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Comment History  (180 - 210 of 337)
Gen_Rhys_Dallows
Gen_Rhys_Dallows Oct 13 2012, 3:45pm replied:

We're putting most of our effort into units you'll use during typical skirmish gameplay, and new map design objects. We have heroes like Starkiller planned, but they're a low priority right now.

+2 votes     media: Testing Images
Gen_Rhys_Dallows
Gen_Rhys_Dallows Oct 10 2012, 7:25pm replied:

It isn't entirely out of the question, but when everybody is only about 50 pixels tall I don't think that small changes in armor like that would make too much of a difference. We'll see how it goes, though.

+1 vote     media: Testing Images
Gen_Rhys_Dallows
Gen_Rhys_Dallows Oct 10 2012, 2:16pm replied:

That's a Bothan - the Rebel equivalent to a Scout Trooper, and the earliest stealth-capable unit that can be produced.

+5 votes     media: Testing Images
Gen_Rhys_Dallows
Gen_Rhys_Dallows Oct 10 2012, 3:45am replied:

Skirmish and custom matches in SWGB don't restrict which civs can be allied with or fought against. Stuff like this is pretty much par for the course.

+3 votes     media: Testing Images
Gen_Rhys_Dallows
Gen_Rhys_Dallows Oct 9 2012, 3:02am says:

Would you ever consider adding 'non-standard' eras and modes to the game? For example, the Trade Federation (pre-Clone Wars) VS Naboo Security on Theed. Missions and setups like that were always stuck in the campaigns and couldn't be played in Instant Action, which was kind of disappointing in the vanilla games.

+2 votes     mod: Battlefront 3
Gen_Rhys_Dallows
Gen_Rhys_Dallows Oct 8 2012, 10:39pm replied:

That sound issue has been irritating me from day 1. We're definitely looking into ways to handle it.

As far as music goes, we may be able to change the default track, but I don't think we can add multiple different ones. At least, not in standard games. We're working on it, though.

+2 votes     mod: Expanding Fronts
Gen_Rhys_Dallows
Gen_Rhys_Dallows Sep 24 2012, 9:42pm replied:

Accurate scaling was never really an important factor with GB. What you're seeing here is probably how it will stay.

+1 vote     media: More New Mechs
Gen_Rhys_Dallows
Gen_Rhys_Dallows Sep 22 2012, 4:11pm replied:

'Fraid not. A unit can only fire from an attack-enabled garrison structure if the player using it owns it, so just hopping into a piece of scenery wouldn't really be possible without some work.

Even if it were, having said unit be visible behind/in said cover wouldn't really work too good either, since we'd have to make 'in cover' sprites for pretty much every infantry unit in the game.

Still, I guess it's worth looking into. We'll see how it works out.

+3 votes     media: 2M Repulsortank
Gen_Rhys_Dallows
Gen_Rhys_Dallows Sep 21 2012, 11:49pm replied:

Getting a properly functioning cover system in a game like GB would be impossible to do, unfortunately.

The closest substitute we can come up with is having lasers impact on other units or objects before reaching their target - a property unique to artillery rounds. But so far we haven't figured out how to do that.

+1 vote     media: 2M Repulsortank
Gen_Rhys_Dallows
Gen_Rhys_Dallows Sep 21 2012, 9:09pm replied:

You can use triggers in the Scenario Editor to disable tech levels or other researches. However, during a skirmish match only the starting Tech level can be adjusted. Not much we can do about that.

+2 votes     mod: Expanding Fronts
Gen_Rhys_Dallows
Gen_Rhys_Dallows Sep 21 2012, 3:09pm replied:

The Repeater Trooper is now a separate unit from the normal trooper upgrade chain. There just isn't enough menu space for us to universally disable upgrades replacing units.

+8 votes     media: 2M Repulsortank
Gen_Rhys_Dallows
Gen_Rhys_Dallows Aug 30 2012, 1:41pm replied:

See our Images pages for your answer.

+2 votes     mod: Expanding Fronts
Gen_Rhys_Dallows
Gen_Rhys_Dallows Aug 29 2012, 4:20pm replied:

There is a patch out there that allows the game to be played in new resolutions, but I don't recall where to get it.

+1 vote     mod: Expanding Fronts
Gen_Rhys_Dallows
Gen_Rhys_Dallows Aug 29 2012, 10:15am replied:

We're only working with the original 8 civilizations at the moment. Adding new ones isn't entirely out of the question, but that would be a long, long way from where we are now.

