
jpinard
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Everything posted by jpinard
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As long as we get it... I don't care if I have to pay for it. But I too would like to see more mod tools.
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How can I send it to a moderator? Is there a way I can disable all pictures? I can't go back in my pm's if the pictures show up. I can't look at it again.
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No that's not funny in any way whatsoever. It's sick and inhuman. What is wrong with people?
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I am sick beyond words. Someone sent me aborted fetus pictures in my pm box. The person had walrus in his ID. Please, can an admin somehow go in and delete those for me. I can't go back in there.
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Re: Hi Everyone! A long overdue Petroglyph Update!
jpinard replied to Code_Monkey's topic in EAW General Discussion
I'd like to say Hi to the Petroglpyh team and say thanks for a wonderful game. I really hope you get to continue building upon the foundation you've created in EaW because the potential to tweak and expand EaW seems almost limitless! Cain, I quoted you above. What are you talking about? Why would Activision be talking about an EaW expansion? Lucasarts isn't getting out of game publishing are they? I too am looking forward to the patches. I'm curious about something. Would it be possible to have a replay option (for viewing a replay of your last battle from a cinematic perspective) for rigs with 2 Gig of RAM? Or would that slow down the land/space combat too much? -
SW Empire at War: Reality of Rebellion Mod
jpinard replied to Stellar_Magic's topic in EAW Hosted Community Projects
Love all the plans listed here, but I don't like the idea of ships being planet-based. There's something infinately wrong with a Rebel Alliance controlled VSD or the Imperials attacking you with a Z-95. BTW, what's the download link or website for that Homeworld based mod referred to earlier in this post? Also, how will the AI cope with all the new extra units (strategically speaking)? Will the AI build them and understand their benefits? -
dw33 this looks really amazing. I have a question though. Your mod will be pretty all-encompassing and I'm wondering if you culd make a version that doens't have 80 star systems? Maybe one that's in between 80 and the normal maximum size shipped with the game? Also, did Petroglyph say when they were releasing an importer?
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Re: How do I make the level cap 10 instead of 9?
jpinard replied to jpinard's topic in EAW Mods General Workshop
I'm not sure I want to go that far. So is there no way to make it 10? Only option is to edit every single unit and lower their population usage numbers? -
PFF push for an EAW Addon in 2006. Join us!
jpinard replied to Cain's topic in FOC Expansion Discussion
First I'd like to thanks Petroglpyh for an excellent game. You've got massive long-term potential here, and I hope you get to add to it really fleshing out the Star Wars universe, and the ability for arm-chair generals and movie fans a-like to immerse themselves in this game. Wow, LOTS of excellent ideas here. I too would like to see the game start around the "Empire Strikes Back" movie, but then proceed to include all the technology that the game "Star Wars X-Wing Alliance" had. I loved all the experimental ships that were done in the game. Go here for a list of all those ships and pictures of them: http://www.xwaupgrade.com/ Units like the Tie Interceptor and B-Wing should have been in the game already, but I'd gladly pay for them in an expansion pack (as long as campaign AI is attended to). * Get rid of nebulas, asteroids, etc in Space Battles. The grid is distracting from the immersiveness, the asteroids, nebula etc - all get in the way of what you're trying to do in a space encounter. It's difficult enough with such large & small units and trying to be in the fun - and the aforementioned articles get in the way of that. * Veterancy might be a nice thing for all the units. Not giving them extra special abilities or special attacks, but increase the amount of damage, defense, accuracy - something like that for units that make it through battles.. * Majorpayne wrote this and I wholeheartidly agree: "Another something I'd love to see would be a redesign of the tactical cine camera. Basically during combat (space more than anything), I'd like to be able to have an option to click a unit and follow that unit as I'm a little tired of seeing the camera tracking action and then changing to show nothing but empty space." * Just a thought, but maybe Fog of War should be removed entirely (in space and on land)? * I should decide what space units go into battle. The computer shouldn't make that decision for me when I have more units than the population cap allows. * Larger Galaxy map for normal campaign mode single play. * Hero units sway battles too much. Lower their offensive