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Everything posted by Droid803
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um...I've copied the exe for the map editor around and never expirenced any promblems of the like, even opening maps with missing objects. They just, don't show up!
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Re: Hypothetical Prefab Garrison Structures
Droid803 replied to MonkeyBiz's topic in EAW Mods General Workshop
How about...it just releases units for you to play with via Executor Deploy Code. click, it gives you a unit, repeat. -
TacticalObjectsBuildabeSkirmish (or something along those lines) in Scripts/AI/SpaceMode Its a huge filename that begins with tactical and contains "buildable" and "skirmish" so it shouldn't be too hard to find (i don't even bother to remeber the full name lol)
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TIE bizzaro!!!! Cool! (in the arc hammer 2 code) Bah, if AI aren't building it, MAKE Them do so in the LUA Its not hard...its simple adding the name of the level 6 station to the right line in the right LUA I'd like to have 2 death stars, available for GC, that'd pwn. As in - two Death stars on the same map. HAVE FUN DEATH-STAR HUNTING ROGUE SQUADRON!
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You know why there is a billion of space units and only a few land? Space = warlords conversions. Blame that again. Yes, not many people can ANIMATE, which is needed for land units. If you know how to make a cube, you can make a borg ship for space. (lol) No animations, no nothing whatsoever. However, the most basic land unit needs about, 5 - 6 animations. Much harder.
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All ihave have to say is: :o :o
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Exactly. If you have 3ds Max, why would you just convert when you could model and actually USE the program for what its designed to do? The answer: its easier to convert warlords than to model, and it takes much less time. You're not only wasting your program, you're wasting yourself, an asset to the community that would otherwise create models! People complain when there isn't a warlords model for something they can just convert, and go "YAY I DID SOMETHING TO HELP SOMEONE!", while all they've did is provide a (bad) conversion of a models made entirely by someone else and released for your convinence. I would post my mod if I could get it to WORK properly... And have the buildings actually APPEAR in skirmish... Blast FoC ands its no-map editor. Gaaah I need help.
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Yes, mine look liked that... or if you want another picture in game, mine looks exactly like the destroyed Annihilator on Wookiepedia. It looks like that in game :S
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Hmm...well I was playing as empire on a custom land skirmish map where none of the buildings were rebuildable witha and against a few "friends" I met online. It was basically in the shape of a sideways "U" with water in between and the bases on either end, with a giant array of turrets at the curved area. The power generators, are in the most vulnerable position, just behind the arracy of turrets, although there was a secondary generator a little further back, by the turbolasers. We start with a few artillery pieces each, for perimiter defense because of the nature of hovercraft crossing the water too quickly. It was one of those maps where resources don't matter - only holding landing zones for the base advance. Made for an ENTIRELY different way of gameplay. We quickly secured the landing zones on our side of the U and set up a perimeter behind our turrets, and deploy the artillery along the shoreline against T2-B tanks that kept coming in. Then we waitied for the tech, as we knew our forces would never penetrate the turret defenses. As soon as tech 3 was reached, our team devided our efforts - one play build atrillery and managed defense, while I built AT-ATs for the offense, and another built 2-Ms to cross the water. I dropped my AT-ATs and began to advance on the turrets, taking them out along the way, while the 2-Ms were cut down by enemy turbolasers, but not before inflicting some damage to the barracks and light factory of the enemy (they repaired themselvesself). As I advanced through the turret field, I attempted a bobing run to clear the turrets, but the bombers were downed by enemy AA. At that time, I was hit by waves of T4-B tanks. Having only cleared half the field, I was taking heavy causalties, although I kept dropping addition AT-ATs, they didn't move fast enough to prevent the front line from being pushed back. Eventually, the enemy infantry came in after the tanks and we lost the mid-U landing zone as were forced to dig in at the shield generator. At that point, the enemy called in 3 bombing runs on the same location at the same time, so as our AA Turrets could not cut down the bombers fast enough, and subsequently, we lost the turret field. As the T4-Bs came in, we had our artillery move forward to help cover but by that time, there were around 30 T4-Bs on the ground, advancing on our location. Needless to say, our AT-ATs were getting destroyed before they could finish dropping, and we lost the forward power generator. We called in several bombing runs and effective halted the T4-B advance by damaging/destroying most of the force, but not before they captured the generator landing zone. They also began to spam Airspeeders, so much that we had to construct a few AT-AAs to defend our generator. As a last ditch effort to reclaim the landing zone, we built 3 palpatines