The Works has a slight republic slant yes, but it's reasonable.
The Works has a slight republic slant yes, but it's reasonable.
I'm not done with heros, I'd like to eventually have a full compliment of 8 heros, 4 for each side.
I honestly have no idea. You may have to just reinstall everything.
A direct hit from the Commando's secondary should still kill a unit. The Commando's primary weapon has the highest DPS of any weapon in the mod, however it has reduced accuracy when moving. The Commando is very much a turret unit and not a run-in-gun.
The Imperial Black ops is intentionally designed not to have a secondary, and I am satisfied with that unit's effectiveness.
The Grand Champion's missiles do in fact require a target lock. I.imgur.com
The screen shake is intended as a suppression effect.
The hired merc's damage is perfectly fine particularly given that the hired merc has the highest EHP of any standard unit.
I could not get Oricon to grant the experience I wanted the map to have. I may return to it sometime in the future.
1. The game engine has no provisions for limiting a attack only to a targeted enemy, if it could I would have done it for Heatseeker Missiles. TK throw is something I've been trying to do, but I haven't gotten it to work in a satisfactory way.
2. Makeb actually had a CTF mode, but it didn't play well so I abandoned it and have no real intention of returning to it.
3. Firstly selectable heros isn't something the game engine supports. Moreover there are specific design reasons why each hero is on the map they are on. For example heroes with jetpacks or force jump can't go on Belsavis because of potential map exploits. The Cipher hero can't go on indoor maps because of orbital strike. The Cipher and the Barsen'thor can't be on the same map because they both have shield weapons, and the game will only load 1 shield effect on a map.
No. I dislike the entire concept of the Eternal Empire. The entire premise Eternal Empire was just a deus ex machina for bioware to get rid of the Sith Emperor (because they had godmodded him into a omnipresent immortal entity)and so that bioware could drop the façade of having two faction story.
Try deleting the mod and then reinstalling. From your description it sounds like the game isn't finding the map file correctly.
I have no intention of doing anything from KOTFE or later. I literally quit SW:TOR because of the crap they pulled with KOTFE (both in terms of lore and game mechanics) As far as I am concerned SW:TOR ends with the Yavin IV arc.
The mod is not dead, it's just a Lich
The mod is definitely still alive, as I mentioned in the teaser image there will be content release shortly.
I promise you there will be a content release next week.
The lighting and textures are meh but it's getting there
I apologize for lack of updates. Real life things happened and I haven't been able to work on it this past year.
But rest assured I'm back. Stuff is being worked on and things are being accomplished.
At this point in time I have no plans for extending it beyond a mappack.
Nope this was done in softimage XSI, which is the native modeling program for battlefront.
This is actually the first time I've ever done a 3D model before.
Just got to figure out how to texture it now.
Has anyone else been having trouble with audio stuttering on Labyrinth?
Do those bugs *only* appear when you have that other era mod installed?
There seems to have been a typo on the blueprints with regards to scale.
This model was simply too good to pass up, been looking to replace the old sniper rifle model for awhile now as the old one looked to similar to the standard imperial rifle.
The green stuff will not be on the final version
In theory it should run fine. I haven't actually tested it however.
Is this a problem with all maps or just Belsavis: Icebound?
Why are you using 7zip? It's a self extracting archive, you just run it like you would a program.
Crinn
joined
This member has provided no bio about themself...