I like to announce EVE: RTS (work name) It's a mod about EVE Online developed by myself, featuring ships and other objects directly from the original Game. Models and Textures were extracted using TriExporter. CCP confirmed that I can use their Artwork. (see end of summary)

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BigFoot1
BigFoot1

Sounds real good!

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Chimas
Chimas

Good to know we've inspired you ehehehehe

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yoda589
yoda589

and here i was expecting a picture saying "Soon­™"

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BlazingAngelz
BlazingAngelz

yay!

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Guest
Guest

Super

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Blazier
Blazier

Sounds Awesome :D

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Description

It's a bit silent around here. This had several reasons:
1. Exam phase
2. HDD was dying, so I have installed Win8 64bit now.
(Great and fast OS for now, runs even old software again. Did not except this)
3. Therefor had to reinstall all stuff (Programs, Tools ...)
4. Decided to go back to roots regarding HW2 gameplay - but keep the best of innovations. (Read on - I will explain this)

So I think you may know this: When you have to do work you don#t like you may be very creative on something else. . .

However, I'm going to use the AI system I made for HW: Remastered as a Base (well it's HW2 AI wich bypassed the vanilla build orders)

Like in the first Alpha, you won't have fast travel or gates.
(I think this was the most playable version of the mod anyway)

The sytem has changed a bit, but it's still capture focused.
Like in alpha 2 and prototype. You will start the game like default HW2 with a Mothership (So you have available Amarr, Caldari, Gallente, Minmatar and Sansha). A mapplayer (AI-controlled) has control over all Stations, facilities, outposts, whatever. You can fight the mapplayer to capture his Stations. For example: if you attacka An angel Battlestation for example and you are able to take out it's defense and damage it to a certain amount, they will surrender and you get their base. Then you can have access to Angel (Priate) ships. Same for a Race stations (on the images).Other objects may only generate income. If you own several Big stations, it's likely that traders will travel between them and generate income. (Yes this is already working - I did my own script but the system might be similar to the complex crew cells). Income for this traders works like it did with the good old Age of empires. (well traveltime determines income, not distance)

I hope someone will read this and point out his opinion, I think this will play out more easy then the sector prototype.

When I have replaced collectors by frighters I may add a video of all this.

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Mr.Thi
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