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!
So, as we free release material, it is to be considered a 'work in progress' release, for we are constantly trying to improve and catch errors while we continue with producing the remainder of the material.
Please be aware, that we will be occasionally replacing the Free Release material with new corrected files.
If any fans choose to download and install our Free Release material, and you notice errors, please feel free to contact us and point out these errors.
We have so far noticed a few, and will be correcting them later this week.
A few things we will be changing:
We noticed the following errors and we will be correcting them and replacing new files in the Download section later:
Nebulon B, Nebulon Ranger, Nebulon Widowmaker :: window lights flicker on the top bridge section of Nebulon B, and on the front top module of the underneath pylon extension of the bow. We can fix this.
KDY Republic Cruiser :: window lights flicker on the sides of the ship, and on the top forward and top middle command structures. Damage decals flicker on the bow of KDY. We can fix this.
DP20 :: damage decals flicker on the engines and on the neck/head of ship. We can fix this.
HEAT DISTORTIONS will be removed from fire particles.
Screenshots taken from in the game using Fraps, pasted to Photoshop with Sharpen filter applied 1 time to compensate for the resolution discrepancy of screenshot.
We are running a stress test of 30 vs 30 ships :: 15 KDY (each spawning 2 xwing/1 ywing), 10 Nebulon B, 5 DP20
We are happy to see that all turrets are rotating and elevating while tracking targets. Each turret will be given a unique range later for the mod, allowing heavier weapons to fire more frequently at long range targets. All textures look as good as they do in our .alo viewer screnshots.
All fighters are to scale with capital ships.
"all fighters are to scale with capital ships." this worries me a little. and i know that most mods do this but i'm always running into the issue of "hello? where did that fighter squadron go?" because the fighters are to small. best mods ive played all have the other ships scaled up to go with the scaled down fighter size.
Well, thats what the icons of the fighters are for. If you micro manage by actually following the fighter craft models around then there may be room for improvement in your strategy concepts lol.
i use fighters in wave tactics. i do use the empire and so its easy to miss them. also icons are not always there. i can think of at least 30 times that the icon vanished when the unit is in a dogfight.
Do you ctrl and assign them a number?
the focus of the mod is going to be on Cruisers, not destroyers, so scaling has been handled appropriately.
Is that corvette behaving like a fighter?
will a corvette should not behave like a frigate. i can easily see a corvette panning and turning in ways that are not just side to side. it s not a star destroyer. why should it act like one?
Interceptor corvettes will behave like fighters: IPV, DP20 for example.
Escort corvettes that are intended to stay with capital ships and flank them for support (CR90, Crusader Corvette [mandos] will fly like regular capital ships.
Nice, itll look nice when sendin them against fighter swarms
looks amazing. also glad to hear that heat distortion is being removed that's normally what lags out the game on my pc.
though might be my fault running the game and mods on a system that only has 300 MB of ram to use on games.
keep up the good work!
300? My god...
and i play it with graphic setting on medium. you would be surprised on what the game engine can do. (and on how much you can cut out of background for performance.)
also the system has 1gb or ram but 700mb is used by windows 7 operating system.
300mb?! Your name makes perfect sense lol
oh haha.
you would be amazed how little the base game uses its practically a piece of cardboard. still runs the game fine
I can see that the ships jump in at the same altitude/level here but in the first release will they jump in at different ones? I believe Geroenimo figured out how to do it and it makes battles much more cinematic. Everything else looks incredible.
Been following you guys for years now and I can't believe the amazing progress you've all made. Well done and I can't wait to see what you have planned for the future! :)
yes, this is only stress test for development purposes, all ships will spawn at variable heights, very similar to what Jeroenimo has developed, for he has already forwarded us the needed scripts/code
Awesome. Thanks for the reply, Burnstrobe.
Yeah I've already helped them out with it, should look good on their stuff, partially my stuff :D
Dearest and esteemed colleague, might I humbly request access to this rumored and illustrious code? I know I am not worthy and I ask you merely as a spec; a worthless bug in the face of your mighty glory.
In other words... PRETTY PLEASE MAY I??
I've already begun applying fighter-locomotors to many ships but for the really big ones, the pathfinding for them using that behavior just isn't practical. This code would really help out my mod. Thanks either way.
lol, but of course Far, check your email :)
Burntstrobe you know I love you can I have the script as well? <3
the clone wars mod also makes corvettes act like that :P
It looks amazing! Keep up the good work!
I see all these issues about lights flickering.. maybe they are just having power problems? X3
Still, looks awesome, also i like the idea of the smaller corvetts that are not made for escorting behaving like fighters
Is it possible to get more pic's like this in between the ship models ? :)
soon, very soon....