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There are several rough outlines for general strategies for each faction on multiple GCs on our forums. If you're having trouble in a specific GC, I'm sure some of the posters wuld be happy to give you tips.
Other than battle cam I don't believe so.
Keep in mind that this isn't ICW; what it means to be a carrier is different. The Escort Carrier wouldn't have put out any more fighters at a single time than the Acclamator will.
The total number of fighter supply is more or less correct. However in Sins you get to choose what types of fighters you use.
What gave you that idea?
Stuff in the base FoC folder will overwrite whatever mod is being loaded. RaW installs its AI stuff to the data folder, and in many cases this messes up the AI in other mods or breaks it completely.
When it's finished.
This is a carrier variant. There were definitely Acclamators modified to serve carrier roles, and considering they were holdovers from several years beforehand, the ones that stuck around would tend to be modified (much like dreadnaughts were).
The Acclamator is taking the carrier role. There is no Venator though.
It doesn't look at all like an ISD hangar so I find that unlikely. Either way, it's pretty irrelevant to our choice; ingame it's still the same effect (with a few differences that work out in the Acclamator's favour), but one is significantly uglier than the other.
We'd like to have something out this month, but if we can't do it, we have no problems delaying.
The vanilla map has absolutely no bearing on our decisions for this GC. We picked about 50 planets that were relevant to the GCW, some of which already in ICW and several which aren't. Some of the ones being added were also present in FoC, but it's not something we even looked at when planning the GC.
The mod can be followed here by doing what jordan said if you have a profile. We also have our own site/forums here:
I know what he was talking about; I just can't remember what else we cut from EaW and whether any of it is in the new GC.
All of the buildings have been remade based on either canon stations, or, in the case of the Trade Station, Ralph McQuarrie's concept art.
As for planets, "Coruscant" style planets are their own planet type, called Ecumenopolis. The first picture in the gallery right now is already one of them. They're very rare and pretty valuable, so they're never going to be home planets unless you specifically move your capital there, or in the pre-set scenarios where players start with more than one planet. Home planets are typically going to be Temperate planets, like Dantooine or Naboo.
Slornie is, I think.
Yes to those specific three, don't know about the etc.
Which version are you trying to download, and when/how does it fail?
It's not really loading a LOD per se; when you're far enugh away from something, it stops rendering it at all and just shows the icon. This goes for both ships and planets. So, spacing them out doesn't really solve anything from a graphical or performance perspective, I'd think, though our planets tend to be rather spaced out (it's a side effect of having all the maps made from one giant map I made of every planet we're using, plotted more or less accurately, which has to take into account more compact Star Clusters like Hapes, along with more spaced out areas like the Outer Rim).
The lag people experience in Sins is typically CPU related since the game is single-threaded and keeping track of a lot of things at once. Particle lag in large battles is also a big offender, sometimes. For this reason, some of the biggest causes of lag are fighters and mines. Especially fighters. This is one of the reasons for our fighter supply system; we're able to represent all the fighters a ship had, without actually putting them on the field at once.
The technical term "skybox" does refer to the whole thing, actually.
There are different parts to it, but neither is more "skybox" than the others. Except for maybe the actual physical cube.
What have you done so far?
Can you be a bit more specific?
We haven't done anything to the skyboxes yet. This is just the only vanilla one I like, so it ends up in a lot of pictures.
We completely disagree; despite being a 4X game, there's very, very little (essentially nothing) that goes into managing your economy or anything beyond the military side.
Using the Golan Space Colonies was already the plan, we just don't know if it's something we want to do yet.
It can't be used as a generic shipyard planet model since pretty much every famous shipyard was a different type of planet. Mon Calamari was Oceanic, Bilbringi is an asteroid, Yaga Minor is a forest, etc. The orbital ring shipyard style was also pretty exclusive to Kuat as well.
It can't be used as an industrial type because the only thing really industrial about it is that it had the rings, which are specifically shipyards, whereas any actual industrial planets (like Mechis III) would be on the planet itself.
1. Yes, there will be appropriate planet textures for the new planet types including Ecumenopolis planets (of which Coruscant is the most famous example). Planet models and textures take up considerable resources, however, so we don't intend to do unique models for specific planets like Kuat which could only be used once. Kuat is considered a Tier III Terran planet.
2. Yes, there will be custom VOs for everything.
3. The mod will be compatible with the Galaxy Forge (as every mod is)
That's intentional; hero death is permanent in both skirmish and GC. Otherwise they just get thrown around and don't have to be used carefully.
No, considering that the Phalanx is the baseline that these new EotH skins have all been made to be in line with and replicate. The only thing the Phalanx will get is team colouriing and a few more lights.
