This member has provided no bio about themself...
That's the point. That kind of mix has a name. Individual combinations don't, but that they exist on the same planet doesn't make it a contradiction.
It would be if it referred to the same areas, but as you cans see the oceans and deserts occupy different areas. Technically it should be Deserts and Oceans, but that's too long for the string. Same way that Earth is an Arid Oceanic Temperate Tropical Jungle Arctic Volcanic planet.
On this specific point its important to keep in mind, however, that it will always require some sort of additional symbol to distinguish ships. This is part of why we emphasized them and tried to use icons that would emphasize the differences instead of simply being an image of the ship in the first place; most of the distinguishing information has to come from them. In base Sins part of the reason that solely pictures works is because each ship is more distinct. In Star Wars, a lot of ships for the same faction share the same basic shape. Distinguishing an ISD, ISDII, VSD, VSD, Vindicator, and Praetor from a 30x50 side shot is more difficult than you'd think, and in our experience this aspect has caused more confusion than the achromatic aspect or symbols, however since its the "new" part it's the more obvious focal point for people to attribute confusion to.
I'm not saying you're wrong though, just that its not quite the whole story/that simple.
Empire of the Hand is mostly done, but the others are at 4 ships each.
If it were just whenever we felt like it, it would be today. Unfortunately we need to actually make everything.
Technically the other boxes should say "Coming Later," but OzWolf and I are lazy.
Yeah but the 7th sounds cooler.
Eventually, maybe. We're honestly not super big fans of hero units, so what we intend to do is have them available 2 opt-in ways:
1. The flagship victory mode, in which you have one hero from the start and victory is based on them.
2. The Goa style which most mods (jncluding STA) use, although this will be done in a way that replaces the quick start option, and again, requires opting in.
Normally that's the attitude we take. However, over the space of a few days we got about 15 comments saying the same thing between ModDB and even in the youtube comments on the trailer. I've even been getting emails about it lately.
This way, the majority of you who have been very patient and supportive get a chance to see exactly where we are in development and the high-tech way in which I manage the team, while I also get a standard copy-pasta I can just take onto any further comments. Everyone wins!
Dammit, I was trying to go for corny when I wrote the script... I promise I'll try harder for the New Republic and Empire of the Hand ones.
It's literally always been like that; go back and check some of the ones in the movies. Its one of the two differences between the ISDI and ISDII
It's actually from the new Star Trek sequel.
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.
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've talked about it a bit before; the three resources are Credits, Durasteel and Tibanna Gas, and the "asteroids" are refineries as opposed to direct extractors. We have the model for the Tibanna refinery done, I just haven't put it in yet.
Pretty much always blue in the times they ever bother to actually show them. Droidekas and that giant Gungan thing on Naboo were blue, everything in EaW/FoC was blue. When they're not blue they're usually white.
Ah, yeah. I can't comment too much on direct comparisons with any other mods, however we're putting a lot of effort into optimization of 3D models and textures to reduce poly counts and file sizes, as well as taking any actions we can to reduce the load on any other aspects. It won't be perfect on launch, but it's something we're gonna pay really close attention to and do our best to optimize.
I'm not sure what hardcode limit you're referring to. No mods can get past hardcode limits. However, in general, we're trying to make our stuff as optimized as possible, and we're pretty happy with where we're at so far.
That's probably true with the Empire of the Hand. In this case, though, it's a coincidence. This is sort of how the depictions of the Strike Cruiser have evolved, from being a round bulby thingy to being a more sharp-shelled, modular design (which is more how it's described anyways)
We'll have a news post detailing planet types relatively thoroughly sometime closer to release, right now that kind of thing is still in flux since we began working on planet types pretty recently.
Fighters tend to be pretty useful, the problem in base Sins which this solves is that you essentially get an unlimited supply until the carrier is killed. That creates a lot of hidden power and make carriers overly valuable. Now, you now exactly what you're going to get out of a ship before the battle starts and makes you (whether you're playing with or against them) able to plan out your actions more carefully. Doing this means fighters will be limited in any given fight, and therefore also gives us room to play with power. It'll definitely need some tuning within the fleet tender abilities to make sure it works as intended, but it gives us a lot of room to work within.
Not really the best place to talk about it, but we have no intention to replace the fighter models in the other mod. There'd be like 10 of them, and several of them would require animations to be made, however my 3DS Max doesn't interact well with Windows 8, which makes rigging for Empire at War hell. I'm willing to put up with it for the larger units like the Assault Frigate and BAC, but it's not worth me ripping all of my hair out for 10 meter long fighters.
When we've done it before on the nights aimed specifically at North America, using EST as the reference has caused the least confusion and questions, so it's what we stick with.
