
Teradyn_pff
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Everything posted by Teradyn_pff
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I think that would be possible. As for bringing in fighters... make sure that you dont run into alot of Tartan cruisers... or the Hypervelocity gun will be nothing next to the carnage that they will cause.
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Meh, Battlezone had this along time ago.
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It has been confirmed that if you build a Death Star and lose it, you lose the game.
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Is there any way you could allow me to move threads? As I have posted before, I think moving a thread should be a lower mod power than completely removing the topic.
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Delphi has said that the demo and units we got is from a December build. They have been doing nothing but polishing and balancing for this month so expect to see some differences to unit interactions in the full game.
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Re: Heros and voice acting: my WTF moment
Teradyn_pff replied to Tycho's topic in EAW General Discussion
Uuugh, the hacking again! When Otto von Bismark says "hack" he means mod. Anyway, Beowulf, alot of units have been unlocked by various people modifying simple text files. This is how they are able to refer to those extra heros not seen in the normal demo. My take on the voice acting for one is that most of the people who were in the movies (OT), are much older and their own voices are different than they were. Now we have heard impressionist do voices very close to the original, but most of the time they are doing famous actors or political figures. People that have been visable enough to be recognized. Veers for example is someone I would recognize, but most of the general public would not. Therefore you will not find as many people able to pull off a good voice impression. I think it is odd that no one has complained about the voice for Boba Fett. Everyone thinks that it is cool that the voice for Jango Fett was used, but if you remember, the OT Boba Fett did not sound like he does in the game. Basically what I am saying is that the voice acting needs to be taken with a grain of salt. As for the hero powers, Delphi already said that they are going to be different than what we see in the demo, so we can only wait for the full game to see what has been done there. -
Re: The Light of the Empire
Teradyn_pff replied to Emperor_Cheeseman's topic in EAW General Discussion
Ok, this back and forth is going far enough. Next person to post in here, please post about the content of the game in relation to the previous post, not about who is posting what. Lets be constructive here. Heh, Vasuba is correct and happened to post this right when i was posting, ::)so the Next person after my post... ok. -
Well, one of the expenses of sending a smuggler, is that you lose them for good. This may be different in the primary game, but I don't think so. By the way, killing a smuggler with a bounty hunter after the attack has begun is not a defense, it is a remedy. I personally prefer to have the ability to detect an attack incoming or be able to block it entirely, but I don't think that is going to happen by release.
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True, but I think we have been more than lucky in having Delphi and Ishmael here giving us info without formal chats. They have been more than generous with us here. Let the Lucas forums have a chat or two.
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Re: The Light of the Empire
Teradyn_pff replied to Emperor_Cheeseman's topic in EAW General Discussion
The devs are not going to be personally devastated by this one post. And as long as the poster can provide reasons behind his statement, this can be a constructive post. Nothing but positive statements and praise can be nice for a while, but they ultimately do nothing to help a game along. -
Re: The Light of the Empire
Teradyn_pff replied to Emperor_Cheeseman's topic in EAW General Discussion
Um, Superman's post was not a personal attack on anyone. Anyway, Superman, your problems with the game stated above could use some explaining, like what makes the weather dumb and what would be a better implemented Rancor? If you can add these things to your posts, then they are valid and are welcome here. I as well as other people have expressed concerns with the hero power and the units scaling, but when we do, we post why we don't like the way it currently is and what it should be. As a matter of fact, a developer has commented on one of those threads and taken note about the hero complaints, but a thread like this will not be responded to by them because there is no point. Heh, I also am interested in how this game matches up with a decapitated moose. -
Re: Space battles not as good as I expected them to be....
Teradyn_pff replied to kingo12's topic in Slag Heap
Hey, watch it. I don't think anyone on this forum doesn't know what that acronym stands for, and the compilation of letters has no meaning less than the intent. You can have a negative view of the game, and in this one you present what you don't like about it and why, which is good and an improvement over some of your other posts, but the last sentence was completely uncalled for. It might interest you to know that if you click on a unit and hit 'c' you can see the battle from its perspective. Also, if you hit 'c' again, you can move the mouse around with the unit you selected earlier as the focal point and even use the mousewheel to zoom in and out to a certain extent. -
Heh, I have been looking at these file and messing with them myself and although the game engine is infinitely more work than modifying the data files it uses, it is not very easy to do, especially with those of us who were doing all these changes in a hex editor while trying to keep the original .meg files the same size before someone put the work into building an extractor for the files after determining how they were compressed. Another thing that may help you appreciate why people are modding the demo when the full game will come out in less than a month with all the things they are doing (pretty much) and more, is the fact that for allot of us, we are practicing, if you will, for modding the full game. This will involve creating new planets, maps, ships and assigning values and hardpoints, etc. All of these things will be helped by having previous knowledge of where to look for those values and what they do. The current modding supports this.
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Meh, remember what forum this came from. They don't seem to be as well informed over there, so for them, some of this might be new info.
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Hmm, maybe there is a different level of moderator on these boards as I have only these options at the bottom left: Remove Topic | Lock Topic | Set Topic Sticky | Merge Topics | Link to Calendar Maybe an administrator need to check my settings as they could be muddled.
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Here is a post he made in response to the tournament signup thread: This thread is clearly not for discussion of the game and I this seems to be a direct attack on the fans of EAW. The last sentence is what I am referring to. This is a post I would expect to see on LEC forums, not here. Suggestions welcome.
