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I see that various fighters will be included in ground combat. Will they be separate land-only units, or will space fighters now be deployable to ground?
With so much detail put into that trench, one has to wonder if the Death Star's more conventional weaponry might be put to use...?
Which lootbox do I get this in and what are the odds?
I'm not saying you hit the generator in the bunker, just the projector. A droid could be programmed to fly the ship and transmit the codes when asked.
They could have been there to recover/reinforce the ground team, or to facilitate boarding the Death Star should the fighter assault fail.
Honestly, the better question about the Battle of Endor is why didn't they just set the shuttle to autopilot and have it fly into the shield generator with a bunch of explosives? Put some stupid animals on it to give life signs, then relay the authentication codes through a hidden ship nearby. I guess that wouldn't have made for a good movie though.
Imagine just setting waypoints in a zig-zag pattern through enemy infantry for three jedi who just slice at whatever they walk past...
Basically the same effect as Tie Maulers except less cancer and more cool.
Could they simply be given a lower chance to deflect projectiles? It makes more sense that they would try but fail rather than just take shots.
Some intense collar bone action going on there.
Damn right that bridge is high. How the **** do you not shoot down an A-Wing with that much firepower unless the command crew is passing joints around?
Jango/Boba Fett are basically Star Wars' Batman... minus the not killing people thing.
Describe your sex life in three words:
I spent all my money on online hookers who didn't even show up though.
In vanilla, sure. They have units that are tremendously cost-effective if not just outright better than their counterparts in other factions, especially in land combat. Their artillery, for instance, has all the advantages of the others, none of the drawbacks (their lack of mobility), AND has shields and can go across water.
As far as this mod goes (though it's space-only), I'd say the Empire tends to *slightly* outclass the others when accounting for price and build time, and massively outclass them when you don't. The former is probably close enough to vary from player to player.
Damn AI is bourgeois as ****. They probably get free money from their parents to take Twi'lek studies classes, then go riot about how the Empire is oppressing them and employing too many humans from the Core Worlds.
I wish I could get free money.
So, for lolz (all my comments on these screenshots are pure autism, I know) could the Chimera have an extremely unlikely to fire passive ability/untargetable 'weapon' that emulates a VSD flying out of hyperspace, ramming into an enemy ship, and exploding? Surely the nav computer budgets had to be cut back since the glory days of the Empire.
They'd probably call it "Star Wars: Empire at War - EA", restrict it to either land or space, not include galactic conquest, release zero mod tools (and ban you from multiplayer for trying to mod), have a $60 season pass for a couple of generic maps and some overpowered hero units, and dumb everything down to a Halo Wars level of control.
At least it would look pretty and have some high-quality stuff to rip from.
Now if they'd just release the source code before EA realizes there's a market for a new Star Wars RTS...
"Thoughts? Criticism? Death threats? Monetary donations?"
The trees look like green pube stubble but do it and I'll give you $3.50 or else I'll bash your head in with a Nokia 5110.
The main gameplay concern with multiple ground maps per planet would be the defenders not having any build pad structures left over from a previous invasion if a different map is loaded. I also don't really see how the defender would be able to designate structure and initial troop location, not unless the maps are in the same location with all corresponding placement markers present (different season/time of day maps).
Having land maps in which structures cannot be built, but units can still be garrisoned could work decently. For instance, areas of space that typically would not have land maps could have special space stations that cannot be destroyed in space combat (only having destructible hardpoints aligned with the defenders). When 'land' combat begins, a random map based on a certain entry vector on the space station (hangar, cargo bay, airlock, etc.) is chosen with the defenders receiving upgrades and some form of reinforcement from that entrance, and the attackers having to destroy it to win and finish conquering the system. Purely defensive structures like turbolaser towers would probably still work.
Neat. Will Dxun and Onderon be attackable independently or will you have to, for instance, conquer at least Dxun's space first before moving on to Onderon?
I'm pretty sure I've seen another mod do the latter with trade routes between Kessel and The Maw (it might have been UEAW for the original game), but it would be more applicable here, I'd imagine.
So I take it both Onderon and Dxun are in Galactic Conquest? If so, how are you doing the Dxun space map - above both Onderon and Dxun rather than in-between them?
This is surprisingly good, although "I bring death" followed directly by "join me in death" made me laugh my *** off for some reason.
On the subject of unit voices, would you put any consideration into changing Kyle Katarn's voice to that of his Jedi Outcast/Academy appearances? His EAW voice actor, while doing a *decent* job of imitating the voice, doesn't really convey the necessary level of sass that his Outcast/Academy incarnation set the bar for.
hmmmm... can we get music playing at cantinas and Hutt palaces?
Maybe the Consortium ship based on a stolen Imperial design was based on a design stolen from Mandalorians and this ship is like the original gangster of double vertical cannon space ships and I'm high please help me.
BUT DO DEY GOT BOOTY?
Start a Patreon - make the perks something like getting sneak peaks at development or being beta testers. Most likely won't even begin to offset having a real job or anything, but it certainly can't hurt and you might be surprised at how many people sign up.
A standalone release would be cool. I was just wondering if it was something I could copy out of the mod and put wherever to get sexy AT-AT shadows on grass in whatever mod I play.
Although I guess it doesn't matter that much since most mods don't change the vanilla blow-*** grass that consists of a whole 5 pixels.
Is this something that can be enabled in the base game and other mods with relative ease? If so, would it cause a 'version mismatch' error when attempting to play multiplayer if others don't have it?