
FormulaRedline
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EVIDENCE OF DIPLOMACY!!
FormulaRedline replied to Mikan Cyclone's topic in EAW Mods General Workshop
This is what I was thinking too. I've got some other stuff on my plate now, but (especially when the mod tools come out) I plan on looking into this. -
I got the idea for their mod...unfortunatley it did have the same problem when I played it. EDIT: Just retried PaW, the crash bug in that mod is NOT the same as this one, it has nothing to do with the ship leaving the map, so maybe I can learn something from there. Though in the first run through nothing obvious jumped out at me...this could take a while :-\
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Well scratch that, after more testing my corvettes crash the game when they actually leave the map. They can disapear visually before falling off the edge, but when the icon reaches the edge of the mini map the game crashes. Stellar, do you think you could confirm tht this does indeed not happen with your vettes? And if so, would you be willing to share your code with me so I can compare?
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I too have the corvettes working...maybe it has something to do with the destroyable hardpoints? I could just take those out and use hull damage only. I'll try that and see what happens. Darth, I had it spawning some TIE fighters, but I took it out for this release because the only effective counter to the VSDs were shield generators...and the TIEs could fly right into the shield protected area dn take out the power gen. I'll put them back in when I release the mod with corvettes and X-Wings and what not so the Rebels have other counters to the VSD. But I have no idea what you mean by diagonal position? And read above, the crash is caused by the ship leaving the screen. If you continue to give it orders instead of just letting it drift, it won't...but I'm working on a fix!
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Unfortunately that is the first thing I tried, and it makes no difference (just double checked too :-\ ). It's strange because, as you say, speeders fly of the screen no problem. I'm not sure why it crashes with this ship. It doesn't help that it doesn't even try to turn around. I'll look into the problem more soon, it would be a shame not to be able to make this a stable mod.
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YAY capital ships on land is possible with hardpoints
FormulaRedline replied to swgbex's topic in EAW Mods General Workshop
My mod has the ships using their space population levels (i.e. 3 for the VSD). The ships WAY over power most ground units, but the limited amount and their vulnerability to air defenses (esspecially those protected by planetary shields) make them far from invincible. Though admitadly the mod does make ground battles mcuh less....time consuming. But considering my average space battle lasts about 5 minutes compared to 25 minutes for ground battles, that was kind of the point. Besides, why the hell would the fleet sit around doing nothing in space while their troppers get slaughtered on the ground? -
YAY capital ships on land is possible with hardpoints
FormulaRedline replied to swgbex's topic in EAW Mods General Workshop
Of the ships in this game, all of the ones you said (including the Nebulon-B) can enter the atmposphere, I think the Pirate frigate would also be able to, and of course all of the fighters. Should I also include the Broadside, Marauder, Tartan, and IPV? They seem like they would be able to, but I don't have any movie or textual evidence that they can like all the other ships. -
Victory Mod Beta 0.3 This is a mini-mod that lets you use atmospheric capable space ships in ground battles. You can download it here: Victory Mod Beta 0.3 The ships are still built at space stations with the usual costs and requirements and retain full capability in space battles. However, they pop out on the ground (as long as there is room on the planet) and can be used in both defense and assaults (though they get dropped off in shuttles which looks kinda funny ) They use their turbolasers to devestating effect, demolishing ground units in single salvos. The ion cannons sweep the battefield, disabling everything they touch. They are vulnerable to beefed up air defenses though (including the planetary turbolaser, transformed in to devestating anti-ship weapons) and their weapons cannot puncture planatery shields, so you will still need your grunts to go in and do the dirty work. This is the mod for all those commanders who are tired of having their huge fleet sit in orbit doing nothing while their poor troops get slaughtered! Ship List: Empire: -Victory Star Destroyer -Acclamator Assault Ship -TIE Fighters Rebel: -Nebulon-B Frigate -Corellian Corvette -X-Wings Future versions should see more balancing and tweaks for the AI. If you have any feedback on these issues or the mod in general, please let me know in this thread! http://web.mit.edu/foot/www/EmpireAtWar/Screenshots/AssaultOnGeo.jpg http://web.mit.edu/foot/www/EmpireAtWar/Screenshots/Eriadu.jpg
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YAY capital ships on land is possible with hardpoints
FormulaRedline replied to swgbex's topic in EAW Mods General Workshop
Hey guys, as promised here is Victory Mod Beta: http://web.mit.edu/foot/www/EmpireAtWar/VictoryModBeta.zip I'm still getting the bug that crashes the game when the VSD nears the edge of the map. Please download it and let me know if you find any more bugs and how you like it P.S. I decided to take the TIEs out right now while I work on polishing and balancing, but I do have them along with a Rebel Corvette already working on the ground. -
I was right, take a look at how Vader does this and you'll figure it out.
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YAY capital ships on land is possible with hardpoints
FormulaRedline replied to swgbex's topic in EAW Mods General Workshop
I was also interested in this after seeing the Pirates at War mod and decided to answer some qusetions for myself. I was able to get the Victory star Destroyers working almost completely correctly except for a few bugs. Features: -You build them at Space stations with the same requiremenst you are sued to for VSDs. -They have full functionality in space battles. -The same unit can participate in your land invasion.-Powerful turbolasers decimate enemey forces while ion cannons take down vehicle shields and disble them. -Weapons are stopped by planetary shields, requiring a ground assault of the shield generator. -Power to Weapons ability retained. -It spawns a few TIEs in the gorund mode that strafe enemies with powerful laser cannons. Bugs: -They still come down in shuttles and strat half way into the gound. -I get a fatal exception every once and a while that causes the geame to crash. I'll probably release this mini-mod when I have some time to clean it up so people can see how its done and incorporate it into more mods. Then I'll start on getting more ships down there (Rebel fighters, Corvette, Nebulon-B, Acclamator) aand balancing it all out. -
new ships getting blasted mod
FormulaRedline replied to sithwolf's topic in EAW Mods General Workshop
The models in EaW have "bones," which are normally used in animation. Pieces can be attached to these bones so that they line up correctly, but then these pieces can be easily seperated. Just look in the XML file for the hard points. Each hardpoint is attached to a specific bone. -
Question about modeling/texturing
FormulaRedline replied to DragonShadow's topic in EAW Mods General Workshop
It is slightly different depending on what program you are using. I would go look up a tutorial for your specifc modeling program. This is the one I used for learning in 3DS Max: http://ran3d.com/tutorials/k-bar/k-bar01.asp -
Vader lands in a shuttle yet he flies a TIE in space...so there has got to be a way to get around this.
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Might I also suggest experimenting with the space vehicle that carries the vehicle? In other words, in space, what if you had a Star Destroyer "carry" the land Star Destroyer. Much in the same way Slave I carries Boba Fett or the Gallofree carries Rebel troopers. Then the unit would be a Star Destroyer on land and in space.
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Re: EaW: Total Realism v1.0
FormulaRedline replied to Athanasios's topic in EAW Mods General Workshop
I personally would love to see this mod with more realistic sizes applied. I hope the hitbox issue doesn't create to much of a problem. -
Put sme space units into the ground!
FormulaRedline replied to Darth Vader's topic in EAW Mods General Workshop
I had this exact same problem, I'm not sure what the cause is. -
I'd be willing to bet the skin name is defined by the model (this is how it works in most games). This means you'll have to wait until Petro releases the mod tools for us to put models in before you can have two different skins for the same ship.