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Not quite sure what you mean by that. The Eclipse is not and won't ever be in the mod since three titans for one faction would be excessive, and between it and the Sovereign the sovereign has tradeoffs compared to the Executor (lower weapon strength but superlaser/abilities) where the Eclipse is just Executor plus superlaser, and the Eclipse was a unique flagship. By its younger brother I'm assuming you mean the Sovereign, which is already in and in roughly the same place balance-wise as everything else.
Canonically the NR only had the one type, and the Remnant had several. Having more options makes more sense for the Remnant as well because their playstyle is meant to be more based around titans than the New Republic.
Network had a server failure, they're working on putting it back up.
SoaSE:R is only availabe on Steam in the first palce, so I'm not sure what you're asking.
Eventually we want to do maps with pre-set starting positions, however that'll be after the beta release.
Well it happened to me, so clearly it does.
Supposed to just be Sovereign. That's what happens when you write stuff at 5am.
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.
Just to make sure nobody misunderstands, he's referring to the trailer coming out within the week, not the mod itself.
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.
Yeah, thanks. I know it's been around, I just felt like playing with shaders a bit and this seemed like the best place to start. If it ends up blowing up in my face, or we're ultimately not happy with the results my backup plan was to ask for the existing ones.
Definitely dinosaurs. Pretty sure you're thinking of the Killiks.
Functionally they're just like the playable factions in every way, except they aren't pickable and have smaller unit lists.
Currently the way it works is there are certain maps where, if the last slot is filled in the player selection, that AI will become the Hapans/Ssi-Ruu. So, you can choose to disable them or enable them. It also means if you were to play that map in multiplayer and you have more people than the map was "intended" for, the last person gets to lose. And also play as an NPF.
It'll be explained better ingame, but if it ends up being too confusing we may end up just putting them as selectable so people can have as many of them, wherever they want, just with the caveat that we're not balancing or filling them the same way as we are for the others so if they choose to play as them they're gonna have a harder time.
It's based off of the station over Bilbringi in one of the comics
2.1 is our last major release but we'll keep on putting out small patches as long as we have updated content; typically this'll be whatever we do for Ascendancy.
I can assure you it is. Starwars.wikia.com
You're looking at the bottom of its front left.
Well, he's dead so we can all see how well that's working out for him.
The issues with pathfinding start to happen with anything the size of a VSD up, but yes, bigger ships do exacerbate it. It's also a function of hardpoint distances (primarily where the spinning comes from), which the game doesn't take into account very well and it just tries to shoot everything with everything..
Go the the galactic conquest list and select the GC's named "Survival: Faction"
First, the AI really doesn't use any edits at all; the game doesn't load the files from mods so there's nothing we can do about it. Secondly, issues with SSDs tend to have a lot more to do with pathfinding, which is hardcoded and not moddable.
For ICW? Hopefully this month. Definitely not by February for Ascendancy though.
2.1 will be coming very soon, we're just finishing up the polish and making sure everything's put together. For ascendancy we've been posting a bunch.
The second pass will have a much lower concentration (there were some UV issues that I didn't account for). However on the contrast and line thickness, it's going to be very similar. The contrast is the result of colour matching, so I'm sure it's correct, and the line thickness on the larger circles is based on the source images as well.
That's what we were going for
We have a system planned to both accurately reflect the number of fighters a ship would have while still reducing the amount ingame at any one time. I don't want to go into it too much right now, since nothing's finalized and we may have to alter the plan quite a bit.
I can say with extreme confidence that early betas will have a lot of balance and performance issues, but one of the primary reasons we're making this mod is because we really want to play multiplayer against each other so we're going to do our best to make sure they get ironed out in the best way possible.
I dunno, I'm pretty sure this means you think we're worse than Hitler.
They'll be normal hardpoints as opposed to abilities in order to make them function properly, however we're going to make it so they can't target anything that's too small to feel worth it (definitely fighters, maybe even corvettes). They still have plenty of other regular megamasers to deal with those.
Well, the front is loosely based off of the Kariek, which was loosely based on an inverted Carrack front, which is also what the Tartan was based off of.
There are a significant amount of other defenses on this, don't worry. It's closer to a Golan II than a Golan III if you leave out the turrets (maybe a little less) but honestly if you leave out the turrets when considering this, you're putting yourself in a losing situation.
The cannons are not quite on the scale of the Hypervelocity Cannon with each individual shot. There are definitely some power tradeoffs with having this type of weapon versus the planetary weapons. On the one hand, you can't necessarily hit one target with the same single target up-front damage, but on the other you can have more than one of these, and the damage can be better distributed; there isn't the same bad feeling you'd get from wasting the cooldown on an HV gun on finishing off a ship with a few hardpoints, or even just using it to wipe out a corvette.
If you actually look at the Vigilance, it looks pretty terrible. The small size and general shape help it a lot, but it's just a bunch of terribad extrusions.
