
Uranium - 235
Members-
Posts
33 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Blogs
Gallery
Events
Downloads
Everything posted by Uranium - 235
-
It just doesn't bring anything new to the table. You can make any million of Star Destroy clones that all do the same thing - Big guns to blow away big ships, but no guns to blow away little ones. In that sense, it's just a really scaled-up ISD. I mean, I'm not saying that the SSD wouldn't be cool, but I just don't see why everyone acts like it'll be the greatest thing to happen to this game... BTW I should mention this: The SSD would be difficult to manuver. NOT because of it clipping into other ships, but the Home One (when I scaled it up slightly) has the same issue - movement commands to manuver it that aren't far enough away from the ship (this distance is ABOUT the length of the Home One itself) it simply ignores them. I can see the SSD having this same glitch / bug, but even moreso.
-
Krogoth was a unit from TA that was the highest of the tech tree for the Core. He cost billions of resources and took ages to build, but had a ginormous laser cannon, repating explosive... bomby-shooter things, and a huge missile launcher on his back, and was almost indestructable. You'd build him, march him out, and utterly ravage the enemy. It was a cool unit. But in practical gameplay, you'd never EVER see him. The entire point was to win the game once he's built. He was hilariously unbalanced and overpowered, and short of a disintigration gun or several nuclear missile impacts, he was utterly invincible. The unit was not strategic. There was absolutely nothing he couldn't destroy. There was no reason whatsoever to build it outside of 'OMG ITS SO COOL LOL BIG ROBOTZ'.
-
Like I said - Krogoth
-
A SSD would be pointless in this game. Even if you made it scale nicely, you'd have to play with an ultra-zoomed-out camera all the time. The SSD itself would be practically unmanuverable. In addition, due to the size, YOUR OWN units would be unmanuverable. If the SSD was taking up half the screen, how the hell can you tell your units to move somewhere? Right-clicking would just tell them to move to the SSD's center, no matter where on it you clicked. The size would have plenty of problems on its own. Unless it had HUNDREDS of hardpoints, the enemy fleet could effectively start attacking the very front hardpoints, and work their way down the ship. You'd never be able to bring all weapon to bear on it at the same time. Finally, it'll just be a 'god-unit' most likely. You know, like the Krogoth in Total Annihilation - it's not in-game for any real reason except to finish the game, and your enemy has no real chance of ever destroying it. I mean, the ONLY reason the SSD in ROTJ went down was because some idiot who can't steer flew his dumb (censored) through the bridge. I should also add that further dumbasses on the SSD itself failed to reestablish control from the auxillirary bridge...
-
We can't see or feel gamma radiation, so does that mean it's not real?
-
1) There's a black hole in the background of the Corellian space map. 2) Having a black hole on the space maps as actual obstacles is just stupid. 3) Pretty much all black holes can be identified by the matter around them. In fact, that's the only way you can actually identify if a black hole is there. You can't see 'nothing' since the photosphere around a Black Hole will warp the light around it, meaning from all but very close (relatively speaking) range, you'll see absolutely nothing out of the normal. Schwarzschild, Reissner-Nordstrøm, and Kerr black holes can all have accretion disks (the Schwarzschild will actually have a cloud rather then a disk), and the Kerr holes will have jets. 4) A white hole is just science-fiction fluff, and it's actually supposed to be a 'reverse' black hole, where they expell matter instead. The idea is that they're what's on the 'other side' of a black hole. Obviously, the biggest flaw with the White Hole theory is that if it was spewing matter and energy out, all that matter would accumulate around the white hole, which would cause it to collapse into a black hole... http://home.cwru.edu/~sjr16/media/stars_blackhole_rendering.jpg
-
Because you put them in the wrong folder? D:\Star Wars Empire at War\GameData\Data\XML\*.XML
-
I changed the scale and speed of, for example, the A-wing, and everything MOSTLY works. However, the most annoying flaw I've noticed is that when my squadron is manuvering into formation, the ones that are lagging behind tend to 'skip' a little. I've tried various tweaks and as far as I can tell, short of making them a lot faster closer to the original speeed, there isn't a way to stop this. It's merely cosmetic at best, but I'm wondering if anyone knows of a fix for this that doesn't involve making them faster.
-
Re: EaW: Total Realism v1.0
Uranium - 235 replied to Athanasios's topic in EAW Mods General Workshop
Do you mind if I take your mod and apply my 'realism' size and speed tweaks? In a nutshell, my 'mod', which I still poke around on when I have time, is changing all the units (space units for now) so that their characteristics match 'real' Star Wars. I changed the sizes of all space units based on an arbitrary 'proper' size situated roughly between the 'real' comparative size of the Home One and the Mon Calamari Cruiser. What this means is that the Home One got a lot bigger, and everything else got smaller. Star Destroyers are still pretty big, and fighters are wee-sized specks. In my opinion, it really makes the game feel more 'epic' in large battles - your capital ships lumber around the battlefield while stinging gnats bite and chew on them. However, part of this realism tweaking requires speeds to be changed. Having a 9 meter A-wing covering the distance of the Home One (I think I set it to something like 3200 meters) in two seconds is just really wrong, and looks incredibly dumb. The speed changes are not only relative (meaning everything will go slower) but the changes in the interest of realism will be minor, so I can't see balance changing very much, if at all. Along with these changes is a range reduction / increase for most weapons. In a nutshell, balance won't really change at all. The 'main' tweaks are going to focus on making space combat seem a lot 'bigger' and more epic. Instead of struggling to manuver that ISD and watching the ape at the wheel spin in circles because his ship covers 1/5th of the screen, you should have lots of room to move things around. I'm debating on making an overall balance pass myself as well - more pricey capital ships, slightly less effective bombers, and maybe figure out if that 'upkeep' field actually affects anything. My main problem is, given my tight schedule, everyone updates everything while I'm working, and then I have to tediously apply all my changes :/ In a nutshell, I'm trying to make the space gameplay a little 'slower-paced'. You'll have more room to manuver and direct units without waiting for a map editor, and positioning and long-range units will have more importance. Oh and here's a little thing I made for the Rebellion scale comparions. http://img133.imageshack.us/img133/8301/eaw2ey.gif Anyway, I figure with a mod like this, you should throw in some of these other mods like the Galactic Expansions, etc. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
Uranium - 235 replied to MistenTH's topic in EAW Mods General Workshop
I'm just changing up some of the visuals so TIE fighters don't fly around shooting huge bolts. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
Uranium - 235 replied to MistenTH's topic in EAW Mods General Workshop
Well, in the original game, I marched him out and laughed as the Snowspeeders tied him up and he went down like a ton of bricks... but yeah he's a ground unit and Misten doesn't want to deal with those -
I haven't noticed any cheating. People said that they were cheating in Skirmish mode, getting upgrades faster then normal. I assigned myself an AI teammate and it researched my upgrades as soon as they were available, and the rebel upgrade timing matched my own upgrades perfectly.
