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Interesting. I'm always surprised by how much depth the EAW game engine has. Thanks for the response.
Whenever I switch to cinematic mode to watch a dogfight everyone just flies around in loops. Obviously firepower/shields come into play. But, is the purely maneuvering part of a dogfight simply decided by speed and turn or is there some sort of hidden stat? What exactly is going on behind the scenes when fighters enter a dogfight?
The Thrawn's Revenge Team are Dark Lords of the Sith, they are so wise, and so powerful, they can influence the games code to create mods.
Thank you for all your hard work.
It's a shame the AI ignores build restrictions. It sounds like you have found a suitable compromise for 2.0. Keep up the good work.
Is there any way to enforce a lifetime build limit on Battlecruisers/Supers? The AI seems to love using these units and it gets a bit tedious in long GC's. I know I could set the max tech to level 4, but I'm not completely against the larger ships. I would just like to see more use of the smaller ones.
There are 4 bunkers in the middle of the map facing each other kind of like this : : and its the one in the top right.
I can't garrison one of the bunkers on the Barren Badlands map. Anyone else have this problem?
What Zero Hour mods have a working generals challenge? So far I've only found Shockwave.
Gaul: All this posturing and they still haven't invented trousers.
(Gets hit by flaming projectile)
Roman 1: Did we just invent hot pants?
Roman 2: Ho-oh, nice burn mate.
(Romans laughing in unison)
Great Mod that improves the FoC experience without overdoing it.
Using the English version here, and there is hardpoints that say "missing" on the Victor 2 and Carrack. This can be fixed by going into the hardpoints.xml finding those units and removing the "light" from the turbolaser tooltip text so it reads as <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
Hope that helps, keep up the good work.
Excellent work as usual. Is the machine gunner a global upgrade or will he have to be purchased for each tank?
Does the bonus also apply to nearby infantry? I'm sure they could benefit from having a truck full of munitions nearby.
Do they take those off before going into combat? I would have thought they would be a bit volatile. Anyways, kudos to Alexei for his attention to detail. :D
Looks good, but what are those things attached to the back? Are they necessary?
I would surrender to her without much of a fight lol
They mass-produced a whole 100 of them? lol
If I had to caption this picture it would be "Making up for smaller things."
It was the the A-Team!
Great work, will keep an eye out for any more. Mostly playing as Lorien at the moment.
Bug Report for Lorien -
Treebeard Starts at lvl 1
Vigilant Shot has very short range
Base sometimes turns black and unclickable.
Talan Trees can't be garrisoned anymore.
And now ... he's dead
I'm looking forward to this one.
That's not necessary for this mod. The shortcut comes with the download, after you extract the zip file its called PlayLWRPublic.exe
Played a few more games myself as Lorien and ran into a few minor issues.
Rumil's vigilant shot needs a range boost.
Sometimes the citadel becomes dark and unclickable (I have no idea what causes this one.)
Treebeard starts at lvl 1 not 5.
Both of the above work fine for me. (version 0.141)
Great Mod keep up the good work, looking forward to some of the new factions.
Not sure if this is the place for bug reports, but when fighting Lorien earlier I noticed when I destroyed the Galadhon Barracks I received an unusually large amount of EXP.
Fantastic Mod! Only oversight I have noticed is IG Sentinels have a missing model or something. They appear as a purple cube.