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Telstarin

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  1. You mention what a smart player would do to protect their bombers, yet not what a smart player would do to protect their anti-bombers and destroy the other player's bombers. What I'm saying is, the decisions a player makes can be countered. You're holding your Y-Wings back until you destroy the Tartans? Other player is holding their Tartans back until you reveal your fighters. At which point it becomes a capital ship slugout, and whoever is on the losing side would be forced to reveal their backup first, or retreat. There's the tactics. That's the objective. That will be the meat of the space battles, wits, it'll be awesome. No one ship type can expect to win a battle. ISDs would probably be the best equipped to defend themselves against most units due to their onboard fighter complement and high durability, but a 20-cap fleet of Y-Wings (60 Y-Wings) vs 20-cap fleet of ISDs (6 ISDs, lots of ties) would manage to take out a fair few ISDs before being defeated. Y-Wing Fleet cost: 4200 Cost of 1 ISD: 5900 Destroy one ISD and they've already won that engagement by cost value. You may think I'm proving your point, but in actuality, this just means ISDs should never fly without anti-fighter support in the form of the Tartan Patrol unit. These units will chew through fighters with ease. Take the same engagement as before, but replace 2 of the ISDs with 8 Tartan Patrol units. Imperial fleet is now 4 ISD, 8 Tartans for total cap of 20. Y-Wings fly in, Tartans take point against them as TIE fighters support the ISDs. With their boost firepower ability, the Y-Wings would probably not be able to destroy a single ISD before being annihilated by the Tartans/TIEs. Point being that no one massed ship will win unless pitted against a mass of ships they are designed to counter. Unfortunately, Petro/Lucasarts decided to not let players experience battle against a well-rounded fleet. I'm okay with that. Mods have shown me the balancing between the ships, and multiplayer will be a blast.
  2. I don't like the elitism of your post, nor the way you bash another game (rebellion) as you declare your undying love for this one. You're entitled to your own opinion. You're not entitled to trample on the opinion of others and state your own opinion as fact. Please come back when you learn to express yourself in a more adult manner. In addition....I like Empire at War, and have it pre-ordered. But it isn't perfect, and I still don't like your post.
  3. I already posted what was wrong with it on the last page. He was trying to use the BasicEmpire AI instead of BasicRebel AI.
  4. Personally, I like the system the way it is, but I think people would calm down more if you were to inform them that this can be modded into the game. I would not know if something such as repairs would be hardcoded into the game or accessible through data files, though.
  5. Rebel AI isn't working in your mod because you've put: <AI_Player_Control> Rebel, BasicEmpire </AI_Player_Control> Instead of <AI_Player_Control> Rebel, BasicRebel </AI_Player_Control> If you change that, it should start working.
  6. I have now been able to successfully add planets, and allow for battles on both ground and in space. Unfortunately, all Planets must use the VergessoAsteroids spacemap and Tatooine landmap since those are the only ones available for us to make use of. I tried using one of the tutorial maps but it was just a giant mess and didn't work right at all. Only problem I'm having now is that the Empire refuses to attack and just amasses loads of troops. I'm not sure why the AI is refusing to go on the offensive, I must be missing something.
  7. I think I know the answer to this one. In one of the config.meg files there is an event listed which appears to prevent the Imperials from directly attacking the player. I can't check right now, but it's something to the effect of "PREVENT_DIRECT_INVASION" or some such. If you delete it, you may find them more willing to engage. Also worth noting is I haven't seen the Empire actually attack me whilst my forces are superior, so try resting a single x-wing squadron at the planet also and ensure the empire can actually reach the planet from one nearby, too. Let me know how you progress.
  8. Oh really? Never heard of programs that operate such as that before. Well then, colour me the fool.
  9. Did you drag it onto the .exe file or actually into the opened program? The way you said it makes it sound like you dragged the .meg on top of the icon for the .exe file, which obviously wouldn't do anything.
  10. Check the sticky at the top of the page, Tera, that's the extractor I use.
  11. Strange, I got it working simply by telling the game in the config.meg to use the spacemap of Vergesso for Tatooine. I'm at work right now, but in around 4 hours I could perhaps send you the file to see for yourself? Do you have any IM programs? PM me AIM/MSN details or an uncapped email addy and I'll send it through later.
  12. The changes I've made really aren't that difficult, simply changing the filename of maps used within the config.meg. I could make it available, but the file I work on is constantly changing as I play around and try to expand the playable galaxy. Some settings I've tried to change cause the game to fail loading without much reason why, that I can see. A debug log would have been nice, but I can't see one created by the game anywhere. Maybe it produces one in the full version.
  13. Actually lucien, I've already succeeded in making space battles above Tatooine use the Vergesso Asteroids space map. I'm working on getting the Tatooine land map to work on other planets, and opening up those planets for conquering.
  14. I've already managed to activate Empire AI in the demo - they actually built a second Acclamator and a Tartan Patrol thingy when I went to attack them, proving it's actually doing something now. It introduced a problem, however, as the AI moved it's victory destroyer above Tatooine (and built a starbase there too, I think) and since there is no space map in the demo for Tatooine, attempting to get to it results in the game freezing up. This may not be the case with raid fleets, I haven't attempted that yet. It would be a great help if we could figure out how to assign the vergesso spacemap to tatooine as well (and Hoth, I presume, though the AI hasn't actually tried to attack me yet). Here's what I did in any case: <AI_Player_Control> Empire, None </AI_Player_Control> <AI_Player_Control> Pirates, None </AI_Player_Control> <AI_Player_Control> Rebel, SandboxHuman </AI_Player_Control> changed to <AI_Player_Control> Empire, BasicEmpire </AI_Player_Control> <AI_Player_Control> Pirates, None </AI_Player_Control> <AI_Player_Control> Rebel, SandboxHuman </AI_Player_Control> In order to avoid the filename size issue I simply changed <!-- Win Conditions --> to <!-- Win Con --> This has no effect on the program, since all I edited was a comment placed by the devs, and it maintained the correct filesize. Demo loads correctly and Empire will now build.

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