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Teradyn_pff

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Everything posted by Teradyn_pff

  1. The catch is that if you mess up with your fighters, the Imps don't lose anything really in terms of resources, but the rebels do. That is the balance I think. I also think that the Tartan is much more effective than the rebel's versions.
  2. Hmmm, that might have been a miss-statement. If not, I think it will be like the X-Foils ability of the X-Wings... on or off.. not timed. Can you confirm that this is correct, Ishmael-PG?
  3. I think that whether or not heros are lost permanently should be something that can be set at the beginning of a game.
  4. Well, at any rate, the imperials have the Tartan Cruiser, which for all intents and purposes is a Lancer frigate (given its effectiveness against rebel fighters). This should be a very common vessel in your fleets, Imperials. There is no excuse for not having this unit, it can take out whole groups of rebel fighters and bombers very quickly and is very cheap, pop cap wise, for the cost to the enemy for their 1 pop costing fighters. The Imperial Ties are not too terribly overpowered because the only place you will see unlimited spawning of them is from starbases, which as a matter of fact the Rebels also have.
  5. This is better put in the feedback and usability forum. And another thing, Superman, use the spell checker on this site as you didn't even spell the same word the same way in two different locations. I am locking this thread since we can't move em yet.
  6. I, as well as others i would guess, would like a little clarification on that one, Delphi. Do you mean that there is a certain number of units that spawn from those specific structures? Or do you mean that if you have say, an infantry barracks and have nothing but plex troops stationed there that your plex troops will be replaced slowly as they are destroyed during the battle? In other words, if I have an AT-AT stationed on a planet and do not have a heavy unit factory there then when I lose the AT-AT it is gone for the battle, but... if I do have a heavy unit factory, the AT-AT will be respawned out of the factory at some point in the battle after it is destroyed?
  7. The trouble is that with that, there is alot more to keep track of. You would have to keep track of each subsystem on each damaged ship or fighter group rather than just keeping a tally of what ships are in each system. In addition to that, you need rules, interfaces, etc to allow the player to repair his ships. All of this would have to be added and in their defense, that is alot of work for something most likely to annoy. I will point out one thing, there needs to be some kind of overview interface to help us track where our stuff is on a galactic scale. I would like to see how many of what units are on each planet I control. Possibly a good addition to that is information for enemy planets with an extra column for how many days old the information is.
  8. All of the units in any mod should be scaled according to the largest ship. It may even be necessary to add tags to the corvettes. As for the Death Star, new code may very well be necessary if the entire planet destruction is dependant on a cinematic. I do believe I remember seeing a planetary destruction in the space battle though, with lines coming from the DS. This one will be triky and should wait for the full game to come out as the Death Star's model is not even assigned (or in) in the demo.
  9. With possibly 50-100 ground battles happening over the course of a single full galaxy MP 1v1 game, I can definately see the advantage this will bring in keeping the game moving along. Very well thought out there guys.
  10. The declaired story-line for EAW excludes Tie Interceptors, read this: http://www.theforce.net/swtc/tie.html#tiei
  11. God, I wish I had the time to devote to this like these guys.
  12. Can you get them to attack you though? I have had the empire spread like flies in my own mod, but once they have all the neutral planets that are available.... they don't do anything but sit there.
  13. The situation with the stormtroopers' bad shots on the Death Star is because they were letting the rebels go. They didn't seem to miss that much on the Tantive IV, you know?
  14. Well, that is a separate issue, but I think that is possible as well.
  15. Um, that wont work. This is the Death Star 1. It will be destroyed in a cinematic I believe. Basically, if you are the Empire and luke is in the system... Retreat, and if that is not an option, attack him with everything you have. Ignore everything else.
  16. The interaction with the community is in their best interest as well. This is a valuable resource and a good Outside of the box looking in perspective that they can not get from themselves. Of course there is a little bit of filtering to do, but overall, developers that ignore this miss out on alot.
  17. That is kinda odd, I can not delete a message, but I can delete the whole thread it is in?
  18. Anyone played Risk? If one person pushes someone down to.. Australia usually, they then use their extra armies from holdings to put an impenetrable wall there that they can maintain indefinately... I can see the same thing happening with EAW. Funny if you have the holdings, very not funny if you the one with only one planet....
  19. Ditto. Quote and modify. Although at the bottom I have Remove Topic, Lock Topic, Set Topic Sticky, Merge Topics and Link to Calendar (<---WTF?) Where is move?
  20. The full game will be much more complete and polished. I don't think these mods endanger it in any way.
  21. This is what happens to Venator cruisers: http://img296.imageshack.us/img296/6215/tearingmyfleetup9sw.jpg http://img296.imageshack.us/img296/5324/finishedoffvenator4qp.jpg
  22. Speaking of which, do you recognize the .alo or .ala file extension? I think it is another custom file type like the .meg files were.
  23. heh, I am willing to bet (or take this as a suggestion Delphi, if not) that Petroglyph will be cleaning up the files considerably, or already have. What we have is something that has pieces from all the way back to E3. At any rate, if anyone doubts the power of XML in data handling, the way they are doing it with EAW is proof of its power. As Delphi will no doubt attest, keeping your data organized is highly important in a game.
  24. It is up to Delphi if he thinks that this is an appropriate question for him to answer. I am not sure why it wouldn't be, but this thread should be in the bar as it is not EAW specific.

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