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The mod is coming out in a week??!?!??!!
As much as every one on the team loves the Zann Consortium we simply can't have more than one consortium in the mod.
Not unless there are some voice actors here that would like to try voicing some of them.
We might be able to add a new pair in as a patch after our initial release.
That's unfortunate. I guess he'll just have to wait.
The mod is already available? Moddb.com
Basically if you can't read it you don't need it. It changes the text of the mod to German.
As Corey said in the description this is still very much a work in progress. We do appreciate the criticism though as it will only help us create a better final product.
[Citation Needed] for the ship stats. Role-playing wikias don't count.
He did reply to your question in the second paragraph of his post. We won't be doing a larger version of the From the Ground Up GC due to the technical issues (the control freeze) mentioned in his post.
Trust, me I didn't forget the nature of the planet his map is based on ;). The map already uses the maximum height range allowed in the FOC editor so the top of the rift valley is pretty high up. There is only one rift valley featured in this map so no to your last question. There are no prisons (ie. The Tomb) featured in this map.
It's a bit tougher to kill than an Executor.But it most certainly does die.
I used to be. I retired a couple of weeks ago.
It's Warb_null's Blue Diver... He free-released it a while ago.
No need for baseless theft accusations.
That would be me.
You might be waiting a while for a 1.4 version. But you can look forward to 2.0 :p
It's kind of a bummer that they took object reflections out of FOC for whatever reason. They had them in EAW; it made avoiding this issue a lot easier.
I'm going to have to go with Oddball on this one. I got my Overkill achievement using the the shield doors in combination with the oddball.
Looking good. Blends in with the map really nicely.
Be sure to check out Casperium's other work on her DeviantArt page. Her link is in the description. You'll be seeing some more of her nebula in the mod as well. :)
I would advise against using models from a different game for EAW. Mainly because taking game assets from a different game and using them in a mod that is based on a different game is prohibited by ModDB rules.
That would because it is an actual design. Starwars.wikia.com
Yes it is. Code/Dr.Nick had made a model of it for a mod for one of the other games in the CnC series (can't remember which one): I55.photobucket.com
That would be Poderis.
There are lights, you just generally can't see lights on the bright side of a ship. ;)
No offense guys but that starfield...definitely do not like it.
That was because of the broken AI in the released version of the mod...they didn't actually do much so it wasn't particularly hard to beat them. It'll be significantly different in the next version of the mod.
What it means is if we decided we like the default galaxy better we're not using it. It is entirely based on what you feel as players too. However if we decide say that we don't like it's style and want a more simplistic galaxy overlay. Although you do have a common misconception there...we are not slaves to fans. We are modding for ourselves. We decided to change the game because of things we felt that needed changing. So yea. We are modding for ourselves; but we are tryng to create an enjoyable experience for everyone.
We seriously need a name for it guys. If you have any suggestions we want to hear them :p .
That texture is for Qat Chrystac. However in the case of the skirmish map it's just a random planet because a vast majority of my space skirmish maps do not take place in canon locations.
Most likely sometime between tomorrow and the year 3010.
Err, might want to tone down the red lighting there IMO. It looks a tad to strong to me.
I'm going to assume you planned to do this but I'll say it anyways. Make the playable area more dynamic because right now it's pretty damn flat. Also from there add in some texture variation. Also smooth out some of the ridges on those hills, they're looking a tad to jagged to look natural. A pretty good job on the lighting though, it's just sad that there isn't really a skydome in FOC that would compliment it.
I'm glad it helped.
Here's a direct link to the image in its original size. See if this helps.
Also just a side not I forgot, the screen resolution you're using can also affect performance. My max res is only 1600 x 900 px so I can't vouch for those using 1920 x 1080 px.
Yeah, the misalignment is caused by some bad UVing on the ship. That particularly unit is one of the oldest ones in the mod.
Be sure to link us to your LP. We'd love to see it when it comes out.
Pretty simple actually, newer GPUs just like CPUs aren't always the best optimized to work with older games. If you have an ATI card you can always have fun looking at the glitches it produces with decals when you zoom all the way out on ground maps. I don't know what GPU you have but if you need to compare my old lappy had an ATI 5870m, my current laptop has a Nvidia 650m. With both I always force the max AA and AF that their respective control panels allow since default EAW AA is awful. The only lag I get is if the battle cam decides to place itself inside an explosion (because you know, that's cool to look at :/).
The primary stress during a battle is on your GPU, not your CPU. I've handled this version of the mod with no lag on my old laptop which had an i7 720QM and my current laptop with a i7 3610QM. The primary difference the jumps in CPUs made would be on galactic map performance (my old lappy sometimes had issues with that if I had background stuff open) and loading times. The performance during a battle mainly comes down to your GPU.
