
Teradyn_pff
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Everything posted by Teradyn_pff
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Re: EaW Multiplayer w/ out GameSpy?
Teradyn_pff replied to itgl72's topic in EAW Empire at War Multiplayer
Kali (www.kali.net) is something you can use for most games to simulate a lan connection, but as of right now, Kali does not support EAW yet. I also understood that X-Fire was supposed to be adding support for EAW, not sure what is happening with this yet. -
The Tie Maulers are an effective counter to the rebel artillery. They can move very fast and if the artillery is too well defended, then use the self destruct. Credit for credit, you can waste a lot of Maulers on taking out rebel artillery before you spend more than the rebels did.
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Please discuss your best Corellian Corvette killing strategy here.
Teradyn_pff replied to Teradyn_pff's topic in Slag Heap
The biggest issue with this is the fact that you can not prevent your fighters/bombers from spawning while there is a CC on top of your ship. You can have the entire complement of an ISD wiped out before you can take care of the CC. It is even worse with Acc and VSDs. -
Here are some things that I have thought of to help the mp experience a bit: - Make the drop down menus "on top" as currently you have a hard time selecting lower items that overlap a button, i.e. the game type dropdown on the filters dialog. - Have the selection line (and mouse click) cause the currently selected game in the list to update. That way if you click once on a game you can see it refresh without having to wait for the entire list to update. - Campaign games should have an autosave feature on a time interval or right after a battle or a combination of both. - The general interface for mp connecting and the lists needs a complete revamp as it is not very feature complete, let alone feature rich. Very simple items that could help are interactivity with chat names to include right clicking on a name to give options like ignore, add to buddies list, etc. - Direct IP option of course would be a huge benefit and has been avidly requested by many gamers. The absence of which is an inhibitor to some actually purchasing the game. Please add ideas to this list that would enhance and strengthen the MP portion of this game.
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HOLY JUMPING WAMPRATS BATMAN! You got to be kidding me! Sheesh. The manual writer should be shot.
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I would like to get a galactic campaign opponent that could play over a few days or so. I also would prefer playing with PFF members anyway.
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I have had it up to ^ here with the Corellian Corvettes waltzing around in the middle of my 20 pop cap group of Acclamators, VSDs and ISDs. Can anyone explain why the Imperial weapons are so ineffective against these ships? For one thing, the Empire seems to have an aiming problem with these ships and the Gunships, but the same is not true for the Rebel frigates and cruisers vs the Tartans. I was told that the situation was probably going to be balanced between the demo and release versions but it is obviously still there. Given all of the issues with this, I figured that the Empire players should discuss how best to deal with this horrible imbalance until a fix is made or in case of no fix.
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Well, my problem was in a land skirmish game, the T4-Bs are a bit cheaper than the AT-ATs and way more maneuverable. Plus, you get 3 per pop cap to 1 AT-AT, so you have 3 firing at 1, vs 1 firing at 3 one at a time. The big issue is the rockets they have... I dunno, it seems to be a bit off.
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I think a big problem is how the auto-assigning of passengers is handled. Why would you have 30 fleet commanders on one ship? There is some very big design holes in this game.
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Re: Multiplayer Bug? Cant switch sides...?
Teradyn_pff replied to Ar-Bee's topic in EAW Issue Reports and Tech Support
I have also experienced this problem. I closed the game and went into another one and still had the same problem. I then played a lan galactic campaign and didn't have a problem there... so don't know what is going on. -
Why can't I choose the units for initial engagement?
Teradyn_pff replied to Uranium - 235's topic in EAW General Discussion
For either side, once the space station is level 2 or higher it will spawn (Emp) Tartans or (Reb) Corellian Corvettes. You don't want your bomber units going up against that type of defense. You need to take out the hangar before anything. The rest of the targets depend on your force. If you are using fighters to take on the station, go after the concussion missle launchers and then the laser batteries. If you are using your capital ships for the station, or they are close to the station fighting the defending units that are already there, take out the torpedo launchers. I usually go for launch bay then shield generator. I will ignore the shield generator if my captial ships do enough damage to the shields to knock them down while taking out the launch bay. -
What have you found to be the best counter to a massive strike of T4-B Tanks?
