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DragonShadow

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Everything posted by DragonShadow

  1. What he said. Also, make sure that they're in MP3 format.
  2. That's what my tests are banking on. I'll know in hopefully a few hours.
  3. That's in space. The Neb is fine for space, I was talking about the stresses of entering an atmosphere.
  4. I've actually added three new terrain types (basically to replace a function I would otherwise have made in LUA, because we can't change LUA). I don't know whether or not they work, though. I did it at about midnight last night and haven't had a chance to test it...
  5. That's because in the OT, they were real...they were just made out of rubber and junk. I prefer CG, because you can get realistic movement and emotions and stuff, which you can't get from puppets.
  6. Another Halo conversion mod...hey, means we get more options...
  7. I don't know. Nebs look a little...fragile, to be flying in and out of planetary atmospheres...
  8. Well, you could make a variant (Rebel_Star_Destroyer or something) that the Empire can't build, but the rebels can after they steal it from the Empire. Then simply add 1 to the Rebel SD's xml entry, and you have a Rebel SD and you can only build one...
  9. However, you'll also need to make the Star Destroyer buildable by the Rebels ( Empire, Rebel )...I think...
  10. They might reference lua scripts or something, or maybe other xml. I'm pretty sure I saw a bunch of xml with storychapters in their name...their's just so many xml files...
  11. Yeah, those'll do it. The mod I'm working on has 134 mb of music from other Star Wars games added in. I wonder how much rar-ing it will shave off? Not much, I'm pretty sure...
  12. Hmm. If you look at those xml files, and make a similar one named for your campaign and reference it, then it should work okay. As long as you know how to code stuff in xml...I'll have to take a look at that later.
  13. You make a variant where the projectile fired isn't an infantry laser, instead its a plex missile.
  14. Actually, it's Coruscant with 8 build slots.
  15. Until mod tools are released, we can't make Imperial plex soldiers. However, until then we could make a variant that fires the plex missiles instead of lasers as a temporary stand-in.
  16. I don't know...I prefer space movement and junk from EaW rather than Homeworld 2.
  17. A little line of code called: Temperate, EI_TROOPER.ALO, Urban, EI_TROOPER.ALO, Arctic, EI_TROOPER_Snow.ALO, Volcanic, EI_TROOPER_Sand.ALO, Desert, EI_TROOPER_Sand.ALO, Forest, EI_TROOPER.ALO, Swamp, EI_TROOPER.ALO Neat, huh? With this, you can do pretty much anything to make units change based on environment. This can work for simply changing textures as well.
  18. The starships move far too slow in an atmosphere for engines to keep them aloft, that's what repulsors are for. The two systems (ion engines and repulsor engines) are unrelated and separate components of the vessel. In space, repulsor engines are basically useless. In an atmosphere, repulsor fields keep ships up, and engines move them. In smaller craft like airspeeders, the repulsors create both lift and motion.
  19. That's what I hate about the Battle of Mon Calamari in Rogue Squadron...the World Devastators in that were smaller than ISDs...
  20. No one knows. Whenever Petro decides to release them (if LA lets them) is when we get them. Which may not be for a while if I know LA...or not at all.
  21. It's the underlying themes that are more dramatic in the prequel trilogy than in the original that make almost me like the prequels better. Plus, I watched the OT after the PT and it just made so much more sense. All the loose threads in the OT are linked up in the PT. It made the OT even better.
  22. Especially on planets with a max of three buildings...Either the game will crash, or you won't have space to move because of buildings, or they'll be sitting off the edge of the map where you can't get to them...
  23. I'd change it. You can scale down the planet models in the galactic map, so you can squeeze more into a smaller area, if thats your problem.

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