IF ANYONE HAS ANY CONCERN OF ANY KIND REGARDING OUR USAGE OF ANY ASSET IN OUR MOD PLEASE CONTACT US
First things first, I want to say thanks to a few people that have helped me get to where I am, to be able to mod this game in almost any way that I want. So, I would love to say thanks to Dr. Mckay, for starters, who has really helped me out in a huge way when it comes to rigging and modeling. And I want to say thanks to Admiral_Jamoking, who basically kept me going when I had no idea what I was doing, 2-3 years ago.
Now, for the mod.
EAW2 is exactly what it sounds like, a complete re-do of the stock Empire at War game. My goal is to take Empire at War, and push it to the limit. The Alamo engine has possibilities that go far, FAR beyond what the original game brings to the table. I plan to make Empire at War 2 the BEST FoC experience I can. So, I'll explain how I am going to do this below
Galactic Army of the Republic
Confederacy of Independent Systems
New Skirmish Upgrade System
Instead of the original Tech system, you will upgrade single units instead of entire factions. This will allow you to create your own, diverse army, instead of having the same units every game. Maybe you will choose the Aircraft Tree, which will allow you to build special air units, Or possibly the Infantry Tree (My favourite), to give yourself the ability to have special infantry units. Maybe you'll go the Armor route, where you rely on heavy cavalry and artillery to get the job done.
In space, you may rely on heavily armed, well built ships to get the job done. Maybe you'll rely on weak, badly armed ships to do your duty, but you can have a lot more of these, as they come a lot cheaper. This will all be up to you. How will this be implemented? Well, read on to find out.
New Skirmish System
In space, as on ground, you will start off with nothing more than a mere exploration ship, or scout unit, where you will explore the map, and find an ideal base to begin your army. This, hopefully, will allow for much longer skirmish battles. When you start, you will be able to choose from one of two/three bases, as mentioned above, and this will begin your army.
More to Come
Soon, I will announce much more about what this mod's about. I have to make a units list, still, and that will be uploaded as soon as I get the chance.
We're BACK in the saddle again.
Work will come SLOWLY
But steadily. My goal is to give news updates once a month, and get pictures up once a week. The speed at which media is uploaded will increase after exams are over. News will only come once a month- but I will try to make them as filled with new stuff as possible.
I'm operating on a new machine, with a fresh hard drive. That means the mod that I had before is lost. But, this brings something good as well. it gives me the ability to change the plan I had for the mod. Don't worry, what I had planned before will be pretty much the same- but I have a few things I want to change. I'll cover them in brief here, but the January update will bring them out in full detail.
A fun experience
I'm not one to follow things completely canonically. I will to an extent, but fun>realism in every game in my opinion. I want to make the game feel smooth and fast paced. And I will. What am I talking about?
Well, we can look at a game like Battlefield Bad Company 2. It's very realistic, but the gameplay is, for lack of a better word, chunky. The animations feel slow, the GUI looks bad. I still had fun playing it. But DICE came out with Battlefield 3, and it was a huge success, it challenged Call of Duty, unlike the previous game.
DICE focused on mixing amazing graphics with realism with an arcade experience, to make the ultimate FPS experience. So I will do the same with the Alamo engine, to make the best RTS experience possible with the limitations of said engine.
I haven't found words to put my idea into yet- so I will figure that out and put it all out in update format as soon as I can actually.. figure it out.
Have a good day, and watch the mod to stay tuned for the January update!
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