+1 vote     mod: Expanding Fronts
Gen_Rhys_Dallows
Gen_Rhys_Dallows Aug 24 2012, 6:30pm says:

Will the different factions (Rebels, Empire, etc) behave like gangs and actually fight over territories?

+3 votes     mod: New Star Wars Mod For GTA SA
Gen_Rhys_Dallows
Gen_Rhys_Dallows Aug 21 2012, 1:41am replied:

Funny you should mention Demolition...

Anyway, we don't have the early AT-AT planned at the moment, but we'll see what we can do.

+2 votes     media: More New Mechs
Gen_Rhys_Dallows
Gen_Rhys_Dallows Aug 17 2012, 12:48am replied:

If we can find units that fill the rosters, we'll put them to use. Aquatic vehicles are already a sadly neglected part of the EU, and trying to find useable stuff for the smaller civs like the Gungans and Wookiees is nigh-impossible. I'd rather not resort to just making crap up since we want to maintain authenticity, but I don't see much other choice.

+3 votes     media: Coastal Assault
Gen_Rhys_Dallows
Gen_Rhys_Dallows Aug 17 2012, 12:37am replied:

Destructible bridges are possible. Repairable ones aren't.

Yet. *scribble*

+2 votes     media: Expanding Fronts - Bridge Skirmish
Gen_Rhys_Dallows
Gen_Rhys_Dallows Aug 14 2012, 11:52am replied:

If I gave you a date I'd be lying. We're hoping to get things done soon, but there's nothing in concrete at the moment.

+3 votes     mod: Expanding Fronts
Gen_Rhys_Dallows
Gen_Rhys_Dallows Aug 13 2012, 8:21pm replied:

No, that's just one of the default Sith Apprentice units.

+1 vote     media: Old School Part 2
Gen_Rhys_Dallows
Gen_Rhys_Dallows Aug 13 2012, 8:09pm replied:

'Fraid it's the other way around..

+3 votes     media: Expanding Fronts - Felucia
Gen_Rhys_Dallows
Gen_Rhys_Dallows Aug 13 2012, 1:33pm replied:

Not without individually editing every frame of him, or outright replacing the entire unit. I don't see any issues with the current stormies.

+3 votes     media: Old School Part 2
Gen_Rhys_Dallows
Gen_Rhys_Dallows Jul 30 2012, 12:27pm replied:

Nah, only the front-most fighter is the player model. The rest are for heroes.

+1 vote     media: Delta 7B variants.
Gen_Rhys_Dallows
Gen_Rhys_Dallows Jul 25 2012, 6:29pm replied:

There are tools available to extract individual scenarios from campaigns, but a good chunk of the cut portions of this scenario are rebuilt from scratch.

+2 votes     download: Expanding Fronts Preview - Beachhead Co-op
Gen_Rhys_Dallows
Gen_Rhys_Dallows Jul 24 2012, 2:00pm says:

I'm not sure why anybody would use non-Star Wars music for a Star Wars game...

+1 vote     media: Transformers song: Could be used in ToW
Gen_Rhys_Dallows
Gen_Rhys_Dallows Jul 18 2012, 3:17pm replied:

SWGB allows online play via LAN and direct IP connection. There are also services such as GameRanger, and XFire that host online lobbies.

0 votes     download: Expanding Fronts Preview - Beachhead Co-op
Gen_Rhys_Dallows
Gen_Rhys_Dallows Jul 18 2012, 1:28am replied:

It's possible, sure. But not very likely to happen at all - not with the stock campaigns. Just getting 2 players to work right is enough of a headache.

+2 votes     download: Expanding Fronts Preview - Beachhead Co-op
Gen_Rhys_Dallows
Gen_Rhys_Dallows Jul 17 2012, 1:56pm replied:

The second hero unit here is OOM-14. Originally supposed to be included in the mission as well, he was cut for whatever reason. We've restored him.

No hero units will be 'cloned' in these scenarios.

+4 votes     media: Something Completely Different
Gen_Rhys_Dallows
Gen_Rhys_Dallows Jul 16 2012, 7:43pm replied:

Making a unit or structure too big tends to cause a bunch of rendering issues. Parts start to ghost around the screen, pieces disappear, it's a mess. Even some of the stock buildings have that issue.

+2 votes     media: Palace of the Jedi
Gen_Rhys_Dallows
Gen_Rhys_Dallows Jul 16 2012, 3:18pm replied:

This building has an 8x8 tile base, but there is a smaller 6x6 version as well.

+1 vote     media: Palace of the Jedi
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