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Necro

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Everything posted by Necro

  1. using the stats u showed for the xwing i made an example to see if i understood it right - tell me if i did, cause if so i wanna help ya guys ;D Incom T-65B X-wing Speed: 10 Maneuverability: +6 Shield Points: 30 DR5 Hull Points: 120 DR5 4.0 1 2.4 2.4 2.4 30 120
  2. im curious as to there we could get this info if we wanted to help since i dont own the books
  3. the problem is you cant fit all the guns as hardpoints say the isd's 60 turbo lasers which are fit into 2 in eaw while the nebulon also has 2 in eaw...but only 12 from the info i read. the only way i could think of doing it is having the isd do 5x the dmg of the others :\
  4. i was wondering, how exactly does the dmg setting in gameconstants work? Damage_To_Armor_Mod> Damage_ATST, Armor_Speeder, 0.5 talking about those values does it mean say the gun does 10 dmg, and the value is 0.5 so it does half dmg? or what?
  5. noticed in containers.xml it has all the special abilities haven't tried changing em yet but will soon! anyone tried it yet?
  6. yea, i got the idea after looking thru the mega.xml file
  7. i was thinking what if u made ur mod a .meg would it allow it to work online? perhaps install many mods?
  8. xwings not so useful, but ywings...vital. ESPECIALLY early game. on a side note im modding starbase.xml to get rid of unlimited reinforcements on the bigger ships (mainly corvette's tartans)
  9. ah, its not so bad as long as its not unlimited bombers then what about adding rebel capital ships to spawn rebel fighters maybe only having say nebulon-b's sapwning 1-2 xwings, 1 ywing? corvette's aren't the problem. tartan's are.
  10. was going thru the xml's and found this: 2500 8500
  11. you cant say that, you dont know the poly count of models in eaw nor do u know the poly count of that model.
  12. im just curious as to why you'd want to!
  13. told ya endless waves of ties in sd's were gonna cause problems ;p
  14. maybe it's region-specific like say u have a german version? th would it be possible to remove the constant spawning of tie fighters/bombers from sd's i find it makes it vastly unfair
  15. why would he be twice as powerful as emporer, i mean palpatine was the emporer for a reason.
  16. th while your right tis not exactly realistic, i believe it IS more towards realism than the current ones!
  17. just realized when u added new ships you forgot to make a carrack_light_cruiser and corellian_torpedo_boat.txt which holds the names on the ships!
  18. here's my fixed projectiles.xml it's the latest 2.0 available merged with the upped gfx mod!
  19. i'd raise the hyperspace speed by half so it doesnt get too boring waiting for them to go frmo planet to planet - maybe make it based on the MGLT value, carrack seems too strong and im STRONGLY against limitless respawns frm star destroyers! is it possible for you to merge with this graphical enhancement mod: http://www.adonnai.de/eaw/PROJECTILES.XML http://www.adonnai.de/eaw/W_LASER_PILL.DDS it adds MUCH to the SW feel! an example: http://www.adonnai.de/eaw1.jpg new http://www.adonnai.de/eaw4.jpg old
  20. torpedo gunboat..is great! carrack seems a bit too good im not sure how good it is butr when it shoots its load its like wtfpwn D: i suggest you read my postings on the previous thread on my 2.0 feedback!
  21. it IS petro's problem because they SHOULD have had a builtin mod loader like most games now do sinple betweem options and multiplayer there should have been load custom game for example and in gamedata/ there shoulda been mods/ folder. that way mods will work online and not be completely useless!
  22. feedback on 2.0: slower flying speed - good, but TOO slow, make it half of what it is now i think, and slow down production,i can build 2 corellian corvette's and 2 xwings by the time it takes ONE hero to go to the closest planet! another addition that would be great what be smaller ships moving faster (maybe based on the light speed values?)
  23. there's this visual mod that modifies projectiles.xml and makes the shots much nicer, i hand converted it all on your mod and it looks great so it'd be great if you could make it kind of official with his permission of course! http://www.lucasforums.com/showthread.php?t=161177 http://www.adonnai.de/eaw/PROJECTILES.XML http://www.adonnai.de/eaw/W_LASER_PILL.DDS
  24. i was playing as the imp and rebels didn't seemt o do anything had half the gal, up to vsd's and yet the rebels never fielded more tahn 2x corvette's 2x xwing :< oh and i found this, might wanna try and contact him when u do ground combat: managed to reactivate the headmounted lasers of the AT-ATs... that's one step further towards consistency See attached screenie Test screenie The way I have it now is that only one of the weapons (main cannon or secondary "ear"-lasers) can be active... I "ripped" the rocket_shot of the rebels which means you can switch between the standard heavy lasers and the sidemounted medium lasers. Those are - right now at least - designed to be anti-aircraft and anti-infantry weapons. But I also had two other scenarios in mind: 1. All Weapons are available at all times with target filters... meaning that (hopefully) you simply cannot shoot fighters with the main cannons. Having both weapons always active would be quite deadly for everything though. 2. You can link both weapons (with a special ability button similar to the rocket shot) but at a cost of reduced firepower and/or reload time for the main cannon due to the energy redirection necessary. What do you think? names addonay on lucasforums.com
  25. carrack should be added far later into the tech tree, u get it at the same time as acclamators, before nebulons and far before the others, i think a good time would be tech lvl 3? as ur vsds do fine before then and at 3 they get assault frigates

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