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"rebalance Last Stand"? like you get new items on 20+ level, or just changed/edited those original 20 wargear pieces?
are you going to use this rather primitive wood+rags/hide style for all Mordor buildings, or just some of them?
as said, I´m somehow missing the "omg, it´s the Tau behemoth suit of destruction, run!!!" feeling which I get from the original Riptide. apart from the head (which could be smaller), the mesh shouldn't´t need any changes. I would however improve its animations so it looks less tall. on that ingame screen, the battlesuit walks too uprightly, so if you could make it move like if it was crouching, it would certainly make it look more the way I like it :D and the second thing I would change is the position of its arms - I would move the guns/end backwards, which would force the part between them and shoulder face down and not forwards, thus making the model again more compact. and my very last suggestion would be rotating the entire arms so they don´t hang along the body but are rather raised sideways from it, the angle in shoulder (between arm and body) could be around 40 degree). thanks to such a change it will look again less tall/more wide and monstrous.
I have to agree with eatachainsaw. the original riptide looks overall more bulky, these ones look somehow fragile to me. however, I don´t think you have to tweak the model, changing the animation should be able to do the job instead (detailed suggestion on your profile). these are mere "perfection" ideas, the model is great even without them ;)
actually I think that someone made a tool for making GC maps with a simple previewer. however, I also might be completely wrong...
in that case, such a thing would be certainly useful(I use this method for "previewing" fighter formations).
that was no admin, it was me cause I didn´t want to spoil the fun for others. in the meantime, I found out that it´s random. the third time I was doing that quest it was on the left side and I could reach it. idk if anyone else had the same bug, but in those first two tries I wasn´t allowed to enter the very left or right column of maze.
shame it´s only a couple of missions (if you replay it many times), but it looks very promising!
a question though: does the random demon assault after "waiting" scale with my her´s level? cause the army spawned there is pretty strong, not sure if a level 1 hero would be able to repel them, since I got no bonus command points...
campaign, yes!!! though I have a bug (or intentional limitation?) to report... I´ve tried to find the Gorgon, but in that puzzle-game it didn´t allow me to go to the last column with "2"/Gorgon´s place(the option NO-SPOILERS was greyed out/unselectable). And the second time more options (right and top to be exact) couldn´t be selected from the very beginning... :/
if it was about the UI.. this is hardcode restriction according to my experience. I´ve added these brackets for third ability (tried it with space building in GC too), and the window was there, but the ability didn´t connect to it (even though it was coded exactly as the first 2 windows). but thanks for that, will take a look on it ;)
it´s using stock EaW textures so it´s not the best... but still better than those white particle imho.
C: no way!
PR is a great mod, but I have probably missed this aspect then, since I remember only 3 abilities per ship with the last (unusable manually) fired via autofire (+appropriate script). do you remember on which unit did you see it?
the ability has been tweaked a bit since then - it charges up longer and those beams remain visible for shorter time, so it´s more like "chaaarge-boom-they´re all dead" rather than "charge-boom-still boom?-oh, it´s already finished, nice"...
they might get in trouble for using SW trademark and characters/names/places associated with it...
lua... eh... where do you define hardpoints and abilities?
and what is it good for (in means of game mechanics)? if you destroy it, the ship won´t be able to use special abilities anymore?
so you´re adding a bridge HP?
what about the third bar - energy? they intended to implement it in EaW, but doesn´t seem like they really managed it(at least you can´t force the game to show the energy bar).
much better! ;)
almost the right picture ;)
well, I´ve made a "water plane" for that ( Moddb.com ) so I wanted to offer it to him too, since his maps look really good.
is that a stream/river made with particles in that green L-shaped area?
they mess with ship classes in the books rather often :/ This dreadnought isn´t actually canon (idk if anything from expanded universe is canon after that LucasArts/Disney statement), we just needed a late tier ship, so we came up with this. the Matalok cruiser was UVied last night, so it might appear soon ;)
you can see that it´s the only ship presented so far without a proper vongish name (like Yxx´yy-Zzz)... so we´re eager to hear any ideas you might have for it!
thanks, The Brothers
good job, but maybe you could add some rust/damage/worn/dirt/scratch details to the texture, so it gets a bit more vivid feel ;)
it looks really good, though...hmmm...I can´t say I like the fleshy red area in the middle, cause it seems to me that it doesn´t fit with the rest of the scheme...
it reminds me of one of my very first ship models :D but it looks good, just those front windows might be tweaked a bit imho. maybe splitting them into two rows...? or dividing only those in the middle...
you could also make the ship not to die even though all its hardpoints were destroyed, but this doesn´t really resemble the way your armor system should work... or you could also give every ship a hardpoint called "Armor" and give it some HP so you have to destroy it first in order to destroy the entire ship.
they have tried to implement the energy system along with the energy bar, so you could theoretically try to use this...somehow. Unfortunately, I wasn´t able to get this third bar show ingame. But it would be still more possible than creating a completely new bar without editing the .exe file...
with the heat particle it reminds me of the movie Sphere Klusik.cz
you could adjust the halo texture imho. but it looks good, waiting for the video though.
ad damage) why don´t you make it burn all ships only close to it (not over the entire map) and scale the damage with distance from the star?