
jedi_consulor
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Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
This is what it says about Kyle's father on Wookiepedia - where it references his death. so, his actual defection to the rebellion is noted here in this section: - anyone done any screen shots yet anyway ? -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Did I send you a link for Alpha 5 ? - I don't remember if I did.. :-\ -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Katarn found out about the Empire killing his father. Sent him on a bender to find the guy responsible I think.. took him on an obvious collision with Imperial Forces. (Dark Forces I, II) etc. So we DO have Kyle as a Rebel Agent. According to my Star Wars encyclopaedia, he assisted in the retrieval of the Death Star Plans as well. Pretty stupid to have Kyle as anything BUT Rebel. OK, now Dash Rendar DID work for the rebels, he was a mercenary, but I did not see in any light of day why on earth in SOTE he would be working for the Consortium. Its not part of a known storyline OR known history. Dash did work for the rebels, and helped with supplies for them on Echo base. I added Dashes ship 'The Outrider' - so Dash Rendar can be a Space Hero for the Rebellion. His natural story arc in SOTE place's him on the side of the Rebellion during the period this mod starts from. -
yes, yes, thats another good idea too
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Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
@LOS I'm doing similar to that. Three groups (flight groups) that make up 12 fighters per squadron. @shak - sorry mate. I thought you had forgot about it. - For the bombers and Defenders ok, sounds good. Will do that configuration. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
This could work better for us, and could reduce the lag in tactical combat a bit with the fighters ? plus the squads can be split up and managed for different tasks - instead of having an entire squadron of 12 fighters go after the same targets. I'm not touching some fighter that came with FOC - mainly the Imperial ones except the TIE Fighter and TIE Interceptors, the others seem ok as they are, except I am not sure IF TIE Defenders should be in a squad of three ? :-\ -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
shak - I am that busy trying to remember where I am working at the moment on SOTE - I generally forget the tiny things. But yes I'd have to agree this is the best Venator I have seen yet. Not only for the fact I coded it from scratch too. Avenger gave some help on how to do the shields and the Main weapon though. I have been thinking on what kind of Squadron groups to do for the game. So far I have settled on the idea of doing squadron sizes of 12 in groups of 4 like this: http://i37.photobucket.com/albums/e99/drone_pilot/e-wing1.jpg I know some times in the movies you see them in a squad of 6 some times 4, so I will go for the smaller number. So you get three groups making 12 fighters. -
well no it wouldn't matter. - maybe you should play about with the enter and exit distance from the ship. What did you do with this line ? Where does it specify in the coding of FOC what garrison category's you can have ? - if this is looking only for a vehicle or infantry as the objects it can garrison then it won't work with fighters or bombers. a new category needs to be created. for Fighter and Bomber. The alternative would be to try and make a group of fighters that change the ship class to vehicle maybe ?
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Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Not sure when Alpha 6 will be done. Depends how many bug fixes I need to do and how many get reported so I can fix them. Also depending on how many units I can add. I know people want to try out this new Venator, and I promise you you won't be disappointed with the rotating turrets. Plus with the shield look on the hangar bays - it looks awesome. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
hmm ok ! - I will remove the build option for them from a shipyard. They will only be available from the Mediator ships. Edit: I have got the shields now working on the Venator hangars so this model is complete tested and working http://i37.photobucket.com/albums/e99/drone_pilot/Venator_shield.jpg -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
The E-Wings should be faster than TIE's though, even so.. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
hmm yes but an E-Wing is a better fighter than a TIE Fighter ? it should own a TIE Fighter -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
lol - I am changing the spawn times and number of squadrons that are spawned at the moment, plus I will sort out the K-Wing a little bit. It is supposed to be quite powerful though plus you should of used your squadrons to protect the SSD ! - its called strategy -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
ha haha ROFLOL ... hmm oops sorry It just made me laugh for a second ok, ok .. I will adjust its settings I guess -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
hmm yes, I think I will look at the amount of spawn squadrons again. I was looking to create big space battles with lots of fighter squadrons initially. K-Wings are supposed to be pretty powerful though DV they aren't technically supposed to be in the game either ! - but they should be pretty powerful. Its a heavy bomber after all. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
SOTE ? - or the new Venator with the turrets ? -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
yes thats true. Could be the shaders are causing the lag. Most of the models use shaders and not bump maps. The only solution to that is reduce the texture settings though. I agree I really suggest buying a Geforce 7600GT good investment for playing EAW FOC games. Plus your right games DO NOT support HT processors, that makes no difference in games - it only uses one core. I also did tweak the spawn times on the starships and starbases, to spawn faster - maybe this time should be increased as well. to help prevent lag, although space battles will be a little dull. - particularly for me who likes big space battles.. -
Don't know - just a thought though - did you try to do it this way ?