IF you assume a baseline of ~100 techs, around 90 of them are flat upgrades that youd definitely want at some point. The rest are a split between 50/50 depending on playstyle, and stuff that is more upgrade than not while emphasizing one aspect core to the faction and minimizing one that isn't.
So, if you're a research buff you'll have no shortage of options. We just feel like this is a more interesting way than just AFK spamming every button.
Yeah, Sony's owned it since like 2004 unless it's changed in the last year or so. It certainly wasn't included in the acquisition of LFL, but either way it's not like Disney would be less stringent about copyright stuff.
There are some mods that get away with it, yes. That's not because it's not illegal or that they don't care, it's that they haven't noticed. They wouldn't see it as any different from distributing the music for any other purpose. Plenty of Star Wars fan projects get taken down by Sony's claims (including Let's Plays of our own mods on Youtube), and plenty of mods within different IPs have been taken down for including copyrighted content. To us, it's not worth the risk of having the entire mod taken down just to include a few songs. If people own the tracks they can put them in themselves.
Like MrPerson said, the problem is legal. The music is owned by Sony, and if they find stuff they tend to be very strict. The fact that it's not for money doesn't matter, no company is ever okay with people just uploading entire soundtracks. It's no different from just posting it on a torrent site or something.
The fact that it's free doesn't matter; uploading any music for free on its own is still an issue. When people post "I'm not the copyright holder, no infringement intended" it doesn't matter. You may not be intending to infringe upon copyrights, but you still are. People only get away with that when the copyright holder doesn't notice or care, and I can assure you, Sony does care. Fair Use doesn't mean you're not getting money for it, it means it has to be for parody, scholarship, archiving or criticism. "We needed music for our mod" doesn't quite cut it.
We plan on having all 5 canon ship models, yeah.
And there's a difference between having the designs be based on the same principles, where there's underlying architectural themes like the Empire, and having two designs where the artist literally copied and pasted his design, distorted the fins and cut out two of the bulbs. Seriously, just look at the schematics for the Shree and Wurrif next to each other. Even the little hull dots are in the EXACT same places.
I've always tried to ignore the dinosaur parts and focus more on the fact that the ship designs are pretty interesting, once you get past the fact that they're all literally the exact same.
Most of the Empire of the Hand is getting reskinned, and there are some IR ships getting a makeover as well.
We're looking at reducing auto-resolve values for the buildings, however this is an era that EaW's pretty temperamental about.
Your download may have stopped before it actually finished.
Like I said, I've wanted to do this for a year (probably longer), and just kept forgetting because I always prioritized other stuff first. He commented a few days ago and it reminded me that I wanted to do it, so I just did it then.
This would be released with all the other stuff we've been working on. I don't like doing too many individual patches because people tend to get confused.
It'll be in the patch when it's finished beta. We wouldn't post it if it weren't going to be available.
No, Eclipse is also a planet of no relation to the ship. We're using the Sovereign, not the Eclipse; doing both would be redundant and of the two, the Eclipse is a unique ship identifiable with one person, and without any of the tradeoffs the Sovereign has compared to the Executor, not to mention worse looking.
It's neither hardcoded nor difficult, you just need to give them AI. One of the older versions had it on release I think (1.3?) but we removed it when the selection bug became too much of an issue.
Galactic AI. They would be active in tactical battles, but not on the galactic level, like Pirates were in EaW (pre-FoC). Now we've given them back the galactic A, so they should move on through the galaxy as well.
The ones that progress through different eras, yeah.
Yes, unless this brings up other issues. I only did it in the progressive ones for the moment, however.
The actual painting would be very clean, it's scratches which would make it inconsistent (which are there), not where it gets painted or else whoever made it would likely be fired by the navy.
Also, if you look at a "real" A-Wing, there's a slight lip where (most of) the red part meets the white part, so even an intern New Republic painter on his first day would have a hard time screwing up the paint job, however considering the size of the ship and the memory limits of Sins, that lip fell beneath what we felt was necessary for the model, so it wasn't modeled in.
It'll be determined more on an ability-by-ability basis. Some will be cooldown only where it seems appropriate. Some will have tradeoffs to their use which limit when they'd be used, for example the ramming ability which destroys the ship. Some may cost resources.
No, it's a regular capital ship, it's shorter than the ISD. 1044 meters vs ISD's 1600.
I could have swore I wrote Maestro... Anyways, fixed now.
Each channel has a different function; specular, lighting, bloom, etc.
Part of the texture and data map.
...By getting blown up?
That's what we've done with most of the stuff in both mods; it was created for and used by both. There's just some stuff which is better left as is in ICW for size considerations.
We may eventually.
Did you delete the 2.0 installation before installing 2.1?
I don't see why they wouldn't.
