
akulapanam
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Everything posted by akulapanam
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Someone finally made one!! http://www.eawhq.de/ The SMG frontlines mod
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Did anyone ever end up doing one of these??
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Does FoC run on Radeon 7500?
akulapanam replied to Sparky's topic in EAW Issue Reports and Tech Support
To anwser his original question, yes the game will work on the lowest settings even on the Mobility version of the Radeon 7500 with 64mb's or ram. To be honest with you I have played the game on the following cards in order of worst to best graphics: Mobility Radeon 7500 DirectX 7 Card 64mb Dedicated, 2.0 ghz P4 Northwood Xpress 200M DirectX 9 integrated graphics controller 128mb Shared AMD Sempron 2800 1.4ghz(I think) Geforce Go 7600 DirectX 9 256mb Dedicated AMD Turion 64 X2 1.8 ghz In Empire at War the difference isn't as great as I was expecting between the lowest settings and the highest settings. Also they all played fine in terms of frames with no lag once it was fully patched. However the from a coding standpoint DX9 is a lot more powerful then DX7 and there are a lot of games that need the pixel shader support found in DX8 and above. In terms of Radeon vs. Geforce it goes back and forth from time to time. In Dedicated Laptop Cards for the past year or so Nvidia has easily outpaced ATI in performance. However, it appears that then new ATI X2300 will change that around at least for a little while. In Dedicated Desktop Cards ATI makes the fastest single DirectX 9 Card whereas Nvidia holds the lead in multiple graphics cards on the chip and in dual graphics card setups with SLI. Nvidia was also first to release a DirectX 10 Card that is faster then any other single graphics card. When it comes right down to it, the actual card specs matter more then the maker of the chip. For example a Moblity Radeon X1800 is better then a Geforce GO 7600 just because the card has greater number or core processing units. Finally, in a game like Empire at War the programers influence the speed more then anything else, games are rarely written to take advantage of the very lastest technology. Often times the game will also end up being bound by some other resource besides the actual graphics processing chip, such as graphics memory, main memory, or the main CPU. -
I realized that the Ultimate EAW mod was the one that was going to do the bulk cruiser but it looks like the site is down.
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The Bulwark Battlecruiser and AT-TE wanted...
akulapanam replied to Logan Felipe's topic in EAW Mods General Workshop
You know I downloaded SAU last night and I couldn't find the Bulwark. -
I could swear I saw a mod awhile back with this unit in it somewhere, maybe filefront? I'm looking for this guy as well.
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Re: How is your ground-based game performance?
akulapanam replied to jpinard's topic in EAW General Discussion
My Galactic Map never lags... But my ground battles can get pretty bad I have tracked the problem down to a combination of a memory leak and air units. The memory leak is the real killer here because if you play for a couple hours straight you get a real bog down in performance, but a simple game restart after clearing out the ram will fix the problem. -
Re: Need help with a few things please
akulapanam replied to Mistrider's topic in EAW Mods General Workshop
Its totally based on the power of the weapons, the reason that is still in the game is that it is used by the AI as a factor. There is a note to that extent in one of the unit xml files, as soon as I find it I will post it. If you don't believe me try setting damage to 1 on the ISD and watch its power remain unchanged. Then change the Particle damage to around 2000 and watch as ships are destroyed with one or two shots. -
Re: Need help with a few things please
akulapanam replied to Mistrider's topic in EAW Mods General Workshop
Damage DOES NOT CONTROL how much damage each shot does. Particle Damage in the hardpoint and particles files do when factored against the damage in the gameconstants.xml file. -
Don't forget that their is also a patch.meg file that you should look at as well.
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You have to restart the game inbetween , but thus far I have Added new ships Added new hardpoints to ships Changed ship stats Added New companies Add a New Conquest Modified Planets All by extracting and changing the .XML files.
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Re: Venator in full version...
akulapanam replied to DragonShadow's topic in EAW Mods General Workshop
You don't have to put in command lines, its just drop the file on to the .exe and it works. -
Re: Venator in full version...
akulapanam replied to DragonShadow's topic in EAW Mods General Workshop
Use the Dos Extractor that is linked in one of the tool's threads, modifiy the unqiueunits.xml file, and you can build it. So you guys don't have to use the search tool, http://xfer.lfnetwork.com/lucasfiles.com/downloads/1215/Kaelics_MEG_Extractor.zip . -
The Dos extractor works just fine for extracting the XML's just drag and drop, its that easy. So you guys don't have to use the search tool, http://xfer.lfnetwork.com/lucasfiles.com/downloads/1215/Kaelics_MEG_Extractor.zip .
