Hey, I am a mapper/coder/voice talent/composer for my mod, Galaxy of Chaos, for forces of Corruption. I am a Star Wars nerd, Boy Scout, and musician. (Go figure!) Thats all I'll share with you stalkers.
our new model count (excluding XML-edited units) has broken 120!!!
(might seem like a lot, but divided over 5 factions and [about] 5 tech levels each, it evens out)
The beta will include a few features of the GC, but it wil be rife with bugs - By 'it' I mean GC, not necessarily the entire mod
that bad, huh?
I said that it looks cool, with the new textures and effects
(below that, I said my German is bad :( )
Blue, Green, Red, white, whitex2, and yellow muzzleflashes
Victory SD MKII
hehe- we have been given permission to use the models I requested from Omega Modding Group.
code it into a planet via Planets.xml
Mein Deutsch ist schlecht, aber ich bekomme von
looks pretty awesome...
sucht Hasau, die neue Texturen und Effekte
hehe.. Commander, youre gonna have a field day when I send you the xmls to debug....
after we get the eclipse stuff, of course :)
I appreciate the input...
and Ive already coded the units for option 3.
took a few hours... but its set.
the summon reinforcements sounds cool... but with pop caps at 40, it might be moot.
And I was actually thinking about an aspect like special structures...
Listening post (spy on neighboring systems) Trade hub (more income) Inquisitorium (Empire) (build Inquisitors- I.e. Dark Side adepts)
Recruitment Center (from Mix of Consortiums) -Rebels hire indgines
Slave pit (Consrtium, Hutts, Pirates) enslave indigines
Conscription Office: Empire forces indigines into service
Racketeering office: Consortium's criminal hub
(Note- I have already secured code for the buildings from Mix of Consortiums)
Impound lot (allows Empire to build exclusive units)
oh, and I wont get mad at people for asking about the mod's status... the team can attest to the fact that Ido it to them all the time :)
so: backwater worlds: tech 1&2
developed worlds: tech 3
civilized worlds: tech 4
advanced/hub worlds: tech 5
Acclamator and Venator issues aside, it seems like the third way is holding dominance so far
yeah... not ready yet... :(
we stacked units mostly according to firepower and strength as opposed to timeline 'canonocity', but we'll take that into account.
I'm pretty sure I evenedd it out... doubled projectile output, set shields at 33% more, set armor 33% more... I think the whole reason was that the Viscount has the shields ability... So I set it to run only 20 sec (as opposed to 30)
Good news: we have been given permission to use any and all units from Nomada_Firefox's EvilleJedi modelpacks, and negotiations have been opened with Omega Mod Group for their models
I would like to say:
(Zealot radical version): Merry CHRISTmas!
(Culturally accepted version): Happy Holidays!
(Politically correct version): Happy Ramahannakwanzmas!
To Neronix17: Rhanksgiving is a United States (and Canadian- though slightly different ?)holiday celebrating the arrival of the Mayflower- a ship carrying Puritan heretics from England to escape religious persecution there- on Plymouth Rock, in what is now a region called New England (Boston, if I am not mistaken). It is celebrated with absolute gluttony and commercialism, the biggest aspects being eating turkey and dirt-cheap sales.
partly accessibility, partly laziness, partly devotion to programming the mod itself :)
If any other mod team member wants to make an actual wiki for it, they are welcome...
now this is worlds beyond the .1...
we'll see about doing that....
I dont mean they'level up', I mean when you advance tech in galactic conquest, you can build ships available to that tech level. existing ships will stay as they are.
seriously? No comments so far? No challenges, questions, suggestions, or general 2 cents? wow....
Better news. Wizardington has agreed to code the remaining planets in for us!
In fact, right now I am busy taking screenies and such... and I think I neglected to mention a new startup video? like after LucasArts and Petro's logos, but before the main screen....
a bit of good news... I found the problem that I had... SQUADRONS.XML had an erroneous line of code that crashed the mod. All fixed.
probably youre right. I am just trying to gauge public opinion. Your input is very much appreciated.
If anyone has any input, I will listen.