may look better eminating from the mechs' feet, or just behind. Anyway, you should get the idea. I am sure many ideas have already come up or are lurking in the background, please post some with the format I used and keep each question/answer group to one feature at a time for clarity. Edit-First example is Star Trek, not Star Wars. Thanks, DragonShadow.
  10. If you have played the demo or the mods at all, you will notice that ships die pretty easily and quickly. I am not sure that renaming your ships would be that useful. There really isn't too much of an individualized ship interface anyway.
  11. Phew! Looks like we have 678 members and rising, thanks guys for joining. I could feel the flames a'risin.
  12. It appears from other reports and my own searching that a quick lock was implemented for the demo. The Warlords mod has retreat enabled for space and ground for the 3rd faction, but still not for the Rebels and the Empire.
  13. That I don't know. I have spent my time fruitlessly scouring the .exe file for the space lock, but that is a big file and I probably wont have it found by the time the game comes out.
  14. I believe it was stated that the retreat has to do with the Rebel and Empire factions having theirs disabled manually in the .exe.
  15. Many of the issues you have listed here are ones that most of us agree with, but since the game is almost out, it becomes a moot point. The most dissapointing thing about some of this is things that are not (or will be very difficult) moddable.
  16. What irritates me, and what I think you guys are seeing is the accuracy problem the Empire seems to have. I had a line of 6 Acclamators sitting there and a single corellian corvette comes strait down the middle of them. All of their weapons were oriented on the corvette and they all let loose with every thing they had. The damn corvette made it past the line with some shield left. And then proceded to wipe out all of the fighters and bombers that were hiding in the corner of the map. So I have all my spawned fighters and bombers out along with 18 points worth of starships and a single 2 point ship comes in and can pretty much walk all over the place in my fleet? WTH? I certainly hope, fervently, desperately hope, that this is a balance issue that is going to be corrected? The Rebel accuracy is miles ahead of the Imperial for some reason. The Mon Calimari cruiser can wipe out my Acclimators and Tartans like there is no tomorrow. And it does it at a considerable range. My ISD takes forever to destroy a corellian corvette if he can do enough damage to knock down the shields at all! Something is very wrong with this.
  17. Someone get a friend to join PFF forums quick! As of this post we have exactly 666 members! All hell the evil site!
  18. Yes, it is. Funny at least. I don't know about true.
  19. Heh, yeah, I was thinking that as well. It should be possible if you can get your ship to the back edge of the map you should be able to extract it. Definately not in the middle of the enemy territory... that would suck. The only problem with this is the fact that there is not a way to separate your damaged from ok ships in the reinforcements interface and the ships repair themselves automatically. So you could use up 3 or 6 ISDs flight groups and retreat each one when they run out until you cycle through all of your ships, then retreat... rinse... repeat. The rebels would be at a serious disadvantage here and I just don't see this happening with the way that the EAW battles are set up.
  20. Em, this needs to get back on topic, but before it does... who the freaky heck lit fosh again? Put him out! Ok, back now, the answer to the original post is that we can put whatever planets we want into the game. I am thinking of modifying the.... nah, it will have to be a suprise...
  21. This is something that we would like, but I suspect that there is nothing to support that in the engine.
  22. Yes, I think this is what was meant when we were told we could name ships. I am not sure if "rename" was specifically stated. Tis one of those issues where they didn't consider the context in which we were speaking.
  23. I believe he is meaning making the DSII in a mod. There is no mechanism for the Death Star in EAW to aim, so I am not sure how you would do this.
  24. The reinforcement thing is to make you bring your ships in where they are a bit safe. As for the accuracy, that has irritated me as well. The Tartan cruiser hits 1 out of 15-20 shots, but the correllian corvette misses about 1 out of 15-20 shots. This is incredibly unbalanced. The Tartan cruiser is not the only one that misses. Apparently Petroglyph thinks that the Empire can't hit the broadside of a Death Star. I had 2 Corellian Corvettes saunter right through a group of 3 Acclimators and an ISD to chew up my fighters hiding behind them. By the time they started bulls-eyeing my fighters they still had shields left, one was at 1/4 shield even. I am sorry, but I don't quite think that an ISD would have as much trouble with that ship. The Mon Cal seems to have perfect aim as well. What gives?
  25. Possibly, but I like the idea of a ship not being as powerful at 5% health as it is at 100% health. Systems would have been damaged, turrets destroyed, etc during that much damage. I just think that there are some balance issues with the space battles for sure.

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...