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No, this just applies to Hapan and Yevetha units. The Warlords' units area already just the Empire's so it would be pointless, this is so people get to use the Battledragons, Novas, etc.
Thanks, we really think 1.3 is a huge step above 1.2.
How would that be any different than just the existing map editor?
I'd imagine the particle effects look really nice in a night setting.
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.
Exactly. This kind of system usually gets a response along the lines of being exclusionary or whatever but that's entirely the point. We don't have the same kind of QA team real titles have, and for a mod to have that kind of team often kills their interest in actually playing the mod beyond one version. You burn through beta testers faster than anything else.
Congratulations, you win points worth about as much as they are on Whose Line.
Actually, looking at Snowbound again, disregard everything I said. It matches Snowbound a lot more this way.
Brings back memories of camping with the Oddball. The only change I'd make is make it a bit less wide and slope the inside rampish orange bit a bit more (as in round it out). It seems a bit flat in that area instead of the more rounded Covenant design style. Other than that looks great.
Well the problem with the other mod is they took the models directly out of the Halo games, which means they're way too high poly for EaW.
The Chiss Ascendancy isn't in the mod. The only faction with Chiss in it in the mod is the Empire of the Hand, and they don't have nukes.
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. In my defense, this was at the end of a 26 hour awaking-spree.
That's weird. Try re-extracting just that specific file.
Thanks, it's appreciated.
Go into the ICW/Data/Text and delete the _Spanish and _German files, then try.
Does it start and then crash or just plain not launch at all?
Every source I've seen has described them as atmospheric maneuvering stabilizers. Opening them in Space is pointless.
It's because the farther you go into the game, the more units the AI has and is moving around, which the base game's AI constantly does. We've been trying to limit it, but only so much can be done. Some of the larger GCs can be very taxing (especially on less powerful computers) because of this.
More units/the unit list will be posted later; this isn't even meant to be in the upcoming version so starting to post information about the next version would just distract from 1.3. I will say that they are going to have ground units (otherwise it would be hard for them to hold planets), however they will not have the actual Ssi-Ruuvi themselves as units.
What changes would you suggest making? It's a star destroyer, which tends to mean trenches, hull plating and little else. Even adding the side stripes for team colours is really going beyond what the design calls for.
The wings on a VSD are atmospheric stabilizers. They wouldn't ever be open in space.
Fair enough. I'll talk to Code about it. I wouldn't expect anything to soon if we decide to do it, though. There's a fair number of things that would need to be assembled.
Thanks for the vote.
The TR and FX people are and have always been the same people. FX was formed by TR staff using TR material. But anywho, if you go to the FX mod's page, you can still download the original version of it. The effects are slightly out of date now but it's basically what you're asking for. I don't see the point of us going through and compiling it all like that on its own again. I mean, there's very few people who are solely looking for something that improves the particles.
We've had some issues in the past and it *can* occasionally cause issues and general weirdness but it's not usually enough to break the game entirely when it does happen. It was mentioned as it's the only way to be sure of no interference, but for those who don't want to go through the hassle it's certainly not significant enough to be worth depriving yourself of either mod.
forrepublicatwar/anyone else confused about RaW with other mods (specifically Thrawn's Revenge):
Not to step on the toes of the RaW staff, but you don't have to uninstall RaW to use TR or vice versa, we (TR) have just suggested that people rename the Scripts and XML folders that RaW installs to the Data folder while playing other mods just to be safe, and rename them back when you want to play RaW. Neither RaW nor TR directly overwrites any files installed by the other, however since RaW does install AI changes to the Data folder there's a chance it will interfere with the other mod's AI, however more often than not it will not matter.
The one in the picture is this model (if that's what you mean by some time back). There haven't been any modifications to it, so if it looks different that's only because of environmental lighting and the different angle:
The original design is this:
Always glad to help.
You said one word, but if it were me I'd wait. As awesome as it would be for people to get it now, I feel people would appreciate it more (as in enjoy) if they got the whole land section at once. I've always found that when you get a TC while there's still a lot remaining in the crossover it can district from your enjoyment of the initial playthroughs, and then when you do get the complete product you don't have the same "wow" factor as you would since you've already gotten that taste. Just my two cents.