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jedi_consulor

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Everything posted by jedi_consulor

  1. yes, I have his approval to use some of the units from his mod. I did promise him I would not reveal them in SOTE until he released his V3 mod first,. With that done I will start up the screen shots of them in SOTE. shak - I did it this way as this coding will work better. Swap Weapons: Rapid Laser Cannons > Heavy Laser Cannon Rocket attack > Fires Concussion Grenades and fires Anti Infantry turret lasers.
  2. ok is this scale ok for the Juggernaught A6 you think ? http://i37.photobucket.com/albums/e99/drone_pilot/JuggA6_scale.jpg Weapons Heavy Laser Cannon Rapid Laser Turret Rocket Grenade Launcher
  3. hmm well I was going to have it so most of the planets don't have any control at all. Rebels or Imperial factions could just 'take over' an empty planet. Rebels and Empire could both have just one planet they do control where they can build up their forces from. I DO like the idea of having a FOC standard game with out the ZC though.. plus your right the main SOTE expansion campaign should not really have the ZC playbale at all. 1) I will still do the Revenge of the Empire Campaign because its set after the battle of yavin and the Empire are on their way to attack Yavin. 2) I will remove ZC from SOTE campaign and will not feature in the Revenge of the Empire Campaign The ZC campaign 'Consortium Surrounded' will be removed. LOL .. the blast icon.. oh that's the rocket attack button I changed it and made it with a different description. Press that and it fires its rocket grenade launcher. shak - you were thinking the same as me actually. Swap weapons would be good here say Anti Infantry laser for Medium laser cannon ?
  4. Change the subject for a second, here are some pics I did of the juggernaughts. A6 Juggernaught - I decided to go with the A6 instead. http://i37.photobucket.com/albums/e99/drone_pilot/JuggA6.jpg B5 scale http://i37.photobucket.com/albums/e99/drone_pilot/Jugg_scale.jpg What do you all think ?
  5. HK I now understand, I don't understand however WHAT is causing it. I went quickly through the tech levels on the Empire all the Starbases appeared ok - no glitches in the graphics. Same with the Consortium. Just seems to be the Rebels on 'some planets' like Yavin 4 and Endor - Hoth was glitchy, yet another planet was fine the Tech level two rebel station was fine - no glitches. I can't fix this problem right now because I don't know what is causing this. We need to come together me thinks with idea's to try and figure this out !. I tried the scripts - wasn't caused through this I tried the Space maps we added stuff to, wasn't this either I tried the shaders folder - doesn't seem to be here I tried the planets xml and the campaigns_GC xml - restored backups of older files - didn't make a difference either. I am stumped. - sorry..
  6. No you can't. I made this clear before. Rogue Squadron land for GC mode is NOT a hero team. They DO NOT appear on the hero icons when you have built them. Its not Rogue Squadron space your building but a land version. You still only ever have one of each. So really you dont have 'two' space Rogue Squadrons or Two Rogue Squadron land versions. They are independent units. Well What planet are you talking about ?! - what GC campaign was it ? - What tech level ? - help me to understand !
  7. That's weird. I have never messed with Starbase's or upgrade code. Hmm is the Empire surrounded game one of the original campaigns - if I remember right ? from EAW. Because sure - yes they could well be bugs with that. Unlocking those GC games is one thing - weather they actually work properly with FOC is another thing. I was thinking Shak - you reminded me of an idea I had. I was thinking of scrapping one of the FOC campaigns that were made for this mod. I don't think we need a consortium GC game so was thinking of removing the Consortium surrounded...? I want to replace it with a new campaign called 'Revenge of the Empire' or some thing like that Rebels Starting planet 1 = Yavin Empire - don't know what planets yet - but they could control 5 maybe. The rest would be uncontrolled and can be taken over. Object of the game is to get to Yavin and destroy the Rebel base located there. The rebels must obviously survive and find a new base - like 'Hoth' or some where. JC
  8. ok I'll look at the code for it, but I think I have some code of my own I did for a Juggernaught that does not deploy.
  9. Yes sure DV - that would be great actually. Good Good ! let me know when your done and ready to send it over to me.
  10. never had problems with that HK, Do your best with what you have though. Its either realistic scale and hardly see a unit - OR have realistic scale - to be honest I have not had a problem using the 'C' key after selecting a unit ? - you should be able to get a close up still even with a small starfighter. I added the TIE Raptor to the game which will be only built on Dathomir. This was requested a while back and I just remembered about adding it. Will be at Tech 5 Starbase lvl 1 in the next build. I got this image of it using the 'C' key after selecting the unit - so see ? - it can be done with tiny units in the game http://i37.photobucket.com/albums/e99/drone_pilot/Raptor.jpg
  11. If I do an A6 version I will have to see if I can find some one who is - or has made the A6 type Juggernaught. We would have to get permission to use it. The B5 model can be used for now if I needed to, The current model already HAS the ability to switch to rockets. It would not take much more tweaking to add a few other things to it. Anyway - screen shots anyone ? - I'd like to see some of the new units if possible. If people think the land air units are too small please give some suggestions for scale as well.
  12. yes I would have thought so. I made the Juggernaught pretty big for scale - but its not as tall as an AT AT. am thinking of doing an A6 version of the Jugg, one that does not garrison troops - but has the rockets and other stuff. Plus heavier armour but slower. Keep the B5 Jugg as a proper trooper / Small vehicle deployment thing..? Thanks HK for letting me know about your shutdown bug. I am relieved to know it was not SOTE responsible.
