
SirNuke
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It states at the bottom left hand corner of the menu the build date. I believe it was the middle of December.
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EAWExtractor v.1.1.1 [Updated 2:26:06] (Full Version Update)
SirNuke replied to Cain's topic in EAW Mods General Workshop
Let's see... 25%+ of the models are missing... No multiplayer.... Two usable maps.... No single player campaign... Very incomplete AI... Unable to save or load games... I wouldn't worry about replacing the game. -
Re: Bryant's Mod: 2.0 Featuring Rebel AI
SirNuke replied to Bryant_pff's topic in EAW Mods General Workshop
Grrr, not all of the models are present for the level 3 and level 4 Rebel Space stations. Each level station uses components from all the lower stations, which are the models for the 3rd and 4th that are present. I believe the menu movie shows a level 5 station, which is probably why they included anything higher than the first 2 levels. I am thinking the solution is to make the 3rd and 4th use the first model and hit points, but to increase shield/armor, and weapon damage to attempt to balance. -
Re: Are You Still Planning on Buying Game After Demo/Mods
SirNuke replied to Nevets's topic in EAW General Discussion
The Tatooine is a really good map. Play testing your mod, where Tatooine is the only ground map, over and over against the same force of pirates isn't so cool, particularly when the game doesn't output to some sort of log what models it can't find/load/use. -
Demo Feedback - Okay, but not *great*
SirNuke replied to a topic in EAW Issue Reports and Tech Support
Alright few more things. 1. Starships do not have unlimited tie reinforcements during the mission. Check this code out. <Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds> <Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 8</Reserve_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Reserve_Spawned_Units_Tech_0> It spawns 2 squads of TIE Fighters, and 1 squad of Bombers. It keeps 8 squads of Fighters and 4 squads of Bombers in reserve. Two or so corvettes will be able to eliminate them as they spawn. Do they replace themselves between combat? Yes, but the Star Destroyer is almost 50% more expensive than the Mon Calamari (5900 versus 4000). Then the Rebels have the advantage of discounts from either Mon Mothma and by controlling Mon Calamari (25% and 20% respectively). The price difference between the two allows you to build 4 X-wings, 2 Y-Wings, and an A-wing squad with credits to spare, without any discounts. 2. Starbases do have unlimited respawn, but having played several 'serious' battles against high level space stations, they are way overpowered, especially when combined with ground based anti air defenses. My guess is they will be change to have not unlimited respawn. 3. In the real campaigns, pirates control most of the systems, and are often very difficult to remove (their command centers spawns lots of units). 4. In a real campaign, it will take a while to gain enough credits from taking a planet to counter the units lost, plus money spent on building defenses. 5. You can call the extra units in during the space battle, past the current 21 limit. 6. The build times and hyperspace speeds are speed up for the demo. 7. The AI isn't aggressive and is very incomplete. It once make the brilliant move of attacking my fleet right after I attacked a pirate one. On the other hand, it rarely attacks regardless of how much of an advantage it has, in the galatic or space battles. Don't judge the game by this demo. I personally feel that this is the best RTS game and 4X in a long time. -
Re: Bryant's Mod: 2.0 Featuring Rebel AI
SirNuke replied to Bryant_pff's topic in EAW Mods General Workshop
Yeah, there is sometype of issue with Level 3 Rebel Stations (it's present in my mod as well). I'm not sure what it is since there is a Rebel Station 3 model. I like your work around to the disabled units. -
I haven't found anything to suggest that it isn't hardcoded (or simply not present). So... I don't think there will be anyway with the demo.
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Re: Are You Still Planning on Buying Game After Demo/Mods
SirNuke replied to Nevets's topic in EAW General Discussion
C'mon people! Maps! I don't know who else is sick of play tatooine over and over again.... -
I might just have to do that. In my mod, the Imperials keep using technology that I can't build. It gets very irritating.
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Level 2 Space Stations also spawn tartins (or corvettes if you are Rebel), along with Tie Bombers/Y-wings and Tie Fighters/X-wings. I don't think the balance in the demo is completely representative of the final balance, because with a Level 2 station, one extra corvette, and 2 extra X-wings I successfully defended my station against a huge Imperial fleet. Though part of the reason was that the Imperials never pressed any type of advantage after destroying most of my respawnable units (aka they never tried to destroy my hanger). Also a full planet garrison with a few other buildings is going to be really hard to remove, but judging by how expensive building units is in a real game (where you start with closer to 8000 credits), I don't think you will usually want to put 10 on a planet. Corvettes also rip transports to spreads, so there may often be better/cheaper solutions to defending vital planets. I have a great screenshot of two corvettes plus some X-wings destroying Imperial transports (of the previously mentioned fleet), since they can't retreat in the demo.
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I would have to say the difference is more between legal and illegal hacking. Anything unencrypted is fair game, in my opinion.
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Stealing technology is confusing...
SirNuke replied to rogueace127's topic in EAW General Discussion
In my mod, R2-D2 and C-3PO are immediately available, and can start stealing technology once you discover an imperial planet. Once you steal all the technology for a certain tech level, your level goes up. (It still costs money for the Rebels to steal). -
Yeah, the antistarfighter ships rip fighters up. If you enable the AI in the demo, it builds tartans, making them very difficult to defeat.