People who know UTC time will likely already know what it is relative to EST and everyone else is oing to have to look it up anyways. Considering the time it's going to be at, this is pretty much only going to be North Americans, and North Americans typically just use the three main North American timezones.
Yeah, we've tried to do a lot of optimization to avoid that. A lot of the more recent reworks of ICW content has reduced the poly count to a fraction of what they were before (the fraction usually being 1/3rd) while still ending up looking better, so we think we're on the right track with it.
The model's certainly within the range of default Sins frigates (possibly lower) for poly count, and our skins are all smaller in filesize than the base game. It should be fine.
It's intentional, because they aren't stars, they're ice particles. We've had them in for several years now.
That's what the other picture is. We might post a render as well.
What a convincing spambot! You're so on topic I almost didn't realise you're completely irrelevant to the news post! Whoever programmed this should be given a medal. I'm sure Kevin feels like a proper fool for providing you cover.
It has other dual megamasers, no anti-fighter stuff (which the Golans don't have either). Otherwise it would be a lot more versatile than it should be.
The Eclipse was a specific flagship for one individual; because of how Sins does mirror matches, we opted for the Sovereign so there's no huge indicators to say the Remnant group is necessarily one leader's version versus the other. The Sovereign and Eclipse play more or less the same role, in any case.
The other important thing is that my laptop is currently using an integrated chip since my real graphics card is out of commission, so these shots aren't exactly on the highest detail either.
It's effectively the "colonizer" but that word doesn't really seem right with the SW universe.
Thanks, we appreciate it.
We haven't started yet, so if you/other people want to join we can definitely accomodate it.
It was too excessive and would get in the way, which is counterintuitive for a support ship.
ISD is 1600 meters, Altor is canonically 4800 but we've scaled it down to 3400.
It's 25 minutes long, so may take some time to process.
I know, I'm just asking what he considers pathetically small, and what his frame of reference would be for that considering all you really have to judge against is other ships
The Sins zoom is, for our purposes, effectively unlimited (both in and out) and there's no frame of reference to compare the ships to except for each other, so what is it exactly the ships look pathetically small next to? I mean, you can see screenshots of EotH and NR fleets zoomed relatively close into them and that has just about the same frame of reference as you're ever going to have to judge their size, so do they look too big or small to you there?
The basic scale of ships is actually smaller in the mod, which has the effect of making everything else look bigger (and allowing SSDs to be their proper size without overflowing the gravity well)
Sounds about right, more or less.
Yeah, they both fill pretty different roles.
Empire at War isn't actually especially moddable. Sins and EaW have similar moddability levels, however what is available for Sins fits much better with what we want to do.
Well, I'm sure one of the two dozen Clone Wars mods has done a Lucrehulk before, however this is the first time we've ever posted this model.
They're really heavy Tri-Megamasers.
Well, the "Modular" bit means it was used for different purposes. We had it as a carrier in ICW because that're areally all that's functional in EaW but in Sins there's a lot more options.
Kim Jong-Un...? Unless you mean King John I of England, in which case he's the one who agreed to the Magna Carta. Not a great dictator, really.
Not actually legal.
I'd answer but the whole factional styles thing will be addressed more thoroughly in future updates.
I think it's about 150. We have enough to cover the major powers of the area and allow us to have multiple scenarios without having to repeat too much. Sins can support some pretty large maps so we have a few of those planned as well.
We're covering roughly the same period as Imperial Civil War, our Empire at War mod covered. Basically 5ABY-24ABY (post Endor, pre Yuuzhan Vong.
Thanks but this mission is basically all because of Smallpox. The version I had before he upgraded it was much more simplistic.
It'll definitely be done in August, but one of us is gone from last Saturday until August 5th, so there's just a few issues getting some files we need. The mod is essentially done, since we're in beta phase now.
Actually that still falls under the category of complaint; he was suggesting there was a mistake in the logo, and we corrected him.
Well even the name implies five stars. Nothing to do with how many points are on the star. Even then, since when does an insignia like that have to directly reflect the name? The Galactic Empire's logo is neither a galaxy nor an Empire, and Nike's logo is a checkmark.
As Enceladus said, this is a well-established, canon insignia. It shows up in virtually every single image in any book or other reference material talking about the Pentastar Alignment. It's impossible to look up any information in the Pentastar Alignment without seeing this image at least 4 times.
It's a ship with white hull plating, and the hull plating is clearly visible so I'm not sure what you mean.
Decimator's been shifted to normal small frigate role, we decided it didn't look like it fit its role.
We've rescaled everything for 2.0, we'll post a scaling picture at some point and if something still looks wrong to you, please tell us. As far as merging with Z3r0x, why would we? We're working on two completely different time periods.
That's part of it.