It's simply because we have a limited amount of voice recordings to use. We can only reuse the same voice people so many times before it becomes really obvious. If you think you have a voice that would well represent a unit in the game, feel free to submit a recording.
Just going out on a limb here, but I think we replied to some of these suggestions you have in your last post.
Just a pro-tip on the lasers. Our laser effects actually put less strain on your system than the default EAW ones would if the same number were to appear on the screen (ie. 200 TR lasers vs. 200 stock EAW lasers). This is due to the TR lasers using less emitters than the stock ones.
Now, I am not saying though that this mod overall is less demanding on your system than stock EAW because that is blatantly false. This is due tot he sheer number of objects on the screen being increased as well as just having some higher poly models and higher resolution textures on units and in the environment than is found in default EAW. We build this mod however catered to our own systems. This means we have is so it runs optimally on our laptops. We fully realize that this does create some lag issues for those with components that can't handle everything that goes on in the mod but at the end of the day we are modding the game to what we can handle, not what everyone can handle.
Now just as a general response to a few things that have come up multiple times. Laser speed; we may look at increasing this slightly but if you're lagging due to lasers an increase in their speed is not actually going to have a ton of performance boosting effects (or at least not to the degree you may be expecting). The staggered release of fighters will most likely be looked into. We do have this system implemented on some larger units such as SSDs and the Brask station. The main issue that comes up with this is people tend to complain when a wave style release is done as well because they assume that the first wave is all you get and lack an ability to count up the total number of squadrons coming out (see complaints on other pages about the Brask).
Also sorry about the late replies, many of the team members have just finished university finals and didn't really have spare time before to reply.
Yes it was intended; we didn't add magically appearing ships by accident. :p They're called raids and are outlined in the manual (page 11).
We aren't releasing any ETAs. It will be done when it's done.
The Republic (assuming you're referring to the Clone Wars era faction) makes absolutely no sense in the time period covered in this mod. We have zero intention of including it.
That's what 2.1 is for. There aren't going to be any more hot fixes (unless some bugs that are particularly devastating pop up).
Besides the Visvia isn't even done yet...
You'll have to make your own mods folder like it says in the read-me.
Steam Installation Instructions: (It is strongly recommended you use the .zip version for steam installation)
-Run the installer and install to anywhere, then take the Imperial_Civil_War folder out of the Mods folder it supplies.
-Find Empire at War in your steamapps folder (e.g. C:\Program Files\Steam\steamapps\common\star wars empire at war\ ).
-Create a Mods folder in star wars empire at war\corruption.
-Copy/paste the Imperial_Civil_War folder from your desktop into the newly created Mods folder.
No it does not.
No there are not. That's why it's helpful that you can vote for more than one mod so that you don't have to choose.
I'm glad you noticed that; it took a lot of effort for the team to implement that bunny.
I can tell you that it will be done by New Year's day 2549. But other than that it'll be done when it's done.
The coding for those VOs may be adjusted but it is highly unlikely that unique VOs will be created for those characters. Lando doesn't have any sounds because frankly it's not easy to find someone with the proper audio equipment that can also make a good Billy Dee Williams impersonation.
The reason Cilghal doesn't have a unique VO is you can only re-use the same people for voice acting before it becomes stale and obvious. Frankly the only reason the latest version of TR has some unique VOs is because one of our fans (Lord_Xizer) was kind of enough to obtain suitable recording equipment and fair number of people to do voices.
Download link for the MP/RAM patch is at the bottom.
Because in the canon Interdiction technology was extremely expensive. We wanted to reflect this instead of making it a ship type you can spam in every fleet you have.
I would recommend trying a battle on more than one planet. If it happens on other planets it is likely a problem on your end.
Gamefront is having some pretty big issues with their site and downloads right now. Gamefront is having some pretty big issues with their site and downloads right now. You can use the installer download and when you go to download on ModDB and the box pops up; select the try another mirror link and use a ModDB mirror. You shouldn't experience any issues with that.
That or you can try using Desura.
Gamefront is having some pretty big issues with their site and downloads right now. When you go to download on ModDB and the box pops up select the try another mirror link and use a ModDB mirror. You shouldn't experience any issues with that.
Well that's odd, I can't reply to a guest. Anyways we have no control over the mirrors that ModDB makes for the download so we can't just "fix it". Gamefront is having some pretty big issues with their site and downloads right now. When you go to download on ModDB and the box pops up select the try another mirror link and use a ModDB mirror. You shouldn't experience any issues with that.