and sent them out, converting the remaining T4-Bs to our side. As the newly-aquired tanks and palpatine moved towards the landing zone though, the second wave of T4-Bs landed and quickly cut our damaged tanks apart. Palpatine followed in suit. At that point, we were getting desparate and set up artillery pieces all behind the shield, while the other player and I built 2-Ms to send across the water. We built a sufficient amount to take down their turbolaser towers, but the advance was stopped by the presence of anti-vehicle turrets slaughtering our damaged 2-Ms. We quickly built another strike force but by then, the enemy T4-Bs had arrived at our second power generator, and the artillery could not hold them fast enough. Here was where we made our fatal error - we attempted to defend our power generator rather than attack while the enemy base turbolasers were offline. If we did, we would have probably won, because the AV turrets were few. (The 20 lost were from the defesive array away from the base) But, we chose to play defenseive, and subsequently, our attack force was lost ,as well as our base shield. We then had to hole up behind the generator because of the T4-B waves. Here was when they just kept coming and breaking, coming and breaking. Our attack forces failed because they realized their mistake and constructed addition AV turrets. Eventually, we lost our Heavy factory and we were gradually being whittled down by their endless waves of T4-Bs. As a very final last resort, we built scout troopers and did suicide bombing mission by scrabling across the water and droping several detonators before they were killed. We eventually came to a point where everyone was tierd of the game and we all decided on leaving it. Not exactly a victory, but it could have been. Note, the losses are only MY losses. My teammates porbably lost another 100 2-Ms, 30 AT-ATs, and about 60 SPMA-Ts, as well as numerous other units. http://img.photobucket.com/albums/v423/kc1991/sweaw-20060624-163054.png
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Everything has pros and cons, but warlords has killed the modeling faith of many. They'd rather just convert, and they complain if there is no warlord model avaible for them, because they get hosed if their model is not as good as EvilleJedi's (its hard to be better, warlord models are really good)
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I play on max and its still go no skin. Its a shader issue, like some of the old, badly converted models. Never knew petro would do that too.
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Oh thats just evil! lol. And the funds might not even go to fund cancer research... so ok, telling us to remeber to donate is a better idea
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Wow this is new lol. You should make a paypal donation thing that ppl have to donate to get the mod Now that actually encourages them to do it...
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I've had the same problem as SGT. Hicks in GC. They all end in 1 day as defeat. 1-day time limit is kinda stupid IMO...why the hell would they even put that in!??! You can't do ANYTHING in one day. This is a horrible limitation. In EaW you could simply just make a few new maps for Skirmish, and the GC would work just fine...
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Wow cool site... Many articles need to be more informative though. They're really terse.
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Ages of Star Wars: Jedi Civil War
Droid803 replied to MSEagle2's topic in EAW Hosted Community Projects
so...the tank from the PFF imperium mod is the same tank for AoSW? LOL -
Well, I expiremented adding a new faction on FoC Everything worked, except I couldn't get the starbase or ground base buildings to show up, so I had to opt for placing them in the default starting units. I'm sure I've coded everything correctly as it all works, but what value determines the position of a structure withthin a map?
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The map editor uses registry!??!?!
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The inside veiw looks like a city...with orange smog...and a gaint web over it... Wow...that looks awesome. Only thing objectable to is the Krayt Gun. (lol) You can have multiple hardpoints on one bone if its not destroyable...they all fire...and you can let them fire in all directions...
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Re: Eclipse/Executor/Deathstar2 in skirmish
Droid803 replied to TFF_V_PiRaTe's topic in EAW Mods General Workshop
cool...its got a nice death clone too! Fricken sweet. btw, who is purple hair lady? -
Re: Eclipse/Executor/Deathstar2 in skirmish
Droid803 replied to TFF_V_PiRaTe's topic in EAW Mods General Workshop
How about making it the Eclipse...It may be easier to work with - you can select it. And it can be killed. -
My point was to pratice and get better gradually, not kinda "waste" the program on rigging if you're never going to model because of readily available models.
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Hey ever stop to think: If you have 3DsMax and you cna rig models. WHY DON'T YOU JUST MODEL THEM YOURSELF!!?! Isn;t that wasting the program then!?
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Re: Eclipse/Executor/Deathstar2 in skirmish
Droid803 replied to TFF_V_PiRaTe's topic in EAW Mods General Workshop
Yes that works. You can put the Death Star Position marker into skirmish maps an I belive it may wrok...It'll need a lot of workarounds though, as you can't exaclty...drop and unit into play...which is underneath the map...