In the base game you were allowed one superweapon per every 4 planets and the cooldown meant you could shoot about once every 3 minutes or something. Maybe 5. Our requirements are going to be substantially higher.
Plenty of fighters in SW have built in hyperdrives (almost every NR fighter; certainly all of them in the mod), so they'll all still just be tied to their host ship. None will be made into corvettes.
Mon Calamari ships have a lot more hue variance, and we've replicated that. Imperial designs have in-universe reasons for why they're grey, so changing that goes against the faction identity. Its kinda like the Borg.
That's kind of how Star Wars ships work. The EotH stuff have those things because we designed them, but with the rest we have to go off the source material. Imperial designs are all very uniform like that, and if you try to put markings on an ISD it looks both inaccurate /and/ bad. If you look at the source material for the Galaxy Gun, this already has more variety than it "should."
We haven't started putting in planet textures yet. IIRC this was over a desert planet.
Yeah, I got the request.
Also Munificents, Recusants, V-19 Torrents and Acclamators.
It's something we're going to be looking into for several ships, however not all.
You'll have to research the Golan II and III. The I will be available from the start. From there, they'll just cost varying amounts of resources and slots, but none will ever become unavailable.
Yeah, and those who learned how to count in kindergarten can probably guess what the next one is.
Yeah, both the Brask and the Visvia will be in for the Empire of the Hand
Quite a few, however the release will be staggered. This is definitely not a carrier you can just drop the fighters out of and then send it to its death.
If you want to go for sheer overwhelming numbers of starfighters, then the Venator will remain the Pentastar's best option. This is going to be more for sustained fighters and also increasing individual effectiveness of those fighters.
Yes, we've always been using bump mapping.
Smaller than the default Sins ones.
They already exist in 2.0, we're doing more but it didn't seem worth mentioning for now since it's not anything new.
The balancing from ICW is actually a pretty decent metric to go off of for individual ship capabilities, with some tweaks for Sins gameplay style (persistent map with tactical battles being on the same level as the galactic). We're still familizarizing ourselves with the engine as well, which may lead to some other changes.
As for the shipyards, that is something staying more Sins than ICW. Since you can see things being constructed, the really large ships (Executor, Viscount, etc) will still have their own level of shipyard. We'll probably also have to make some adjustments for our capital shipyard model as well.
The important thing to remember is that this is a conversion, it isn't Sins. So asking things like "What's their titan?" or "What's their carrier?" really aren't the proper questions to ask. Some factions have one ship that would be a Titan according to Sins scaling and balance (NR), some have more than one (IR), and some won't have any (EotH). There isn't a 1-1 correlation between what Sins factions have and what we're doing. There also isn't a 1-1 correlation between the factions themselves (the NR isn't just a reskinned IR). You're not going to play the New Republic the same way you play the Empire of the Hand, or the Imperial Remnant. So we could say "wouldn't it be cool to give the EotH an SSD?" Sure, maybe it would, but then it wouldn't be the EotH.
Hope this helps clear things up a bit. These kinds of factional differences are something we intend to expound on a lot more in upcoming news posts.
Sins is a lot more specialised in ship roles, with hard-classes anti-fighter/anti-ship/etc than Star Wars. Ascendancy balancing should be pretty close to what ICW was.
Hand stuff will be coming soon. Ironically the Hand is the farthest ahead specifically because of the reasons that held them behind in EaW.
A lot of stuff that uses assets from the original game needs to be redone (a lot of the fighters, Nebulon-Bs, some frigates, some hull plating textures). It's not really a huge amount.
As far as posting in the Sins community, we want to make sure we have a lot to show for the work we've done so far before we do, otherwise the response wil just be "well why not just join Requiem/SOGE."
We don't know. I've contacted them, but we have absolutely no control over it.
I'm not sure what you specifically mean by rescaling the ships here.
Empire at War doesn't have any sort of diplomacy system so yes. The Remnant and Empire of the Hand were more neutral to each other than anything (considering nobody in the Remnant knew the EotH existed). Either way the options in Empire at War are the factions are at war, or the factions aren't in the game.
They play at the start of each GC, however not as loading screens. You can't make the game do something while it's loading.
If you want to apply for the beta, please post here: Gutr.swrebellion.com
We can't edit the basic functions related to Autoresolve, just fudge with the numbers being plugged in. It'll never be perfect and the way PG set it up biased it against the player to begin with, but we think we've managed to make it at least reasonable.
We've posted the unskinned version before: Moddb.com
And it's meant to be in the same ship line as the Phalanx:
This is like the VSD to the Phalanx's ISD.
I've always liked the way it looked, and when I was trying to think of designs for EotH ships it seemed to fit in nicely with what we already had.