It's Microsoft that's in control of the IP and its usage. Not 343i or Bungie.
When it's ready, you'll see it.
Yes, and I am definitely not biased in saying this.
(The rating out of 10 is generally a good indicator of mod quality however)
No, not unless someone that speaks German volunteers to translate it.
No idea, that would be a default SOASE background,
Nothing put there intentionally, but it does make me want to hide something in the future.
That is correct. The Lucrehulk is using fighters that they currently have available to them as a faction. It's not much of a Seperatist battleship now that the PA owns it so they'll fill it with what suits them.
The Desura version is not yet available. We are working on getting it released using that platform in the near future.
Happy New Years to you too.
To quote Corey from the forums:
"The Tector was considered, and was planned for for a long time but ultimately I decided to axe it. There's nothing inherently wrong with the Tector but the power difference between an ISDII and a Tector isn't really big enough to justify using 3 capital ship slots for such a similar range (ISDI-Tector), and there are some readability issues ingame if you're trying to micromanage. Kind of hard to know at a glance what's a Tector and what's an ISD."
The Allegiance has been added to the list for a reason. ;)
It's in ICW as well. You may know it as the Interdictor-class Star Destroyer.
Desura is still set to the old version, the Desura staff will have to update it. You'll have to download either the installer or zip version to play the mod at the moment.
Originally I was planning to have the landing zone start up in the arctic area but this presented some feasibility issues due to the height differences in the two areas. It would have basically ended up in one rather large ugly ramp. Ergo the map is only limited to the temperate zone.
I believe Corey was having some viewport issues in Max when he was rendering this hence, they odd lighting and zoomed out render. :p
From left to right; MC90, Viscount and a MC80B.
Indeed it is.
After you play your first battle the galaxy shrinks to about the size seen in this picture (Note: these are old planet positions):
Why the texture initially bugs out is beyond me; but it's fine after the first battle.
We're glad you enjoy the mod.
It should be fine. It has significantly less objects than some of the higher object count maps TR currently has.
Just to confirm. We are dead serious about this. This is no joke like on April 1st. If we get 1000 likes by that date, you will see Vong in the mod.
Yep, you bet.
The SSD is firing at two different ships in that picture...
Errr....not quite. That would be slightly overpowered, I lost several Hapan ships before that.
I've got bad news for you:
Very nice. Good job with the background.
Good job on the map lighting Cheeze. I like the nebula background alot.
Scorpions are hardly the only video game tank designs to have four treads.
Lol, you do a pretty darn good job yourself though.
This shouldn't add too much stress to your computer considering there is generally only one planet for GC maps (some however are an exception of course).
There will be lower resolution versions of these textures for the main GC layout to reduce loading times and any possible lag.
The only vice is that new planet textures for every single planet in the mod will make the patch size a tad bigger that previously anticipated.
What is this? I don't even?
Not quite. It doesn't actually fall, instead it just has a slow drift to emulate floating ice/snow particles. Adds a really nice touch when seen ingame.
(Copy and paste) :p
No, the planet was mostly arid after the cataclysm due to a lack of fauna. As for the Clean Lands I made sure to make it evident through city lights on the night side of the planet.
They're in the process of being completed; but they will be in the mod for release.
Apply for a testing position on the forums: Gutr.swrebellion.com
That model is an accurate design for the Assault Frigate Mk 1: Images3.wikia.nocookie.net
That's right. The details settings are set to max and are using the improved assets for the Thrawn's Revenge mod. All of my screenshots are also taken using my graphic's card forced antialiasing at a 8x level with a 24x sample as well as forced 16x anisotropic filtering for th best quality of images.
I'm glad you like it. At the moment we will not be changing any of the maps unless we have time closer to the release date. There is simply too much critical work at the moment to finish at the moment. Besides it is only in the cinematic view that the cloning is readily noticeable.
The only foilage that is not on the trail is the tall bubble trees. The shortest of those trees is three times as tall as a stormtrooper. If they where placed on the trail they would clip with units and walkers, block sightlines while playing the game and would b an unecessary addon to the already alrge amount of props used on this map.Even if layed down it would introduce even more clipping and interefrring with seeing infantry and smaller vehicles. The fauna already ont he path such as various varieties bushes, mushrooms, long grass, rocks, flowers and pitcher plants will do just fine. Also one ahs to remember the scale of the map and how certain props would affect gameplay. The bush in that image for example is fairly large and is the height of an infantry unit.
Anyways. Glad you liked the map.
Lawl, using part of the description I wrote on EAWFiles I see.