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!

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Report RSS Bombing Run
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Burntstrobe Author
Burntstrobe - - 3,471 comments

Muzzle flashes of Y-wing Ion turret lasers need to be reduced a bit, but we are getting there. This is still a pre-alpha build. We have a lot more content coming soon, but this feature was a big challenge for our coding team. Wariscool, Sacer and Kad_Venku... these gentlemen are just incredible, they make the impossible real.

Bombing Run Special Ability will be on following units so far:

Y-wing
Y-wing Advanced
Tie Bomber
Tie Heavy Bomber
K-wing
more to come...

running Snag-It to record my video apparently is causing a slight conflict and produce the lag seen. Please keep this in mind before you comment, the mod runs much more smoothly while not recording video.

Reply Good karma+7 votes
Burntstrobe Author
Burntstrobe - - 3,471 comments

The Bombing Run causes massive area damage to enemy forces and minor damage to friendly ships that are nearby. It will be crucial to have AA escort ships protect the larger cruisers to prevent destruction.

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noobhero21
noobhero21 - - 53 comments

Will there be land battles?

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Burntstrobe Author
Burntstrobe - - 3,471 comments

yes, after we finish space

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readable12
readable12 - - 81 comments

will you release a version with just space or wait for everything to get finished?

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Burntstrobe Author
Burntstrobe - - 3,471 comments

because our fans have been so kind and supportive, I do believe we will release a space version first, and then do land, and then finish with skirmish maps in the end. The main mod is Galactic Conquest, this is the focus.

Reply Good karma+11 votes
Jeroenimo
Jeroenimo - - 6,765 comments

Mmmm looks sexy smecksy, huge area damage. One point of critique, when the turrets fire the lasers don't actually come out of the barrels but way to the side, looks a little weird.

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Burntstrobe Author
Burntstrobe - - 3,471 comments

i noticed that too.. not sure why... the proxy is positioned exactly in the center of the gun barrel....

and btw, they are very nice lasers you and megabalta made ;)

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Jeroenimo
Jeroenimo - - 6,765 comments

My thanks. The problem is that I built the meshes to be way smaller ingame than the size you're using them at. If you scale down the models in the projectiles xml file naturally they'll be closer together, and the positions will fit the turrets barrels.

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Burntstrobe Author
Burntstrobe - - 3,471 comments

Thank you G, we will do this, thank you for this response

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Burntstrobe Author
Burntstrobe - - 3,471 comments

so just to hightlight all the complicated code work that is being done here:

the bombers are using a special script that combines Power to Engines with Additional code. This additional code allows the bombers to lock on and track the target ship, which is important for 2 reasons: if the target ship turns or moves, the bombers will follow it, and if a target ship is at a lower or higher altitude, the bombers will now fly down/up to reach the target. The bombers that reach the ship then each deploy 2 proton bombs, these float in space and drift towards the actual ship, giving time for the bombers to evacuate the area since the explosions do actually cause damage to friendly ships. The bombers then fly all the way back to their original location where the special ability was first triggered, which get's them out of harm's way in case the player becomes occupied with micromanaging other units. The bombs explode, and cause area damage: massive to enemy, minor to friendly.

it is a little thing, that we put a lot of effort into, just to make bombers more worthwhile in the game.

And, if that wasn't enough, Kad, the evil genius scripting monster that he is, figured out to give consumable/reloadable payloads to the bombers. This means that each bomber squadron can only use this ability once, then they must fly back to a supply ship such as a carrier or a repair ship where the ammo supply will be resupplied and then the bomber squadron can perform the special ability again.

The guys put A LOT of effort into this idea. It is amazing what they can do...

Reply Good karma+7 votes
Revan5678 Creator
Revan5678 - - 90 comments

This is absolutely awesome! I am glad that we have you guys in the team.

Reply Good karma+3 votes
Burntstrobe Author
Burntstrobe - - 3,471 comments

Yeah, so not only does it look cool, but this rechargeable special ability now gives more importance to carriers and fleet tenders, since we now can apply this "1-time use then need to reload" idea to all special abilities that fire missiles or bombs

It's just going to create more strategic depth and fun to the game

Reply Good karma+4 votes
izzman123
izzman123 - - 30 comments

And i thought my fleets were vulnerable to fighters/bombers before

Nice work!

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AugustusFlavius
AugustusFlavius - - 156 comments

SHINY KILLY AWESOMENESS! Well done!

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Darth_Raius
Darth_Raius - - 465 comments

Great choice of music for this. Glad to see your hard work paid off in an amazing way. Those poor ships...

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Description

I am using Snag-It and running You-tube at the same time while playing the game, this causes the lag...

When I am not using Snag-It to record, the game plays perfectly fine and smooth, please keep that in mind before posting comments.

Congratulations guys, you worked your ass off to make this, it is so much fun to watch in the game, well done :)