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Um, Darth Tyrant, what is the source for your arguments in that thread? There are a few things in there that directly contradict continuity. For one, the DS II was redesigned to remove the flaws in the first one that made it vulnerable to that attack. It was made larger to accomodate a more sophisticated targetting system that would allow it to fire on ships (this would not be necessary if the first one could do it). The new superlaser could fire less powerful bursts which allowed it to fire more often which made the targetting of capital ships a viable ability because if you could only fire once per day (like the first Death Star) then there would be no point. Both Death Stars had multitudes of Turbolasers and Ion cannons on the surface. The Death Star 1 didn't have many Laser cannons (anti-starfighter) but the second one had a **tt load of them. The design of the second one was radically different than the first and the reasons were pretty obvious as were the results of those reasons. By the way, if the exhaust shaft hadn't been a liability (and they didn't know this at the time), the Rebels would have been totally hosed. By removing this liability, the DS 2 would have been virtually impossible to destroy. This is the reason the entire Rebel fleet took the risk to attack the Death Star 2 before it was completed as they wouldn't have had a chance if it was. Please see this link for refrences and the author also provides references from where he draws his conclusions:http://www.theforce.net/swtc/ds/
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I am wondering something though... when it picks from that list, does it do so randomly and does it use up the entire list before duplicating one?
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Rebel tech stealing and hero units
Teradyn_pff replied to Darthscharnhorst2's topic in EAW General Discussion
Well, that would be a big problem as well. Players would want to be able to affect that chance of success. The main problem I have is that there is not something you can do as the empire (that I know of) to defend against these tactics. The only direct thing you can do is to take out a smuggler. -
Only problem with that is that when the DSII was completed, it wasn't going to have any holes big enough for an A-Wing to fly into, let alone the Millennium Falcon.
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Re: Are You Still Planning on Buying Game After Demo/Mods
Teradyn_pff replied to Nevets's topic in EAW General Discussion
Congratulations, you get your wish. Being able to skip the land, or space tactical battle by autoresolve will be available, but as with any such feature... it is not recomended. On the ground battles, I believe that the units and the way they are implemented work for the current map sizes... which means I wish the maps were bigger to allow room for some more ground units/variations etc. This is a double edged sword, though, as the longer a ground battle takes, the longer the whole campaign will take. We want an epic struggle, but most of us have jobs, or at least school and need to be able to finish a galactic struggle in less than a month... at least there is a save feature. -
Re: 3 Classes of units missing from the game
Teradyn_pff replied to Akula_pff's topic in EAW Issue Reports and Tech Support
While I agree about the machinegun equivalent, the transports and troop support vehicles don't really have a place in EAW unless the Tatooine map is horribly smaller than the typical map. When a unit can walk the entire length of the map in under a minute (not talking about the scout bike as it would be counted in mere seconds), the need for ground level transports is mitigated. We are basically having the conflict from the point the transports would have already unloaded. -
Yes, and another thing that I noticed is that the vehicles' shots don't hit 100% of the time. There is some missing going on as should be expected. This is kind of like the space battles and I am very happy that they did this.
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Unless I am mistaken, the infiltrators do not have the ability to sabotage. I say this because I believe a complaint was made in another thread (can't find right now) about the lack of this ability. The reload time on this and the Ion Cannon are going to be very important in how to deal with them. If the reload is the same as in the demo, the Rebels will have a huge advantage in this realm. Although the Ion Cannon does not do direct damage to a ship, it freezes it in place, drops its shields completely and, from what I could tell, disables the Imperials' hanger bays on the ship it disables. This causes a considerable problem as an ISD can be completely disabled and destroyed at the Rebels' leisure. The hypervelocity canon is more direct in the way it deals with an enemy fleet but the Imperials have no way to get at the ION cannon like the Rebels do. The Raid ability of the Rebels is a powerful tool that should not be disguarded by either side. The Rebels have the capability to land in an imperial system, bypassing the hypervelocity cannon and attempt to disable the cannon or the power generator that feeds it (don't know whether or not this will render the cannon unusable). Once the Hypervelocity cannon has been neutralized, one way or another, the Rebels can attack the system conventionally. But get this... remember the video of the Hypervelocity Cannon firing on the Rebel space station in orbit? That would only happen if the Rebel player is stupid enough to build a space station over an imperial held world... Which I don't even think is possible, so that video was rigged I think. But on the other hand, the Rebels can take a system out from under the Imperials using raids. Therefore an Imperial could face the prospect of having an Ion Cannon firing on it from the planet while the Rebel forces are attacking to take the space area. The dynamics of how this is set up feels very good as I think that the Imperials will be able to do direct, massive damage when they face the Rebels directly, but will be required to spread themselves out more because of the Rebel's guerrilla abilities. How all of this works out is not coincidence, but it sure feels like a good one.
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Rebel tech stealing and hero units
Teradyn_pff replied to Darthscharnhorst2's topic in EAW General Discussion
Lets keep this thread about the Rebels' method of acquiring technology as the discussion about heroes dying permanently or not is already going on in too many other threads anyway. On that note, I think that the decision to do this is based on keeping the Rebel activities guerrilla in nature and preventing them from seeming too much like an equal and dominate force that is threatening the Empire on even terms. It was never like that and was never intended to be like that, especially since we are playing in the timeline when the Rebellion was not in full military swing. I think before the Battle of Yavin, Mon Calimari was not completely Rebel. They may have sympathized but they did not formally join until afterward. That is one reason that having the Mon Cal ships and Ackbar in EAW seems so weird because they are out of timeline, but I digress. The issue is the way that each side is handled, and I personally agree with not having them mirror images of each other with different flags.