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MasterTactician

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  1. Use Audacity, a free ware sound editing program. Select "what U hear" for the input, and hit record. Then open the demo and it will record everything that you hear, including the music, while playing. (Similar to FRAPS, but for audio-only capture)
  2. Good point. I gues it's not very realistic for a fleet to do 180 while in hyperspace. lol. It shouldn't be much of a danger to retreat, as the enemy wouldn't have nearly enough time to close with your fleet to do it much damage before you retreated.
  3. Have you ever sent a fleet to a planet, then, realizing your stupidity, cursed yourself for the remainder of the time it took for it to reach the planet and be destroyed? My point is, in the final game, will there be an option to "abort movement" and turn your fleet around before it reaches its destination. In the demo, once you move your fleet to an enemy controlled planet, there's no going back, even if you realize that your fleet will be crushed. There needs to be an "abort" option to prevent this. (NOTE: This isn't very noticeable in the un-modded demo with its short transit times, but the real game will have lengthened transit times, giving you a chance to change your mind on an assault)
  4. Congradulations on the best RTS I've seen since good old C&C!! The demo was great, and aside from the minor issue below, I loved it!. Keep up the good work, I can't wait for Febuary. --FG ISSUE 001-- I don't know if this has been mentioned yet, but the Rebel artillary seems to keep wanting to move too close to its target and to its death, even when it it's deployed. It should either have a "hold ground" stance or be un-movable when in deploy mode, until it is manualy undeployed.
  5. No Population Cap. The number of units you have should be limited only by the amount of credits you earn. If balanced correctly, this could still keep the number of units down while still maintaining a realistic environment.
  6. Hey guys... According to Gamespots recent Designer Diary 2, the Venator IS IN THE GAME!!! See the 1st of the four screens which clearly shows the Venator in the upper right corner exchanging shots with Rebel ships: http://www.gamespot.com/pc/strategy/starwarsrts/news.html?sid=6141818 As these screenshots are new as of TODAY, the Venator is almost definatly going to be in the game.
  7. Whether you want to incorperate some of these into a mod or just admire them, check this out for some great, useable Star Wars models: http://scifi3d.theforce.net/list.asp?intGenreID=10&intCatID=4
  8. Here's another question that is probably on all of our minds: How is your relationship with Lucasarts? Have they forced some unwanted changes upon EAW? (maybe different wording, but you get the idea) ALSO: Why did you set such low system requirements for EAW? Does it really scale that well, or is it the low requirements that have mandated things such as the small population cap to be used. (1GHz processor=not many units on screen, less particle effects etc.... Honestly, who still has a 1Ghz processor!!!?? You could buy a 2 GHz for less than EAW will cost!)
  9. Am I the only one that is getting the impression that Lucasarts is holding Petroglyph back from making EAW the best it can possibly be? It seems that they are "putting a restraining bolt" on Petroglyph and, as a result of that, EAW. Here are the things I've noticed that Lucas has done that is against the best interest of EAW: - Low system requirements so they can sell more games and make more money...At the cost of less innovation, low pop caps, less detail, smaller game - Questionable moddability support so they can make more money with expansions...At the cost of losing the respect of their most dedicated fans and the EAW community. - Unit/timeline issues because they don't care and just want money...At the cost of offending us with such units as the "Broadside". - Qusetionable after-launch support because it costs them money...At the cost of spitting on their new customers. - Gamespot multiplayer because it is cheap...At the cost of shortening the game's lifetime so they can make more money on their next game. - Did I miss anything? Probably, there's lots more.... The sad thing is, If they just gave Petroglyph more slack and let them direct the building of their own game, I bet none of these issues would exist. I have no doubt that Petroglyph could make EAW the best RTS of all time (just look at C&C), but will they be able to do so with Lucasarts jerking their leash? Don't get me wrong, I have VERY HIGH HOPES for EAW. I just wish that Lucasarts would recognize Petroglyph's talent and let them be in charge of the game's design to a larger extent (stay out of the way and watch as they make the best RTS yet)
  10. Here are a bunch of questions that I've thought of: 1) Can you build shipyards which visually show your ships under different stages of construction? And, how long does it take (in game time and real time) to build a Imperial-Class Star Destroyer for example? 2) Can you build planetary shield generators to repel an invasion/bombardment until they are destroyed (i.e. Courscant)? If not, does the game engine support this so it could be added in a mod? 3) Are there tractor beam projectors on capital ships, allowing for the capture of enemy vessels? 4) Can you use your interdictors to pull an attacking enemy force out of hyperspace at the periphery of a planetary system (outer edge of a space map) and into an ambush? Also, what function do they serve besides a) Preventing enemy from retreating b) Limited offensive capability 5) Does it take a realistic amount of time for your ships to travel from planet to planet? 6) Are there any plans of an expansion that would include the New Republic and/or New Jedi Order eras? 7) Is there a Second Death Star that can fire at capital ships(mabe an upgrade from the DS 1)? Will you be able to upgrade your ships(i.e. ISD to ISD MkII)? 9) Will there be any way to customize your ships weapon and defensive configurations or the ability for units to gain experience? 10) Are X-wings and other such fighters hyperspace capable by themselves? 11) When a large ship is destroyed, are there escape pods (mabe you could collect them to regain some of the cost of your lost ship though the visual effect alone would be great)? 12) Will planets have gravity wells? (this would prevent your ships from being able to jump right above the planet and give the defender time to get ready)? 13) Will the shields on ships be slightly visible when taking damage or when viewed at a certain angle, like the Jedi Starfighter in EPII? 14) When is the demo going to be released? 15) Will there be any large orbital defense platforms, like the Golan III, capable of holding out against (multiple) capital ships? 16) Can you ram a ship as a sort of last ditch attack? 17) Are there multiple battlefields per planet? 18) Can some ships(other than the drop ships you’ve shown in the teasers), such as the Acclamator and Venator, enter a planet’s atmosphere to deploy large amounts of troops? 19) Is there a way to sneak a strike force past orbital defenders and onto a planet? 20) Will you have C&C style FMV movies and cut scenes with live actors and awesome graphics (please!!!)? 21) What is the player’s role? Is he a lowly commander at first, working his way up the ranks, or does he start out as a supreme commander?
  11. Can you build planetary shield generators to repel an invasion/bombardment until they are destroyed (i.e. Courscant)? If not, does the game engine support this so it could be added in a mod?
  12. Can you build shipyards which visually show your ships under different stages of construction? And, how long does it take (in game time and real time) to build a Imperial-Class Star Destroyer for example?

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