power. * Allowing us to play as Pirates would be pretty darn cool. The "I'm not joining the Rebels OR the Imperials!" attitude * I'd like to see more customizable options in the game for the player... and I would really like to see the ground combat revamped. Right now ground combat is kind of... tedious. That's the only way I can describe it. I think I find it tedious because of the limited build potentials and most times each map progresses the same way each time. Now tedious may seem derogatory, but I found many of the maps in Rise of Nations tedious (actually Space Rangers 2 was like this also). For some odd reason when you have such a cool strategic layer, that the way games that are designed around this end up being tedious. I think it's because it's a fore-gone conclusion you're going to somehow win - and you're just getting through the land-map to get back to your game. I think this is the real reason why most people skip land combat later in their full campaign. * The unit cap is poorly done right now (for single player campaign). If you have the money/financing/resources you should be to send 10 AT-AT's into battle, instead of being forced to use a much lower mix of units... - it might be fun to introduce metals, rare elements, radioactive compounds etc into the strategic elemnet of the game. The limitation of resources could be a better way than population cap to limit the building of super-sized forces. * A real tenacious focus on your part to better the AI. Everyone says "Good AI is hard to do". We know that, but I'd personally pay money for a new expansion pack that focues on AI. Despite multiplayer trends - the main portion of pc gamer play games in single player modes. We play games to get away from all the troubles of life on this planet... and much of that is to get away from other humans. I like playing single player since I don't have to synchronize times with a friend... I don't have to worry about l33t speak... I don't have to worry about quitters... I don't have to worry about a power-gamer who's a trillion times better than me... and I don't have to deal with time issues. The mp voice is always loudest - but is still the minority. * A replay option. I mention this elsewhere in my post... but if I focus on strategy during a game, I miss all the wonderful close-in battle views. With a replay mode, we could zoom in for the movie effect and re-watch how a battle plays out. There's a reason we re-watch Star Wars movies so much - and it's to re-live the amazing universe and for the wonderful action sequences. * Ship naming. * Persistent Damage. * Luke Skywalker should be a playable figure... even though he's as whiny as me How to help make groun combat better? Well that's a tough question to answer. It's no fault of the developers really, since technically on it own... it's like having a whole extra game. So here's some not-necessarily-linked ideas (and I'm talking non-story mode): 1. Fewer ground battles. Maybe have an option where certain kinds of engagements have no possability of being played out manually, and only have "zoom in" for special or huge battles. Or even have it be random so you're rewarded with ground battle. This way when you get to land battles you feel privledged instead of burdoned. 2. Change the way maps are done. Make maps with fewer chokepoints and more opnen areas so we don't need to baby-sit units so much. Thus the person with the larger/better force is "more likely" to win, but good strategy can help make up the difference. Then in the game it becomes a war of attrition for the person outnumbered... make the enemy pay even if you know you're going to lose. 3. Get rid of build pads. I hate build pads. I like being able to set up my own defenses - 30 laser turrets in a solid wall if I like. There's a fun strategy element of making your own city (so-to-speak) for defense/offense - and the whole build pad thing does away with that. 4. Create a seperate realism mode for campaign play. Rock-Paper-Scissors may be fine for balance and on-line play, but it makes you have to babysit your units too much. Click this unit to specifically attack that unit - repeat in finitum. This makes combat tedious. Allowing people to focus on the greater strategy is more fun. I think it's more fun to send units on feints, counterattacks, come arounds etc etc - than "click the infantry and make sure they only attack other infantry casue they're useless otherwise". Once again you end up babysitting units. One of the positive aspects of such a change would be to allow us greater freedom to use the battlecam. You really can't zoom in or use the battle-cam because of all the micro you have to do... HOWEVER... if you added a replay option - so we play out a whole battle, then can go back in, replay the battle and view the whole thing from battle-cam or level 3d mode that would be fine. One of the cool aspects of this game is replaying what we see in the movies... but when you have a lot of micro you can't do that if you're unwilling to get trounced. -
Re: How is your ground-based game performance?
