Leader, Coder, Modeler, Animator, Rigger and Skinner of the Star Wars Empire at War Forces of Corruption mod, Knights of the Old Empire
I feel as though if anyone has an issue with another person they should keep it in a private chat and not post personal attacks on another mod no matter the issue.
I am not taking sides in this issue even though i dont like any of Normada's mods. But i have at least given them a chance and that is fair. Vong at War isnt out yet so no ill can be said about it as no one can state a factual reason for stating negative opinions about it as they dont know anything about it.
Modding isnt a job or anything of real importance. It's a hobby for pure enjoyment of those making it and those who chose to play it.
It's simply good ethics and manners to other that any issues be private. These things have led to the loss of many great modders who've gotten fed up with personal attacks warranted or otherwise.
All sides should drop the issue completely. Normada should not talk about YVaW or it's team and the YVaW team should not talk about Alliance or Normada. Keep issues private.
People will like Alliance and others will like YVaW when it's out. My personal favorite is ORAW.
Just because the former very overused weapon of reporting mods for using assets is gone doesn't mean modders should take their fight to the public.
Remember this is a neutral modder so please don't remove the comment.
There are 46 atm and i plan on adding a few more so the map should be around 55 or so once finished.
The mod's in this era will be small but the next stage of the mod will be set in what would've been the GCW era and will feature a good number of systems.
And any GC maps i make will be like the vanilla GC map Gateways where your faction will control the systems grouped together. I can't even enjoy the others where you have several groups of planets scattered across the galaxy. I always end up selling everything on the isolated worlds and ignore the fleets there while i build up at my main cluster until i can spam the capital ships.
Ah i see. The way i hope to set it up is the Republic ships will cost alot more but they will build faster. basiclly meaning that you are transferring command to your forces instead of building them yourself. While the Sith ships are built on the spot thus taking longer and cost less due to not using a company to build the ships for you.
And i too an a turtle player. which is why i hate mods where they use a true faction based map forcing many of your worlds to be undefendeable with enemy planets all around.
I agree but i took the time to make the alterations and wanted to keep both types with a purpose.
Oh and trust me. you'll like to use the MC ships as you dont need a tech level to build them if you play as the Knights or Omega and if you're playing as the Alliance then you'll want their ship cause they are great heavy ships.
Right now i have it set that Mon Calamari has 2 MC70s and 4 MC65s. i can send medium sized fleet from any of the factions and lose all of my smaller ships due to the powerful shields of the MC ships allowing them a long time to unleash their weapons.
This will be a great aid for the Alliance fleets.
I have a justified reason for both
The fighter has a smaller profiles so it's easier to avoid enemy fire.
The bomber has wings cause who wants a bunch of bombs right near the pilots.
it's Code Geass. which is made by Sunrise who i believe also make gundam. Either way it's still big mech warfare
I just dont like it but you are more then welcome to replace it yourself.
There are two main menu battles atm. one that's an all out battle between the three factions strongest ships. and the other is a Alliance fleet engaging a Knight's shipyard over Korriban.
1 Harrower III-class Star Destroyer
2 Interdictor II-class Cruisers
2 Centurion II-class Heavy Cruisers
1 Imperator-class Star Destroyer
2 Munificent-class Cruisers
2 Recusant-class Cruisers
The Kyr'am kal - Veragitor-Type Battleship
2 Kyramud-class Cruisers
2 Dreadnaught-class Heavy Cruisers
And i can't remember the units in the second battle but there's mostly a bunch of frigates with the Immortal leading the Knights and a Aranar-type leading the Alliance.
that is in my folder of "I might make this" full of pics of random stuff
C&C: Generals music, nice touch.
mainly the Assassin Corvettes. they dont build many Sith ones atm but i'm working on it
I myself just had a battle using the Alliance against both the Knights and Omega.
The largest battle was over Mon Calamari. Knights had
5-6 Victory Frigates
4-5 Acclamator Is
I lost that fight badly. but thankfully the knights and omega are about even now. sadly, the alliance is still falling behind
Well the Mon Cal had a few military units in the Clone Wars but not a real fleet. In my mod they have militarized themselves cause they dont trust the Republic or CIS and see the Alliance as a band of criminals.
But yes Fanon is what this mod always was
Zoom will be added to the "Need to do" list. Interdictors are already fixed for the next release.
you mean last night.
and idk if im going to or not
If it's at the main menu i'd say it's all of the units moving and shooting at once.
The biggest part of lag is alot of code running at once. you have the weapons moving, the hardpoints targeting and firing, units moving and calculating best angle of attack, dozens of fighters moving in a set pattern and such.
With mods you have a ton more hardpoints and more detailed particles along with more fighters. this all makes the game lag even on the best of computers.
The poly count is just icing on the cake.
I vote for this one
The Harcell would be weaker than the Diamond-class and that thing is basically useless
The Pinnance isn't even it's name but it will be in the mod as a defender of Geonosis and then buildable by anyone.
And the Bulwark mk1 or 2 don't have a actual image. only the three and the awful looking stretched out versions people have made. And it would be only slightly better than the Munificent and weaker than the Recusant.
alot of people have reported (Myself inclthe uded)In RAW an enemy fleet would appear out of nowhere. The RAW AI files affect all mods. I was saying this will never happen in this mod even if the RAW AI files are in your base FOC xml folder.
Right now the main issue is that i have not balanced the unit cost and income yet. I just played as the knights and the CIS had a fleet of Providence Battleships after only a few minutes. Same with when i was playing as the CIS and the Knights had a fleet of Destiny Cruisers.
I just need to balance out the economy and add in the neutral governments.
But this mod will never have an huge enemy fleet above a planet when you have every system that can get to it protected.
The AI is really hard for me atm. It may be due to the unit costs not being balanced correctly or the fact that RAW puts it's AI files in the base FOC xml folder where they affect all mods.
I'm about to test this after i fix my RAW install by putting all of the maps and xmls that RAW installs in the base game, into the proper RAW folders. I really hate seeing the RAW maps in the custom maps menu in everything i play.
I lost everything so i'd say so
I dont know yet.i've only just begun to look at the AI code and it's all gibberish to my untrained eyes.
I have figured out how to make the AI build the new orbital mines though.
It's just going to be a giant version of the regular rancor. i dont have the means to create a new animations yet.
"It starts with the familiar SWTOR Title Screen Melody followed by an altered "The Force" Motive leading into a Self Composed Bridge...
No audio clips of the original were used. Every sound, instrument and note that you hear has been carefully programmed and mixed by me.
This is part remix, part rearrangment and part self composed. Its meant to be seen more of an expansion rather than a copy.
My aim with this remixes is not to replace or copy the original but to show a new perspective on a well loved track and make a new piece of music that can stand on its own."
It had less guns on it because it's a mobile base. It has factories for fighters and battle dtoids. It also has a temple for the knights to train in both sides of the force. That's why there's only two of them.
They act as a fighter supercarrier, heavy cruiser, fleet commander, land factory.