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The console version that someone wrote works the best for the full game, just drag the meg file on to it.
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The AI is actually really good in this game, far better then in some other Star Wars titles however the AI has 3 basic problems that I have encountered. - The AI retreats when winning, this is a big one. The AI attacked me a couple of times when I only had 1 troop group and 2 T-2B groups with 2-4 Maulers groups, 3-5 AT-ST groups, and 3-7 Stormtrooper squads. Now local's did help me a lot, as did stupid AI one with one at a time attacks, but still they usually got 1 T-2B group in exchange for 3 Maulers group and an AT-ST group and then on the verge of victory retreated. - The AI doesn't form coherent attack forces, It attacks with one group of units, followed by another, followed by another. In space this is a little better but I still usually get attacked by the lone Tartan which quickly dies without support, followed by the rest of the fleet. On the ground its usually some natives, followed by tie maulers, followed by AT-ST's. The all attack one at a time and die. - You can double the time until the AI attacks you by simply attacking, and even if you don't destroy anything retreating, even if its with one x-wing squad. It works a little better if you can knock off a Tartan, but in either case the AI will simply move forces and rearrange its forces almost endlessly as long at you make 2 attacks or so per day.
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First off its a great game!! But there are a couple of things that tend to be annoying. 1. Ships and especially fighters don't attack the assigned target. This is really annoying because I have had a couple of cases were I would have destoryed an extra starship had my bombers not broken off and attacked the nearest bomber or corvette. The only solution for this seems to be to manually direct and keep clicking on your unit until the target is right next to it, and then assign it to attack the target. 2. Bases seem overpowered, as the rebels I was able to hold off 5X Acculmator's and 7X Tartan's with a single class 2 space station and a X-Wing squad and destroy all but 1 Acculmator(down to the last hardpoint) and 2 Tartan's. The reason for this is simple, the Empire attacked the hangar bay last and I kept getting corvette's,y-wings, and x-wings. 3. I know this has been talked to death, but in the demo I liked the damaged fixed after combat feature, now I HATE it. Especially in space, you go almost destroy a base, and a couple of ships and then they are bounce right back. 4. It would be nice to have a display that sorts planets by type of unit deployed or built on the planet. 5. Bombing runs are a little overpowered in my view too because it is possible defeat most minor garison's by using the park your tanks in an unreachable location(say water), and then send one at a time to direct bombing runs to destroy the enemy base/units. One tank squad gets you 5 attacks.
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I have yet to run into the not targetable ship invisible problem, and I have added a lot of weapons.
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Yep, its actually pretty easy, provided that you don't want them to be targetable. To add a weapon: Copy a Corvette weapon. Rename Change the bone's to one that makes since for a capital ship Change the particle if desired Then add the new name to the ships hardpoint list. Your new ship will start using the weapon and it will look pretty realist.
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Re: ISD lack of anti fighter weponary
akulapanam replied to Megajames's topic in EAW General Discussion
I think thats pretty true to Star Wars, the bigger ships had a hard time against the fighters, thats the empires weakness. -
Re: Starforce warning -Must read-
akulapanam replied to Ghostly_Substance's topic in Master of Games
People might consider emailing Microsoft through one of these blogs, hopefully they might make a similar response as they did to the rootkit issue: http://blogs.technet.com/msrc/ http://blogs.technet.com/antimalware/ -
edited the above is correct
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I've been playing with adding hard points and messing with weapon damage this morning and I have come to the following conclusions: 1. The tag doesn't have an effect on how much damage the ship does, it might have some effect on how much excess damage the ship can sustain after the hard points have been destroyed, but thats hard to tell. 2. Damage done by a weapon is calculated based on the following Projectile Damage(how much each projectile does) The Game Constants modifiers The number of shots fired(Recharge rate, number of projectiles in a shot) The number of shots that hit(accuracy, you can have the most powerful weapon but if they don't hit then your screwed)