We plan to do more with more convenient times for Europeans in the future, but Enceladus and I had stuff to do before the start time anyways, so we decided to just keep it to the after work/school period for the North American time zones this week.
Colonizing isn't called colonizing in the mod; it's an occupation force. So while this wouldn't be able to colonize a planet, its canonical role was to drop troops, and that's effectively what it'll be doing.
There's been some fluctuation over the last thirty years in official numbers, but it's pretty much always been either 17 or 19 km.
There isn't an eta yet, and while we appreciate the offer we do not accept donations.
Yeah, I just tend to pick colour and icon accordingly.
We're way to early to have finalized any tactical slot costs and such, but definitely way more than one per planet if you fill the tactical slots with only them.
They function as defensive emplacements. These are not the equivalent of Starbases in base Sins, so no.
This is a screenshot from an upcoming version.
We haven't decided if or how we'll implement heroes. Definitely not Vader considering he's dead though.
Those stats are, as far as I'm aware, just from some wiki used for a roleplaying game. They're fanon.
Also, what's the Inquisitor?
The Assertor looks like it's essentially a worse version of the Sovereign or Eclipse, both of which are far more canonically relevant to what we're covering. Again, neither of these fill a space that's actually needed to be filled, it'd just be pointlessly plugging in units because they're there. They'd serve no new purpose but filling up space, the IR has all the superships they need.
No. Neither has actual armament information beyond size, and their roles are already filled by the Praetor and SSDs as far as just "really big ships with lots of weapons". The Assertor is only a little bit shorter than the Executor, so I don't imagine there's any substantive differences between it, and the Bellator would be the same sort of idea, only half the size. Neither really adds anything though, there's no point adding something else between the Praetor and the SSD since there's no enemy ships between those sizes either. The Praetor itself was mostly just added to fill that gap between the ISD and the SSD, so continuing down that road with ships that do the same thing without actually knowing exact stats would add nothing to gameplay, and just waste a lot of development time and crowd the build bar.
I keep seeing mods that try to spam as many gigantic ships as possible, and it seems like a waste of time to me. There's like a 2 second window where people would say "oh superships yay" but after that you have to deal with EaW's ****** pathfinding and the fact that you've now made a faction really top heavy with irrelevant units.
The fighters will be pulled from the existing rosters of PA units (including what we add for them in 2.1)
I'd say it's a surprise but I've said the name in a few other places offhand already.
Non-playable factions were a large part of our previous mod largely inspired by the Total War series, so while we're mostly focusing on the 3 main playable factions for now, we definitely want to diversify in the future.
All of our units are properly scaled against each other. The Executor is 19,000 meters, the ISD will be 1600. Before we started putting units ingame we figured out the exact measurements in XSI units for each unit to be scaled properly without making anything too big or too small. In general our units are a bit smaller than the typical Sins ones, however since there won't be any Sins content to match it against that won't be especially noticable. Once we have more Imperial content in we'll have more screenshots whcih should give a better sense of it.
Thanks. We love us too.
If it's grey'd out, that usually means you have a faction selected which isn't available in that GC. The playable factions for each GC are listed in the description box. The Duskhan League and Pentastar Alignment aren't playable for that one.
As for more planets, we used as many as we felt comfortable with without essentially guaranteeing FoC's freeze bug would occur. The larger the GC, the longer it takes and the more stuf gets destroyed, which makes the control freeze occur earlier. In a GC where every planet's going to change hands multiple times, this means we can't have as many planets.
Several of the members of the dev team use the Steam version of EaW. Just make sure you follow the instructions. (changing the modpath, making sure the folder is in the right place)
The current version on Desura is still 1.3, so I wouldn't suggest using Desura for this right now anyways. In general though Desura's installation is automatic, I'm not sure how it accounts for the Gold pack.
Thanks, we'll do our best not to disappoint. It's going to be a total conversion, there won't be any original Sins factions or units in the mod, however we will have at least 3 factions.
It has the Remnant proper (being Isard's section of it), the Pentastar Alignment, and Zsinj's warlord faction. Basically all of the possible Empire splinter factions.
No, they're one of the main units of a playable faction already.
I don't remember what the Praetor in PR looks like, but I'm pretty sure it was made before the official images for the Praetor came out in the Essential Guide to Warfare. I *think* they use this one, which looks absolutely nothing like the source pictures:
As it says in the description, this is an original design by me for the Empire of the Hand, Anakin never piloted this and it was never in the Clone Wars cartoon.
The only cloaking ship in that show that I know of is this:
And this is definitely not that
Actually, the image description does.
That picture is what this is based off of. The difference is that I changed some proportions in order to make it more similar to the Nebula. The Endurance and Nebula were built on the same hull, whereas when I did it with those proportions it didn't match the Nebula, and it looked ridiculous.
