This mod catapults Empire at War into 2019. It maintains the game's design philosophy, while adding new units, better graphics, and deeper gameplay.

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Report RSS Build day #4 (view original)
Build day #4
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Juan_Ca
Juan_Ca

I was just thinking about the game limit the other day, just wondering if it will affect such a large structure like this, combined with a large fleet or a ship like the Executor. Everything looks super detailed high resolution.

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Jeroenimo Author
Jeroenimo

Well I just spent build day 5 optimizing the hangar structures with a new texture and and mesh. Was a full 8 hour session but the tri count was reduced by 110k, and that's without counting yet-to-be-made structures like the fighter facilities also using these new highly optimized hangars. Minimal loss in quality.

I'm going all out on this station, but I'm also going all out on making it work with empire at war. Technically, the game will handle it, practically we're going to find out to what extend some of the features are not as functional as I'd like. We can always easily remove parts if they're deemed not good enough for gameplay.

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Juan_Ca
Juan_Ca

Thanks for the response, it is nice to see you found a workaround, I hope you can fit as much things as you planed for this project, also I don't doubt you will find the balance, the mod has been rock solid and really smooth since 2.0 at least for my end, one the most stable with no doubt.
Everything from this starbase concept looks really promising, I can't agree more with the modular design.

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Daniel-G
Daniel-G

loving the work your doing , you can count on my vote! :P just wondering if your still working on ground combat or is that on hold?

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Description

I have cast aside your shackles and now go beyond what you deem doable game. Your max poly counts your texture memory limit, I have no use for these anymore.

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