-
Re: EAW: Did It Live Up To Your Expectations?
Uranium - 235 replied to Star Wars Man's topic in EAW General Discussion
As opposed to what? Starcraft, where the strategy is 'Build the uber unit in the uber build order the fastest'? -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
Uranium - 235 replied to MistenTH's topic in EAW Mods General Workshop
Another fun picture of the new real-sized TIEs BY THE WAY - MISTEN: There's a bug in the game that you should fix - it says that Veer's AT-AT is immune to cable attacks. Except it's not. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
Uranium - 235 replied to MistenTH's topic in EAW Mods General Workshop
Well that didn't take long. I didn't change Vader or Boba Fett yet, but when I find them I will. The hardest part of this was finding the actual ship dimensions D: -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
Uranium - 235 replied to MistenTH's topic in EAW Mods General Workshop
Misten, I'm going to work on a 'real sized' version of this mod, if that's alright. For all I care, throw my resizing into your version, I just want things to be 'right'. Here's the 'size' of the current models with thier canon length dimensions listed next to them. Obviously there's some problems By the way, can someone tell me the REAL dimensions of the Slave 1? Everything says "21.5m" but it's unclear on if that's from top the bottom ('lying down', or when it's landed) or if that's from cockpit to engine ('standing up'). I calculated it to be about 9.5 meters IF it were 21.5 meters 'tall', but I figured the 21 meters was right given the HUGE dimensions of the TIE Scout (24 meters?!?!). I'll probably use the ISD as the 'correct' size (and the MonCal cruisers for the rebellion, in scale with the ISD) and work from there. Given that MonCalis are 400 meters shorter then ISDs, this might not be a bad decision. I hope TIE fighters don't become invisible EDIT: I just noticed how big Tartans are supposed to be. I wonder if I might be better off scaling up AND down... maybe Tartans (and CCs) should take up 3 population points not only because they're idiotically overpowered, but also because of their damn size... -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
Uranium - 235 replied to MistenTH's topic in EAW Mods General Workshop
And it was called the "Iron Fist" too, and it's pre-TESB so it fits the lore and everything. I wonder if Petroglyph threw that in there just by coincidence or something -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
Uranium - 235 replied to MistenTH's topic in EAW Mods General Workshop
I have to say, I laughed when I crushed the snot out of the Victory destroyer "Iron Fist" when I saw it show up As to the mod itself, I'd just like to say that it'd be nice to have 'fixed' scaling for units, however, in a downward trend. I personally find the maps WAY too cramped as-is. Fixed sizes would be nice, but too many mods are making units BIGGER. Having a real-sized AT-AT is nice and all, but there's absolutely no room to manuver them. -
This should be approximately the correct 'size' of the AT-ST. I measured the AT-AT as well, but it was close enough to 30 meters to be fine. I have to question the point of these mods though. Until we get bigger maps, increasing the size of the units just makes already cramped maps even more cramped. I think you'd be better off scaling DOWN, not UP.
-
Why can't I choose the units for initial engagement?
Uranium - 235 replied to Uranium - 235's topic in EAW General Discussion
Well, usually by the time I finish off the defending ships, I find that the station has taken enough collateral damage that the shields are usually down, or almost there. -
Re: EAW: Did It Live Up To Your Expectations?
Uranium - 235 replied to Star Wars Man's topic in EAW General Discussion
I'm going to say yes, but not for a good reason. To be frank, almost every Star Wars title to be released in the past 4 years has been total pants. -
You can? That's news to me.
-
Actually the focus-firing could be done with a complicated series of flags and say, 'threat levels'. Each unit would have an ever-increasing threat level that, when it reaches a certain point, would encourage craft that are strong against it to fire on it, with a heavier preferrence towards craft that are already under fire. In theory, the way I'd do it is possible, and you could even code a little program to simulate it, but I have no idea how the EAW AI files work either.
-
Why can't I choose the units for initial engagement?
Uranium - 235 replied to Uranium - 235's topic in EAW General Discussion
Actually another big annoyance I have in Space Battles are the space stations. 1) I'd actually like a NON-space-station battle once in a while. The Level 5 defenses are rough, and the endless reinforcemens are even rougher. 2) Limit reinforcements from the space stations. Nothing sucks more then making the final push on a station and a Tartan jumps in and shreds your bombers, and there was nothing you could do about it. The Hangar is ALWAYS the highest priority target simply because of the endless waves of Tartans and CCs. -
To be fair, I haven't seen a good AI in any RTS game in a long while. Total Annihilation's impressed me, but, even the AI in Starcraft wasn't too hot.