Leader, Coder, Modeler, Animator, Rigger and Skinner of the Star Wars Empire at War Forces of Corruption mod, Knights of the Old Empire
No they are simply a few planets that have CIS units defending them.
Also: "Minor Factions - Completely unplayable"
The Star Wars answer to the Federation Runabout. LOL
The missile pod immediately made me flash on the Runabout's and i cannot unsee that now.
The red-ish one doesn't seem very desert to me and as a camo it stands out in the desert landscape. If i was looking at these two having a conversation her by these rocks while i was a few hundred feet away, the right one would die and i'd never know he had a friend.
Now if it was a clay-like landscape you'd want to be red-ish for sure.
Edit: After seeing the canon troopers like this i would say that they were not that red in the show but that the red shading of the planet made everything slightly tinted red. I'd say make it more of a brown color.
Hey i know that ship ;)
An army of just infantry just sounds stupid and useless
That's how it's supposed to be in this version of the mod and it should've always been. I don't remember having them buildable before besides the 2 of them which i had merged into one when i replaced the model.
Also it's a mass-produced ship of the United Systems in the 2nd era of the mod Moddb.com
Well at the moment the only proven space-only GC method that works is the method used by the Legacy at War mod which makes some units "Freighters" while this is good idea for the Black Alliance, it's not that practical for either Omega or the Knights. I may make the star bases actually provide income as to force to AI to get money.
I have stand-in models for only a few of the heroes.
And the land units you're talking about is the old version of the mod. i threw that out and started over to better balance out and clean up the mod while getting rid of all the crashes that the old version has.
damn that's a good point that i had actually forgotten.
i posted news article that is currently awaiting authorization that answers your questions.
This here is Warb's model archive
The Neb-C in the archive is Warb's low-poly recreation of this
Well in the vanilla game there wasnt much point to either turret over the other really. The laser could kill the corvettes and damage the frigates while the missiles could track fighters and penetrate the shields of ships. Meaning that both were good at killing both but were only slightly better are doing one or the other.
But that point aside i do see a valid point to what you said.
I actually just have to leave the turrets how i have them now ingame as the laser turret has really short range and can't actually put out enough damage to drop the shields of anything larger than a corvette. The missiles will just have to lose some tracking and turn speed to make them less effective against fighters and increase the damage and range to be better against ships.
Thanks for that.
For Battlestations or Knights?
I really need to make Battlestations' it's on mod page but it's not a main project at the moment.
Knights is getting GC and Land as i slowly add things.
Battlestations is a arcade-ish mod that is for quick battles only and will never have GC and most likely not have land either.
Wanted to make these things useful without just giving them more HP and damage.
Slow. alot of small things on my to-do list before getting to bigger things such as Land and GC.
Maybe a space demo when i finish the to-do list.
Well there's nothing left that i can do to help. Sorry
Well i forgot the name of the DL folder is changed now to "Battlestations_Sub_Mod_Beta"
Inside that folder should be a folder titled "Battlestations"
The "Battlestations" folder goes into your "Mods" folder.
The included launcher should work for you granted you have a disk version of FOC installed the same way i do.
C:\Program Files (x86)\LucasArts\Star Wars Empire at War Forces of Corruption\Mods
If you have the steam version then i can't help you.
If you have a disk version installed elsewhere then change the launcher to look there or make your own launcher.
Well the name was "Knights of the 1st Order of Aprilis" back on april 1st.
I saw this hanger layout in Rebels and i finally liked this ship as a light carrier.
This version looks even better. Great job as always from both of you.
PS: Loving all of the new particles in the mod.
WOW! That's like waaaay too complicated for me.
I actually love that mod and am looking forward to ROTM as well. farseer is the only one to make me actually play land skirmish.
Also updated the engine particle
I will be adding the Unity-era United Systems faction to this at some point as that is the most fleshed out full version of the Sith Knights.
I may also add the new factions from the third era aswell at some time.
But currently i'm more focused on finishing Awakening so i can completely stop work on that era and move on to finish Unity and eventually get started on Rebellion(3rd Era)
Don't hold on to too much hope for any amazing land combat. I hate it and won't be doing much more than some basic units.
hmm, looks like the current version of the mod is called "Knights of the Old Empire 2 : Unity - Skirmish" almost like it's only finished for skirmish.
Odd that i never noticed that. play against the Rebels or Empire and they should still build them. i'll have to look into how to make them recognize new space buildings.
Well this was just some stuff i did on the side with the multitude of models i have from around the community. it was something to pass the time while i was dealing with my forced move.
Why? it looks legit.
Only a little bit of one. it's an actual mod and the info has changed as it is just about midnight here.
Install for Disk: Place the "Battlestations" folder into your "Mods" folder and then run the included "Knights of the 1st Order of Aprilis" launcher.
Steam: I dont know or care