Very nice. I really like the way the engine thrusters turned out.
Judging by shots from Revenge of the Sith (iirc you can see a venator right on top of a lucrehulk during the battle of coruscant sequence), the scale looks just right.
Very nice. I really like the way the engine thrusters turned out.
Judging by shots from Revenge of the Sith (iirc you can see a venator right on top of a lucrehulk during the battle of coruscant sequence), the scale looks just right.
Wow. Can this be done in the game? Different layers of space combat? (spoken as someone who hasn't played the vanilla game)
In that case, hopefully Sins' AI has more of a tendency to abide by the build limits than FoC's AI! In my last TR campaign (From the Ground Up, EotH), the NR AI had a certain affinity for spamming Viscounts (ignoring the build limit). ;) Their average fleet would have at least 4 or 5 of them, lol.
So in question of strength, would this be comparable to an ISD (taking the fighter complement into account)?
Wonderful. And, unlike any other models I've ever seen done, the core in the middle actually looks circular.
Awesome. Can't wait to see this thing in action.
Wow, that looks awesome. Will the turrets rotate/swivel by any chance, or will they only fire directly outward? Also, are those turrets the station's only hardpoints?
Huh, I didn't know that. That's pretty interesting, and I look forward to seeing and hearing how Sins puts some variety into the space combat we've come to love from FoC and ICW.
I hate this thing. AI spams them, and then you've got all those loads and loads of fighters to sort through.
Oh, it's a great model/skin though. Very nice. :P
Next time you need something from Filefront, try refreshing the page a few times if you get that "File Not Found" error again. I found that if I refreshed it anywhere from 1 to 4 or 5 times, the page usually showed up.
Nice. Is that still the stock engine glow I see shooting out from the back?
Ok, that's fine. I definately look forward to it. ;)
lol, I see. I guess it's clear who's never played SOASE. ;D
I love the background. Is it meant to be the upper atmosphere of a planet, or it it just nebula that happens to look like clouds?
Awesome. So, am I understanding right that diplomacy will play a factor in Ascendancy? Does this have something to do with the "aid from other galactic powers"?
You're right that Viscounts have a pop of 18, which means only 2 will appear at a time. But I did face a fleet that had 12 of them, and hyperspaced more in as I destroyed them. It made for one long battle.
And I was talking about both the EotH's air speeder as well as the NR's V-Wing. Seems to me they're both overpowered, as they can each outpower the heaviest of ground vehicles.
Nope, no confusions. It does have a pop count of 18 (or so), so it can only field one or two at a time, but their fleets still have 4 Viscounts a piece on average, and the largest fleet I've faced so far had around 12. That's not really a complaint; after all it makes for the most epic space battles I've ever fought in FoC. Just an observation. ;) As for the Praetors, I knew there wasn't a build limit for those, I just found it comical that the IR chose to spam them. I actually haven't yet come across a single ISD (besides the ones on pirate-controlled planets). Needless to say, the Furion fighters are quickly becoming my favorite unit, as they do really well against all these SSDs.
I've noticed one balance issue though: the air units in land battles. Seems to me they're way overpowered, and one could completely blow off land battles with just a few units (and they're pretty cheap too).
It's not that they can't be countered. It's that they can take out anything with ease (including anti-air units, all buildings, and even AT-ATs), so it makes using them at all feel like cheap tactics. This is, however, the only issue I've found in point of balance with the mod, and I'm very impressed with how it's turned out. :)
I'm quite enjoying my first GC, which is From the Ground Up, played as the EotH. I'm assuming that for this campaign, SSD limits are removed (at least for AI). I say this because so far, I've had to destroy 2 Sovereigns (and I've a hunch there's more lurking about), and I've come into contact with at least 25 Viscounts. The NR is quite fond of them, and the IR is even more fond of Praetor II's. It's a bit unbalanced to enter battle against 12 Viscounts at a time, when your faction doesn't have any SSDs, but hey, it also makes it more fun. ;)
Problem solved. A clean install did the trick. Thanks for the help, Corey. Haven't played much yet, but 2.0 looks like a vast improvement.
No good. I took out all the subfolders, leaving the unaltered meg files (which seem to be crucial to starting the game). But the problem persists, and I still had that campaign bug. If you don't have any better ideas, I think I'll have to try reinstalling FoC, then TR, and see if it'll sort itself out.
Ah, yes-ish. I've got TR's files in there, for the purpose of working the map editor. It's the previous version. Did the vanilla data folder have any subfolders, or are the .meg files all that need to be in there?
Yes, but for some reason, the new text/icon entries seem to be disappearing when the new files are installed. I'm noticing that some of the campaigns aren't working either. The ones in the Conquest folder. When I try to launch one (like FTGU), it appears to load up another campaign entirely (such as Caamas Crisis in my tests).
The problem persists. Although I copied the mt_commandbar and the master text file from the 2nd dl to the 1st dl, there are still numerous planets and units without icons, names/descriptions, or both. Any ideas?
I see. Sounds like that should make the "GC map" a lot less laggy than it can get in EaW. The effects of planet types and terrains is pretty intriguing too. Can't wait to see where the team takes this.
Huh, that's weird. The mt_commandbar and text files on my download are the same as 1.3, so anything new doesn't have any text or icons. I'll have to try dl'ing again and compare the text files from the 1st and 2nd downloads.
Speaking as someone who doesn't own the game, how do you intend to deal with the issue that the large games only have 5 star systems? Can this number be expanded? And if so, will having 100+ star systems kill the game with lag?
If this turns out as great as TR, I'll have to consider getting the game, even if only for the sake of the mod. ;)
Nice work on that Viscount, guys. It looks a whole lot nicer than the other Viscount models I've seen. It looks believable, which for the Viscount is already a miracle.
Now this looks like a fun faction to play as. Any fleet full of Praetors, Venators, and SSDs automatically equals fun, whether you're fighting them or playing as them. Looking forward to the release. ;)
Med8r
Carter joined
I'm an amateur musician and composer, having played piano for 8 years. I'm also a music student in college, working towards my Bachelor's Degree in Sacred Music. I'm into modding as a hobby, specifically as a mapper for Thrawn's Revenge, a mod for Star Wars Empire at War: Forces of Corruption. You can see my work for that mod below in the images section.