Behold the Yuuzhan Vong Army! This mod adds the Yuuzhan Vong Race as a playable faction and all units of this era. We are a community of modders working for the greater goal, so anyone who wants to help or support us is welcome!
Kad is doing a 'little' rigging today...
Oh it's beautiful... :D
those are 'just' the medium turbolasers...
is this heaven? that is Awesome!!! i can't believe it
Holy crap. The Yuuzhan Vong better prepare themselves. Will the SSD be available for the New Republic as well?
SSD Guardian and SSD Lusankya for New Republic.
Nice!
Well the smallest of the world ships is death star sized.
im so excited for this mod, will be the best of the best, im sure
I've only seen this raw powerful ship only once , it didn't scare me enough then
it does now
oh beautiful. i like what you did there
I see DAKKA, I like.
NEEDS MORE DAKKA!
and it needs a red paint job lots of red.....red goes fasta!
Talk about overkill ...
well that thing's gonna be a lagfest
We are taking careful precautions to ensure it wont.
Unlike other mods, our mod DOES NOT LAG.
we are working very hard to ensure this
My ssd test model had 200K triangles and hyperspaced in without any issues. On top of that, years ago there were some tests done with tri counts to see what would cause lag. It's save to say triangle count on single large ships like this really isn't going to cause any issues, this model will work fine ingame. Looking forward to its texture!
It's not really about tri count, but rather about textures and computing. By now we should all know that unnecessary amount fighters (or anything using the fighter locomotor) is making the 2005 alamo engine sad. Not mentioning the fact it kinda looks ugly in EaW.
Wish I'd known that a few years back, now I'm sour with my ships that use ridiculous amounts of textures just to cut on the poly count. The absolute wrong decision, that was.
There are four big contributors that add up on computation time:
* Textures (due to ... questionable ... texture memory handling)
* Fighters (due to their locomotor and pathing)
* Targeting objects (hardpoints, but mostly targeting turrets)
* Projectiles
But whilst the poly count is not a big contributor, it's not a non-issue. It's still better to save polys, because it speeds up the time the frame takes to draw. And the less time the frame takes to draw, the more time for the other (actually way more important) calculations like pathing, targeting, AI calculations, etc.
Will the Lusankya and Guardian have the big Rebel Alliance and the New Republic Starbird Painted on?
YES
but when we free release... maybe we can include a texture that does not have the Starbird.... ya know, just in case others wish to use it in their own mods for the Empire.... ;)
Awesome, Keep up the Great Work!
How much "pop" will it use?
45 in space tactical battle.
What is the "pop" max for space and land anyway?
I believe we are going with 90
Damn land and space battles are going to be so epic thanks again for all the hard work! But wait I thought the ground battles was locked at 10 unit pop cap?
They are locked at 10. 90 is just the space tactical battle.
Well actually they aren't locked at 10 but anymore than 10 screws the UI.
So you are limited to 10 defending units if you don't want to not be able to select your units.
Man, I hope you guys can make the ground combat just as epic as space is going be.
There is a difference between 10 unit types and 10 pop cap.
Only for attackers. For defenders the pop cap = the number of units you can have on planet. So if you have a pop cap of 30, for instance, defenders can have 30 individual units on planet, while attackers have to send in units normally. This can become a problem if you want to change individual unit pop value. Example: you want to make the AT-AT have a pop value of 5, with a 30 pop cap you could reinforce 6 on attack, but on defense you could have 30. Also as stated above it messes with the UI.
Now, that's what I call an intensification of forward firepower ! Nicely done !
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