jpinard replied to jpinard's topic in EAW General Discussion
I think my problem is my cpu. My cpu FX-53 is fast but it's an older generation of cpu (I've had it 2 years). So I'm going to sugges the following: * AMD FX-55 0r %X-57 (newer core), or AMD X2 4600+ or better. * ATI Radeon X1900XT (ATI just lowered prices so you can get this for a decent price now). * 2 Gig of RAM. (400 MHz) matched set so you can run them in dual channel mode. * Motherboard - tough decision. I'm not happy with my current mobo (Asus A8R-MVP), but maybe their newest one has fixed some of the issues this board has (A8R32-MVP). Otherwise maybe an MSI NForce4 board. * Creative Labs X-Fi Xtrememusic (sound is really excellent). * You need a really good PSU for this setup. I'd suggest the Fortron FX600 GLN. It's got 600watts, plenty of amps on 4 12v rails, and is certified by both NVidia and ATI. Best of all it's 85% efficient so it will save you a good bit on your electricity bill. -
Sorry, I'm not far enough into the game to be able to answer your question. I"m still a newbie
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How do you all manage the space camera? I'm having a tiny bit of difficult getting the best view of the battles. See I want to control the battle.... but also view it in it's brilliant detail - and I find I'm usually zoomed out the whole time - then I wish there was a replay saved. so I could go back and watch it all in it's zoomed in glory. Also, is there a trick to the battle camera? It often seems to focus on units that aren't in actual combat. Thanks for the advice!
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WOW! That all looks amazing!
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I'm going to ask here since I'm sure someone has already done this... I'm looking for a camera mod that does the following: 1. When you zoom in it orients parallell to the ground sooner so you can see the sky a bit more and get a more expansion view. 2. Zooms out a bit more on the map so you can see more units at once. 3. Zooms in and out faster. I have to scroll my mouse wheel to much to zoom in/out. 3. I still like how the final zoom-out is clear and it's dimensions. I wouldn't want that changed. Thanks for the help! ;D
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Would extracting the .MEG files increase in-game performance ?
jpinard replied to Zenoth's topic in EAW Mods General Workshop
Good thought, however there are many games that actually run slower when you do this. I konw it goes against reason since they've got to extract the files, but apparently having them compressed and inside single files somehow helps many games perform better. Probably because files can't get moved around so much, and there's less seeking. -
I wanted to have a nice post here thanking Petroglpyh for a wonderful game, thanking them for making the game moddable, and for you modders who are making the game even better. I'm so excited to see this much effort (so quickly) being poured into the game. This game has so much additional potential it's truly mindboggling. Between this, Gal Civ 2, and Civ IV, and am in STRATEGY HEAVEN! Note: when did Petroglyph say they were releasing mod tools?
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Re: How do I make the level cap 10 instead of 9?
jpinard posted a topic in EAW Mods General Workshop
Is there an easy way to mod the game so I can make the level cap 10 instead of 9? 9 is just a tad too few units, and I think 10 would be perfect for me. No need to worry, I'm not playing on-line... so I don't have concerns about mp compatibility. Thanks! ;D -
I have a really high-end gaming rig: ATI X190XTX, Asus A8R-MVP, AMD FX-53, 2 Gig RAM. The game is running "chunky" fps in the 80's coupled with dips into thr 10's. Anyone else experience this? If so did you fix it? How did you fix it?
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Ahh, been looking at places all over the web to find a real home for Star War Empire at War, and I've finally found it. This game has tons of potential, andit just needs to be realized byt he developers working with the modder and fans. So, thanks for being my new Star WArs home.
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PFF push for an EAW Addon in 2006. Join us!
jpinard replied to Cain's topic in FOC Expansion Discussion
I just want it to be more realstic with better AI. In fact I'd pay for realsm/AI + more units + more good voice acting + better strategic AI + more variety in land/space battle. That's all I want. I don't need a true expansion.