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One thing you need to make sure you do is have a lot of corellian corvettes and y-wings. You should also make sure you have a few neb-b frigates or assault frigates to remove enemy Tartan Cruisers. The basic idea being that you can use your CCs to completely deplete the enemy's fighter reserves since the CCs are so hard to kill with anything. You can use the boost at the right time to move them out of the way before they are destroyed and rinse/repeat with several of them until you have no opposition to your y-wings coming in and finishing off the vics. The only problem you will have is if the enemy has a few Tartans, in this situation you need to use your Frigates and/or your cruisers to take them out while your y-wings do hit and fade tactics on the enemy forces on the side farthest from the Tartans.
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Already been done. Go to this link and scroll down to the Size part of the AT-AT. http://www.stardestroyer.net/Empire/Tech/Ground/Armour-SW.html
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No, there wasn't. But to the point of damaging a ship to the point to where it is useless, this actually frees up pop cap. I think it is done based on overall health. I have had damaged ground units that freed up pop cap and then repaired/healed them after filling up the cap again and actually end up over the pop cap.
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Oh, blah, mods. You need to state that it is a mod when stating something that is not valid in normal play.
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^^^ Um, you need to lay off the 'shrooms, weed, acid, or what ever substance it is that you are playing with.
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Actually, if the Empire is letting you get comfortable in that position then it deserves to be blocked out.
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The tech level that the Rebels can steal is not limited by the tech level of the Empire. If you don't increase your tech past 1 as Empire, the Rebels can increase all they way through 4 (thier highest) anyway.
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I do think that the lanes are the same for each galactic map though.
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The enemy ships move faster as well.
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Can the flames or we will do it for you.
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I haven't seen the Empire troops move away from the tanks like the rebels and pirates do. As I recall, the Factions.xml file has a crush avoidance entry that is negative for the empire.
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Unit should be capable of being deletted.
Teradyn_pff replied to stroke's topic in EAW Issue Reports and Tech Support
1: You can sell units (not while in battle though) by right clicking on their image and choosing "sell". The only problem I have with this here is the fact that you can't sell more than 1 at a time. If someone knows how, please post it. 2: This is a problem that you can have in any game. The units that can capture build pads don't have to be right on top of it, they can be a bit away, so don't stand them right on top of it when you build it. 3: Control Attack does exist... hold down Ctrl and right click on the ground where you want your units to move-attack to. -
Played the Full Version....my thoughts.
Teradyn_pff replied to crazylegsmurphy's topic in EAW Issue Reports and Tech Support
While I agree that the damage persistency is something that is sorely missing, I don't think I completely agree with the entire "base building option". It is true that you can know where the base buildings are (or where the pads for them are), but I think that a lot of the hard core supporters of having free base building are the same ones that like to spam units in regular RTS games. By removing the base building and resource gathering in the game, you are free to perform more "Strategic" and "Tactical" moves on a grand scale. While this game is definitely not perfect, I think that a lot of people don't combine the space and ground and galactic modes in their thinking when discussing this game. Empire at War is not a traditional ground only RTS game. The combination of the Galactic mode with the space and ground sub-modes is the important aspect of this game. The whole is greater than the sum of the components, so to speak. There are a few bugs and weird items being reported and I have a feeling that the requirements for this game changed mid-development and that has a big part to play in all of this. When developing the game and telling Lucas Arts that the requirements would have to be "X and Y", they probably said that that wouldn't sell enough copies for an RTS, so they made Petroglyph tone it down and modify certain things. This is all conjecture, but it is very probable, especially with Lucas Arts' shoddy game history.