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lol that has a lot to do with being able to build Vader in GC. with out this you can't build it.
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Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Thats VIDEO memory. Mine has 512MB this is really to improve video performance on your PC. (helps with smoother play back of video) Pixel Pipelines are different. This is what really makes a difference when playing games, is how much information your Graphics card can handle when playing games, Don't confuse video memory with pipeline cache. This is what's responsible for how fast it can transfer the information from the game you are playing. Games do not solely rely on video memory to play a game - it's part of it, but does not mean that your game will run in high quality settings properly. All you need to know Low pipeline (2-4) pixels means low performance in games generally, meaning you should play games in performance mode's. Your card was based on a Geforce 6800 - your card is a cut down budget card like mine. Its basically had its guts ripped out and made for the general desktop video market, for home video users. (TV Video DVD) its not a gamers card mate. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
You only have a Geforce 6200 which is a budget card, and only has a texture pipeline of about 2-4 megapixels ? so there will be lag when playing some games. Its not entirely the fault of your card, as I increased the population caps in the game. This will cause lag for some people. I have reduced the Tactical Space unit cap to 25 for both rebels and Empire and 30 for the Consortium. Can you see the Venator like that with your card ? - only maybe by increasing your game settings to high. Otherwise you need at least a Geforce 7 card like me. By the way my system as 2GIG system memory and a dual core processor (3.0Ghz) and 512MB on board memory for the video card. That makes not much difference however, as its the pipline's on your gfx card that make the difference in how many frames per second can be rendered, the lower the amount the more lag you will get in a game. Best way to run any game is to make sure you have other things closed down to free up memory and resources. This is way off topic now so.. If you make the changes to your factions file and change the cap value to 20 or 25 to suit you - it should ease the lag. The lag in the Galactic Map can Occur because of the amount of new planets added to the map, it means the gfx card has more work to do in showing the game map. the lesser planets there are can be easier on a budget gfx card that is not able to render all the texture information at once because of the volume of what is trying to be put through a tiny pipeline. I'm going to be upgrading mine soon as well as mine can only handle 4 (4 mega pixels) I have noticed you can get a Geforce 7 these days quite cheap if you try certain places. So I will be upgrading mine when I can. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
well that tells me a lot : - where does it lag ?! LOL good grief I can't read your mind mate OK little surprise for people and I hope you like the hard work I did getting it to work. http://i37.photobucket.com/albums/e99/drone_pilot/Venator_rotate.jpg ROTATING TURRETS ! -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
I finally added the new Venator to the game but it still yet needs to be tested. I'll probably do that today. Features: Rotating Turrets, and shields over the hangar bays - also many new hardpoints. Thanks for the PM shak, I will look at the SD problem asap. The squadron position and icon placement - is pretty odd to me. I have not ever edited or touched the A-Wing Squadron you showed in the screen shot you sent me. I will look at this at some point - is it just the A-Wing Squadron you sent the picture of ? - or fighter squadrons in general ? -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
You been reading wookiepedia again - well I think the scale between the two of them as shown in the picture is ok - I can't really do the A6 any bigger UNLESS I make the B5 smaller.. But then it would not look right either. The B5 is also designed according to the game devs to take AT ST's - so I'd guess it can do AT PT's as well. -
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
Last screen shot of the Juggernaughts both the A6 and B5 I guess you can tell which is which by the size. http://i37.photobucket.com/albums/e99/drone_pilot/JuggA6_A5scale.jpg shak I gave it concussion grenade's as I go by the information on wookiepedia on the A6 Jugg. it mentioned they could use them.. Although I might change them yet.. what kind of missile's did you want ?