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I would assume the Emperor does a similar thing for the Imperials. More pictures from my mod. 1. After sending R2-D2 and C-3PO to steal technology http://static.flickr.com/11/89078865_eaa2e379a2_o.jpg I could have sworn I started with Y-wings, but apparently not. I'm not sure why Mon Calamari cruiser are on there, since they are a much higher tech level. 2. Scouting out Atzerri with R2-D2 C-3PO http://static.flickr.com/11/89078862_99a7008871_o.jpg 3. Zoomed into Atzerri http://static.flickr.com/36/89078863_a260f89d62_o.jpg The Pirate fleet is on the left. The models have various references to Black Sun. From left, Pirate Fighters, IFV Patrol (anti-starfighter), and Pirate Frigate. 4. On the way to my doom at Dagobah. http://static.flickr.com/27/89078860_223a0b8272_o.jpg I didn't realize that the enemy space station spawned so many enemies. I was easily destroyed there. 5. The Pirate Spacestation http://static.flickr.com/39/89078864_596c6bef83_o.jpg Built on a asteroid, this spawns fighters and ships to attack you. You with very keen eyes may notice the Pirate fighters in the right don't look like their icon. This is because the pirate starfighter model wasn't included with the demo, so I modded it to use the Z-95 model (which really doesn't make a different in play, just in how the game looks). The pirates also have V-wings from the clone wars. Let's see, this campaign is 21 planets, with the empire having a couple in the center, and you (Rebel) have one on either side of the galaxy. Expect an update to my mod sometime tonight.
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Please tell me campaign damage is not repaired instantly!
SirNuke replied to dougsmithuk's topic in EAW General Discussion
A couple of things: There is time limit to retreat. If you have really low health units, it is very likely that they will still be wiped out. And your ships aren't all going to take damange evenly. A good player concentrates his fire on specific ships. The defending player's fleets also heals instantly. Movement (between planets) is a lot slower than in the demo. While your uberfleet is taking planet after planet (space wise), you are probably leaving gapping holes in your defense. -
Demo Feedback - Okay, but not *great*
SirNuke replied to a topic in EAW Issue Reports and Tech Support
I have a few things I want to throw out, particularly to people who think this game lacks depth and complexity. Please read this entire post. The demo sucks in that aspect. It only shows off the RTS side of the game. Actually really not even that, it just shows of the graphics engine and the modifiability of the game. The included missions give you almost no true the opportunities to make choices. Essentially that is what strategy is, making choices to accomplish an end goal(s). Having modded in a different campaign, I am going to say that the galatic portion of the game is almost as every ounce 4X as any other 4X game. You are constantly faced with huge 'grand' choices. Take this situations, for example: 1. You can build a smuggler to steal credits from the Empire. 2. But to build a smuggler you must take up a build spot with a cantina. 3. The empire knows when it's credits are being stolen, so it may choose to build a bounty hunter. 4. The question becomes, will you gain enough credits from a smuggler to justify spending the credits to build one? If it isn't, is it even worth it to build a cantina? Would that space be better used to build a second factory, which decreases the price and build time of vehicles? You also get minor 'quests', such as capture this planet and free these prisoners. Escort them to this planet and get a credit reward. Do you commit units to take a likely otherwise unimportant planet? Are you confident you can take the planet in one strike, since it is likely it isn't worth it if it requires multiple strikes? You are also faced with technology decisions, such as Do I research this tech to gain this unit advantage? If I do, I will have to hold on attacking this planet. Does that give the enemy too much of an advantage credit wise? Other decisions face such as how many units do I commit at this planet? Are the units that spawn from the buildings enough to withhold most enemy attacks? Should I not bother with many ground units and instead make a very strong space fleet and hope to kill most of the transports before they land? You rarely can travel from one planet to another. If I take this planet, it will allow me to move units from the back to the front quicker? Is it worth it? The planet is otherwise worthless. Should I take this planet with a lot more units than necessary? It may draw enemy forces to this side of the galaxy, allowing a smaller force to take planets on the other side. Take note that there are 40 planets in the full campaign. I would also note that the two included battles weren't very good representations of actual battles. Had the enemy been more aggressive on Tatooine, it could have certainly caused huge casualties. Had the Asgresso fleet had two tartins (the anti starfighter ship), it would have been very difficult to take. I hope that rather than attempting to find reasons why the game is simple using the demo, everyone gives the actual game a chance. I am hoping by the end of this weekend I will have a completely playable campaign mod avialable for everyone to try out for themselves. -
I hereby make a vote that we invade Microsoft's head office and make them regret ever created the marquee html tag. Then we would go after Netscape for the Blink tag, but they don't exist anymore (at least not the original Netscape developers)
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Another note: It appears troops get cover when they are in certain spots (such as the sandbags around the first capture point on the Tatooine map). So they do more or less take cover, but only when you specificly order them to. And Imperials are trained to follow orders no matter what, orders that often overrule their own thoughts and instints.