The background galaxy model rescales itself slightly after a battle. This was done by creating a GC with every planet and no enemy forces, so initiating a battle was impossible, meaning the background image is a little off initially, as well as being from a different perspective than what you'll normally be seeing it from, which also has an effect; ingame, everything will look a little farther north than it does in here.
However, Byss was not at the direct center of the galaxy, it was actually slightly south (outside of the deep core). Considering that the bright dot at the center of the image is the center of the galaxy, too (right between Tsoss and Pakrik), Coruscant isn't at the center in this image.
Basically. It's a canon ship. They had two main types of Star Destroyers a couple years after Endor.
This is an optional patch for the full mod, this isn't a mod on its own.
I UV'd it to the Imperial barracks' skin.
They are better than average stormtroopers, but there's no reason to give them a different weapon, the E-11 is the standard issue for stormtroopers.
It's not acceleration. I compared them going all the way across the map with me driving on Sandtrap, they were slower at every point. As far as the map names go, you can easily change them in the menu of the map editor when you make them (that's how all of TR's were done). I'm not sure that having a meg put them into the actual map list, either.
-Remove Scorpion from drop animation when being airlifted in a few frames earlier (would make it flow a little better if you can manage it)
-This may have just been lag issues on my end, however the Warthog and Mongoose seemed a tad too slow (compared tracking battle cam to me driving across Sandtrap.
-Tech upgrades would probably be better suited to being in the tech research queue. I've always felt it being in the unit queue interrupted the flow of battle, but even moreso in a Halo mod.
-Halo map name doesn't show up as Halo, still shows up as Corellian Countdown or whatever it is.
I'll be looking for more (and should have another model for you soon), but I do have to say very promising so far, I think you're really capturing that "Halo feel," especially with the menu.
You get them automatically in a small amount (the amount shown) for conquering the planet. You do not get a free SSD which you would have to have just destroyed for conquering N'zoth, just some Thrustships. These are not meant to represent specific ships that would have had specific fates during the battle, just generic ships of the line.
Thanks, it's appreciated.
Every source I've seen has described them as atmospheric maneuvering stabilizers. Opening them in Space is pointless.
The wings on a VSD are atmospheric stabilizers. They wouldn't ever be open in space.
That's just a bombing run.
No, flak is the "random" explosions in space.
Yeah, I designed it based slightly off of a combined Venator/Acclamator type of idea. The Empire of the Hand based ships off of borrowed technology (just look at the Clawcraft) so I went with the same idea here.
Not entirely sure, we'll decide when the new map for Duro gets made. Probably NR, but potentially hostile. As for other species, there's these, the Chiss on some EotH worlds, possibly things like Muuns and Bimms. I'd like to do actual fauna as well but that may take a bit more practice.
Just because it's the one from the base game doesn't mean it's necessarily bad. If we felt like it needed a new model, we would make one for it. Either way, we have higher priorities. Also, we don't use outside material unless we have to, especially for models, so it's not like we just go model shopping and pick whatever we want.
Yeah, register and go to the thread.
I think he plays on 1600x900
That's a different kind of tank. It's the Megamaser Tank that was already in the mod. And these don't even look like Scorpions...
The additional population values for capturing planets has been reduced. It was way too high before, and that contributed to other issues with the AI.
This was taken in cinematic mode so the angle is not the normal one.
Well, I don't know that what we're doing with it will be unique anymore. The person we told about it and asked to do it decided to take the idea, do it and give it to a modding group that we're not in because they're cool like that, so we have to do it a different way now.
These are fighters like any other, really. They aren't a hero or a transport.
You realise you're comparing a zoomed in picture to a picture that's zoomed out really far?
We're certainly open to changing the name of this...
Well, considering we had to ask several times...
Filefront, specifically EaWFiles. This was the picture of the day a few days ago.
It's called the XR-85 Tank Droid. It's from Rogue Squadron/Dark Empire
It's the same resolution as every other texture.
The mod was dead and now it's slightly less so.
There was smoke on broken hardpoints in the regular game, however this is a new particle.
No, they're an EotH ship, the Massias.
We're moving more towards showing things actually ingame than just renders.
It's impractical for the game to have the whole map covered in forest, so there are less trees where you're actually playing, and more around the edges and such, though there are spots on the map with a denser forest.
No. Au'riette is not a Mando word, and the only Mando word it even sounds like is aruetiise. Au'riette just come from me taking the French word Au and the USS Riette and putting them together.
Well, Dreadnaughts aren't actually that big to begin with, so it won't be too big. Yes, it will be very powerful however you can only ever get one, and it won't be cheap.
No, I made a bunch of the changes that you suggested right after talking to you, and haven't changed anything like that since. Probably just busy MDB staff.