Play through Art of War until you get to Era 3, or go to the GC Operation Shadow Hand. It's Palpatine's flagship.
No, there's no known design or even class name for the Springhawk, which was Thrawn's ship in Outbound Flight. There's barely even a description, but it certainly wasn't only armed on one side. This was all me.
Because the Eclipse was his flagship. Endor wasn't his actual final death, he had a bunch of clones at Byss which he could soul transfer into. He took back command of the Empire about a year after Thrawn.
No shields, and all 3 turrets rotate.
The Ascendancy, size-wise, isn't meant to be the same as the Imperial Star Destroyer. It's about as strong or stronger, but it's more compact and has less defining hull characteristics so there were fewer obvious targets (based on the description of the Chiss Star Destroyer in every book it's been in). The only problem is that like the Warlord and Kariek, it still has to be set to the proper scale. The old model was a turbo-smoothed triangle full of mesh errors.
A lot of the models have been upgraded since 1.1, considering 1.1 was well over a year ago. Phoenix Rising uses models from other mods, we make our own. We prefer the ones we have, and the ones we don't think are good enough we redo ourselves. It's just that there's a lot of them, so it can take a while before we get through them all.
Eventually they'll get one. The problem is designing them.
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.
Thanks. In my defense, this was at the end of a 26 hour awaking-spree.
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 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:
I'd say edit the main building texture. Bring it more in line with the other UNSC buildings with some of the standard dark green extended plating (I don't know what else to call it). As it is that bit looks a little bland, especially considering the size with the Hornets there, but the rest looks great.
Just a suggestion Farseer, but it might be worth tossing in a unit beside props in these pictures just to give an idea of scale.
Well the map can't cover the whole planet. This is Coronet City. Earth is part desert, part urban, mostly water, part tundra, mountainous and a hundred other things, but a map of New York wouldn't have all of that.
Not to speak for Farseer, but what he's said several times is that he doesn't like Halo Wars or its designs. It has nothing to do with canon.
It's not a bad model, but you really need to work on optimization. There seems to be thousands more vertices/polygons here than you actually need, and the game definitely won't appreciate that.
I should add that any attempt to fudge the numbers with fake accounts will be counted against the total.
The turrets are modeled, we wouldn't just skin them on, and this model is not the one from RaW.
Song of War, Prince Isolder's personal Battle Dragon.
Another Hapan. The left is the Hapan Nova Cruiser, the right is the Hapan Battle Dragon.
Not just Intrepid. Intrepid, the Little Lancer that Could! The rest of the words and the exclamation mark are important.
This isn't a Clone War mod.
The Endurance and Nebula are, canonically, built off of the same hull. The only available picture of the Endurance is Images2.wikia.nocookie.net
which is from a not-comp[letely-canon source, so I took both of those things and combined them. The Endurance in other mods was made by Evillejedi, which is why they all look the same, but it's still just a design made up by somebody that isn't canon.
You see different types of ships on different levels, the rest of it is just from the camera angle. It is possible to do what you want, just code variants of each type of ship and give them different Z-layers, then set them to unlock and lock in sequence with each other.
Well, it's a canon ship, so it probably does. They use Warlords models I'm pretty sure, and this model was made using the Warlords model as a reference.
That is the Wild Karrde.
It is in the topic entitled "Fall of the Republic Minimod V2 Public Beta" in the stickies of the MO forum. Just read the list of topics, it is hard to miss.
They're Chiss Clawcraft.
This one is for FoC.
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.
That's fine with us
1. We haven't seen anything to make us believe that the Empire of the Hand is out of line with the other factions (except maybe the cost effectiveness of the Furions).
2. Every ability in Empire at War is absolute ****, especially the space ones. There's essentially just power to weapons, power to shields, and power to engines. Abilities in EaW are not moddable, so we can't add new ones.
Balance. Tech. Units. Scenarios. Factions.
Beta = Something put out before everything is polished and finalized to get feedback and do bug fixing.
Demo = A small part of the mod to give a feel for it.
We intend to do the first release as an open beta, since it's the first time the mod will have as many people playing in as many different ways, so it's a good way to iron everything out. However, we have no intention to release any sort of demo since that would distract from working on the full mod.
Considering how common this question is, I may or may not do a small dev diary thing about it in the near future.
We're not working on 2.2 until sometime after we release the first version of Ascendancy.
You can't give units build limits in Sins, and the game is hardcoded to only allow you to build one SSD at a time. We've considered using alternate means to allow more than one at a time, but we'd have to make sure it's balanced first, and wouldn't turn into the Imperial players being able to have essentially nothing but SSDs.
Currently its just the Sins method; we don't see the utility in doing it the other ways.
Usually its just that we're more sure of what direction we want to take something, and then that faction becomes a general testing ground.
****, this is free? That must be way our money back guarantee for cut content wasn't super well received....
BRB getting real job.
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!
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.
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.
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.
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