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Haha, I have unlocked Mon Calamari... sort of. If you are having problems it's probably because the Mon Calamari can only be built on certain planets (Sullust, Mon Calamari, and few others. It lists them on one of my screen shots). A better option would be to replace the default X-wings/Y-wings with any specific (unbuildable) ship. I will also be releasing a mod that allows you to play an actual campaign where the enemy more or less fights back. Stay tuned. And editing the Config.meg file is perfectly legal, since it isn't even encrypted.
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Sniff. No, it is gone for me.
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Alright, I've modded the game and got some different pics for you peoples out there. 1. Full universe http://static.flickr.com/31/88823429_13a0afbc2b_o.jpg A lot of the planets don't have models yet. You must visit a planet next to an unknown planet in order to be able to transfer fleets to that planet. 2. "The Lines are Drawn" campaign beginning, from rebels perspective. http://static.flickr.com/18/88823431_4aa66e833b_o.jpg 8 planet campaign, 4 for both sides. Not at all finished, since the rebels greatly outnumber the imperials starting unit wise. The galatic AI was active and built units, but even after I waited a while it never attacked me. The main goal of the game is to capture all four of the enemy planets. There is a bit of defensive strategy here, since you can only go to planets within a certain range (meaning you can't just by pass the main enemy fleets and attack their core worlds). 3. Attacking Tartis http://static.flickr.com/28/88823430_adbaf14246_o.jpg Since the Demo only comes with a single space map, and a single ground map (other than the tutorials), this isn't Tartis' map. But that isn't important. The Imperials had almost no ships, and Home One and the Mon Calamari cruiser pack a punch, so it was a two minute battle. 4. After taking Tartis' space. http://static.flickr.com/15/88823433_3ed9831e7d_o.jpg View of the map after taking the space. You can build a space station even if you don't have the planet. R2-D2/C-3PO can view (partially) the enemy's ground units. 5. After taking Tartis ground. http://static.flickr.com/30/88823434_b59b0906c2_o.jpg I don't have a picture of that actual battle, since I didn't use any new units, and it was Tatooine's ground map (which is the only ground map). Take note of the price list for all of the units. Having Mon Mothma on a planet decreases the prices for each unit by a lot. Also note that the Z-95 is not a buildable option. General Observations: I tried to get a screen shot of the mission goal list, since as the game progresses it adds random sort of 'quests' to it (like take this enemy planet where you will find some refugees. Escort them back to Hoth for a credit reward.) It also 'awarded' me 4 gunships after I took Tartis (which I could use since I only modded Tartis to use the existing maps). Another I noticed is that the number of planetary build spots was very limiting. Traveling between planets is very slow without a hyperspace trade route, and the hyperspace routes are preset (they may not appear between every planet you have captured). The demo is basically an unfinished copy of the game, minus maps. I am dissappointed with Petroglyph, since it appears they really didn't spend much time on the demo. There is all types of random junk in the configuration file (lots of e3 demo stuff for example), and I am unconvinced that the demo needed to be 750mb large. I will upload some cinematic shots tomorrow/this weekend, and perhaps a copy of my Config.meg file for interested parties.
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I was wondering if they stuck a lot of unused stuff in the demo, since 750mb is awful huge for the so few maps and few units. I also wonder if they are planning on releases 'patches' to the demo to unlock more stuff as it gets closer to the release date. I personally liked the demo, but I was dissapointed that it took me longer to download the demo than to play the two maps and the tutorials.
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The problem is the fact your processor is mobile, meaning the speed decreases when the computer isn't under load. When the demo first analyzes your computer, it is probably getting the current speed, rather than the max cpu speed.
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Rebels come in 3 squads of 5. How many squads do stormtroopers come in? If it's more than three, then it would make perfect sense that a single squad of rebels would beat a single squad of stormtroopers. I would also note that it appeared that the rebels had longer range than the stormtroopers. Also note that the demo is a build from back in December Besides, I think if you wanted to kill rebel soldiers, you would use the tie crawler. The AI kept using them to run over my troops, which is far more effective than using stormtroopers.
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Ah ha! Correct topic. I liked a lot of stuff, like how each unit is very powerful against some other type. The cap was barely noticeable to me, very good. It gets very irritating, however, when your enemy destroys 4 out of the 5 units in a group, since it still counts as a full pop. There seems to be too many buttons on the interface, many of which are not intuitive (particularly in unit controls). I did not notice a hold ground button, which was irritating since units seem to like to wander off [particularly the artillery unit likes to move, often into the range of the anti tank ground defenses. Grrr]. The zoom controls is cool, but for me each mouse wheel click seemed to zoom either too far in or out. I like to be able to see both detail of the units and be able to control them at the same time. I didn't like how spacebar was set to cinematic mode, I kept hitting it by accident since it is usually set to center on last event. Though points for how quick and smooth the game switches between regular and cinematic modes. X-wings seemed like their cost is too low, since they are only 50 credits more than headhunters. These are fairly minor issues, since I really like the game is layed out.