It's based on the same general design principles as the Phalanx and to a lesser extent the Kariek, which basically means General Grievous (extended hull plating covering exposed areas), the Hammerhead frigate from KOTOR, and the engines were inspired more by Battlestars.
Thank you, but there's no chance we'd merge with RaW. For one thing, they cover two completely different timelines.
The stripe is where the team colour goes, but it's defaulted to orange, normally. It's part of the actual design for a reason I don't entirely understand but the designer probably had a very good reason for it (check wookiepedia)
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.
The planet's been in the mod for like 5 years, this is just the new map.
When I tried to model it it ended in a suicide attempt. It's a hard model to get right.
We like it too, however there's a bunch of people who don't. We're not removing it altogether, we're just gonna release a small patch that removes it for people who want it gone.
If you mean do you lose credits for killing them, then no.
They're probably closer to 8km. The 17-19km scale is technically the canon one, but there's really no way to make that functional in EaW. You run into too many pathfinding and firing issues if they're any bigger than we have them.
It's 227 right now, there were 85 when it started. There's been an average of about 2.7 per day, it takes an average of about 3.5 to win.
Not really. It's partly just to have a fun challengey-contest thing, but it's also a way to direct people towards our Facebook page since it's a better way for us to update more frequently on progress. On Mod Database we can really just do major updates and try to post comments, which people won't notice. But on Facebook, we could just say something short like "Finished x, you can expect y when z happens", and people will be able to see it more easily. We've posted some of the other reasons on the picture. this was announced with.
For example, in the last few minutes since the beta was released, we've had more people come to download it from the Facebook page than anywhere else, and the more people who play the beta and report what they find, the better the final version will be.
It also gives us a tool to interact and get feedback from others who aren't interested in registering on modding--specific sites, as pretty much everyone has a facebook and it's easy to just click "Like".
The 1.2 beta has bee released on our forums for some smaller scale testing before we release it to the public, for the first part. The second part is a Fan Challenge, where if we get 1000 Likes on Facebook by the 20th we'll *** the Yuuzhan Vong.
AI is fixed, every single space map, planet texture and spacedome has been redone, SSD has been tweaked, Phalanx, Chaf, ISD, Dominator, Song of War, Knight Hammer, E-Wing and Syca bomber have all been redone, Furion and Scarsiss fighters have been added to EotH, Tector and A9 to Imperial Remnant, Defender starfighter to New Republic and Nova and Miy'til bomber have been added to the Hapans, as well as several dozen other minor changes.
This was all listed in the topic linked to in the news post, did you read it?
It's an edited version of the Executor skin from FoC.
We've been trying to name it.
You can vote for more than one mod.
The FX mod started as part of Thrawn's Revenge. Codeuser has done more stuff for us since giving the FX mod to Filo, so these explosions are completely new.
Two EotH vehicles.
That's not the Vengeance... It's the Chaf-Class, an EotH ship.
Naboo is temperate with some smallish cities with very distinct buildings, Coruscant is a single huge city... There's no way that looks like Naboo more than Coruscant.
That's what this is, however I think the ones in Rogue Squadron were the big versions, these are the smaller variants.
Seeing as it spans from right after Endor to right before the Vong invaded, we have a few choices for lightsaber colours for him. It'll most likely end up being the least common one among the other jedi heroes/units.
That's it in the standard desktop size...
The jetpacks were added to the model by mistake, they have since been removed.
The NR one was the V-Wing airspeeder. They are completely different.
Those are Empire of the Hand ships, which is basically a splinter group of Chiss and Imperials run by Thrawn. They're in the Hand of Thrawn Duology.
Nice update guys. However, you may want to fix the link. You forgot the e in line.
The skins for Empire at War are typically 512 x 512, any larger causes a bit of lag. We bump it up to 1024 for some larger ships though.
What is the problem with rars?
Development is going well, we have reached beta stage with our Part One minimod. We have one skinner and two mappers though, so that part is going slowly.
If the base (meaning unmodded) game doesn't run, there's nothing we can do for you, sorry. That error code usually has to do with the game itself from what I can find by googling it. You'd need to ask either steam or Petroglyph support
Does the base game run?
What do your launch options say?
If only we were a proven team which had some sort of established history of releasing our projects....
Thanks, we appreciate it.
We have no plans to add either the Vigil or the Victory II Frigate (of course, the Victory II Star Destroyer is in). They don't serve any purpose that isn't already filled better and more recognizably by another ship. Also, we don't want to use more memory than we have to since Sins has memory limitations and build bar space isn't unlimited. We'd much rather use that memory space to add stuff to the Hapans and Ssi-Ruuvi than add redundant ships.
We've been pretty much able to put in everything we want to. The only stuff that we'd like to put in but won't make it is stuff that's just been scheduled for later releases because of time constraints, so we're pretty happy.