  13. HK - I haven't looked at any of those things yet to do with the size of fighters on land battles. I can't comment on any other bug to do with this: Never at all happened to me while testing in all the builds I have had. The problems could be else where but not the mod. But its NEVER done this on my computer mate. well I must of probably re sized his fighter at some point. There is the problem of scaling things so they can be selected and played properly though. Since why the land fighter might seem a bit small. But your right - what scale would you like to suggest for them ?
  14. I think I already did that, BUT, I'll re check that.. Make sure its set to the AT AT barge.
  15. no I knew about that the code I was looking for was this :-- example..^^ to tell the game how much room it takes up when garrisoned.
  16. OK, Alpha 5 is uploaded. Check your in boxes if you were expecting to receive the alpha build from me. Please don't complain its 133MB to download, even if you have downloaded this before you still need to download the full version. I made all kinds of changes that affect the models and textures folder as well as the scripts and xmls. What I didn't mention was: There is still a bug with the Hutt Fighter. DO NOT use the weaken enemy effect with this fighter. It will crash the game.. Only Dash Rendar has this ability now anyway. Things I mentioned.. Darth Vaders 'Throw Saber Ability' is not complete, do not report this as a bug. I also found an exception error in Skirmish while playing the Empire side. I think it was after I called for an orbital bombardment. Need to be tested by others and confirmed. If others can find this bug too I can find what's wrong with this - or if its a unit causing the crash itself. (After being hit by the Orbital Bombardment). I missed the addition of the K-Wing Land version in the last build, this has now been properly added to Alpha 5. (Tested it was working ok). Removed the hyperspace trade routes between Mandalore and some worlds. This is because Mandalore was in the wrong location from FOC's galactic map. The trade routes would have ran through some planets ! - so I removed them. Remember this game is for GC play only not story mode play. JC
  17. @ARC - it's ok mate, I am uploading the entire mod again to a few servers that can handle the file size. I made major changes since Alpha build 4 - people really need to just re download the mod. You are not alone others will be downloading the Alpha for the first time as well @D803 - Thank YOU. You have better illustrated what I was thinking about this. Which is why in the SOTE game the Juggernaught's size was reflected as such in comparison to an AT AT. Plus its quite true what you said about the AT AT - they reckoned you could also put a few Scout Walkers into an AT AT as well if you took its legs off ! Its pretty simple a Juggernaught should be able to carry a few Scout Walkers. So I'll put the pip value at 3 - it can then carry a compliment of 4. Plus a pip value of 2 for the AT PT. I'll be doing some last minute adjustments, but then later on today look in your in boxes for the download link guys. The V-19 Air Speeder, it's pretty cool - has s-foils the wings can open and close. Doesn't look anything like a V-Wing though. I'll post some pictures later. Or some one else can once they get the mod.
  18. Yes I DO realise that. Do you realise it's the game developers that wanted them garrisoned in the first place like this ? - The way I see it a Juggernaught is a giant vehicle its like an AT AT with out its legs -its on big weels. think about this logically. That IF you know anything about real battlefield tactics. - like in the 'real world' - what bloody army would make a legged walker like an AT ST 'WALK' miles to the battlefield ? - they don't. they have them transported in. Its too dangerous dropping them in via an Imperial lander. - Realistically the Lander could be targeted and destroyed. Juggernaughts I would imagine would be able to get small vehicles to the battlefield quicker than it would take for them to get there themselves 'walking' ! which is WHY I gave the Juggeranught a speed increase. I am not going to argue this any further, its logical to have a transport system for vehicles to drop them off by a battlefield deployment zone. No one in the right mind in the real world would get a AT ST or AT PT to walk all the way there into a battle zone. They are quite simply already deployed by a robust transport system. Good grief AT AT's could carry AT ST's ?! doesn't this give an idea of how big a giant vehicle like the Juggernaught must be ? Enough is enough about this. I'll increase the pip value to 3 that's all I want to hear bout this. As far as I am concerned they carry small vehicles for deployment nearby a battlefield zone.
  19. Rubbish. AT ST was made to be garrisoned by the game developers. Your taking things out of context, Do you realise the actual size of the juggernaught to the size of an AT ST ? If the game dev's think they can be garrisoned by a Juggernaught I won't argue against it. Its a good idea. The FOC patch ALSO garrisons AT ST's ... A cannon mod ? - oh well better take out those K-wings then ? From FOC 1.1 update readme file - See ? I did the same for the AT PT and some rebel tanks too. The Shocktroopers were done in my last mod I did privately. I had them firing plex missiles, it just doesn't look right with out the actual rocket launcher attached to them though. Kind of weird seeing a trooper firing a plex missile seemingly from no where..
  20. AT-ST's yes it does. There are two versions AT ST MKI - hunter - and the AT ST MKII - fire rockets and has a Anti Infantry / Air laser turret as well. A-Wing is space battles can fire concussion missiles - all fighters have different ability's for what they would have.
  21. Well you came in late HK LOL we already did remove Tarkin, and Obi Wan already done so
  22. Release to internal testing team : Friday.
  23. ok never mind - I seem to have found it after all
  24. In FOC 1.1 they made it possible to garrison an AT ST into a Juggernaught. "AT-STs can be garrisoned with a pip value of 2" I was trying to look for this in the files but can't find where it is ? - or how you could do a custom unit to do the same thing as what Petro did. Can some one point me in the right direction in which files to find all these referenced in ? Thanks.
  25. Kodor - can you provide a screen shot ? - might help illustrate the problem you are seeing, rather than trying to guess what could be the problem.

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