Any fleet moving in formation (as these were) both in game and in universe would make sure to coordinate movements. Its not like any of it is independent traffic.
"Suggestions" are far below my pay grade.
New Republic, then Empire of the Hand. The Hand's serves more than one purpose.
I don't believe so. I just used the title Jinz had it under though since he's the one who took the shot so I'd have to ask him to know if its from anything.
No, there aren't hero units except in the flagship victory mode, and a free SSD would be too much.
Eventually, yeah. We're focusing on the more core aspects still, so that'll either be done very late in 1.0, or even something we hold off on until 1.1.
Everything is to scale. And no, we rarely if ever experience graphic-related lag, regardless of settings. The only times we've had any lag issues personally have been CPU-related when playing with 9 players on 3-4 different factions with about 150 planets (yay single-threaded stuff). I stress the "personally" bit, since we can't promise people with lower specs that they'll have the same experience, although I myself use a pretty middle-of-the-road laptop.
That is very dependent on the era. In earlier eras, the New Republic (there are no Rebels in the mod) are far more reliant on their fighters and fighter carriers than capital ships. While the MC80B is able to stand up to an ISD, it's more as a tank and used to kill anti-fighter ships while fighters deal damage. In the later eras, the New Republic ships are pretty much the best in the game, and the Imperials have to rely on greater numbers.
Each faction has its own strengths and weaknesses, and those vary based on the timeframe. If you try to play ever faction the same way and expect the same strengths and weaknesses, it won't go super well.
We can't change that stuff without also changing how it works in GC, and GC is a higher priority; pretty much all AI changes in EaW except income rates and multipliers are completely disregarded by the game.
Go into Data/Text and change MAstertextfile_English.dat to MAstertextfile_German.dat
I'm sorry if I ever gave the impression that I wanted to make people happy, that was never my intention.
As for the trailer, no more teaser images or it'll spoil it. We'll post it as soon as we're done the dubstep remix.
I think the common community sentiment is that they would not mind if the mod were released right now. Unfortunately, the sooner we release it the less time I get to spend playing my secretly-completed build and laughing at everyone.
2.2 won't be finished until after we finish the first version of Ascendancy.
Where do you have it installed to?
Just to make sure nobody misunderstands, he's referring to the trailer coming out within the week, not the mod itself.
Technically you could say it's more realistic because there was a sun there and therefore it's realistic to have the sun sitting there, but you could say the exact same thing about actual planets; there are technically thousands more than we could ever hope to add in in any scenario. The goal is to pick the things that would have the most impact in a given scenario, and the things that would actually be relevant to commanders and political entities in Star Wars, and there's never a case where having Malastare and its sun is a better representation of the Star Wars galaxy than having Malastare and whatever planet would have to be removed in order to put its sun in.
There will only be one "Star" per scenario, and it'll be the black hole at the center of the galaxy. We have absolutely no intention to try to put in a different star for every system and make them actual stars; for one thing, it would double the amount of objects per scenario and mean we can only have half as many actual planets, and that half of them (the stars) wouldn't really serve any purpose except to sit there and force people to not be able to jump directly to planets (is it more interesting or useful to have 100 planets, or 50 planets and have two planets for every planet).
It isn't more realistic, either; nobody ever cared about the actual stars in Star Wars, all that mattered were the planets, except with the Sun Crusher. You can't even really DO anything with them, they're uncontrollable and would just take up space. The AI in Sins is awful at dealing with multi-star scenarios as it is, so can you imagine making them have to deal with like 50? Which would, incidentally, also essentially become the maximum number of actual planets since when you go over 100 you start to see performance issues and half of that is now non-interactive stars. It also means everything is a travel node, so you can get anywhere from anywhere which removes a huge crucial element of the strategy to Sins, and instead of removing one of the most toxic and frustrating mechanics of the vanilla game, the Vasari insta-travel crap that essentially renders any defense moot, becomes the norm.
In future releases we may add a Gas Giant planet type that also has a colonizeable moon, but usually for those we just use the moon itself for that planet (ie Yavin IV) since having the gas giant is kind of pointless. We tend to use the Gas Giant planet type only for planets like Pesitiin or Bespin, where the only thing of note was the Gas Giant itself and there wasn't actually a planet or moon that was known to be colonized.
Shree and Wurrif classes. As the name implies, they're some of the main combat ships of the Ssi-Ruuvi Imperium.
Since the Ssi-Ruuvi get their energy from entechment, we thought we'd give them their own unique turbolaser and shield colours, so I went with purple.
DoV didn't have the resources to finish, and was never super far into development. We're essentially in beta; the majority of what's left is finishing up some tech trees and abilities, plus icons and a bit of polish. Very different situations.