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Comment History  (0 - 30 of 35)
McEwanMaster
McEwanMaster - - 35 comments @ Empire at War Expanded: Thrawn's Revenge

A Star Wars mod for EU4? Intriguing...

Good karma+2 votes
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars Mod Reborn

The workaround doesn't work. He usually says otherwise when it is a possibility.

Good karma+1 vote
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars Mod Reborn

I took a bit of a look into blaster muzzle velocities, and naturally, there isn't much. Putting detailed official information like this out would kinda ruin the fantasy of the universe for the LucasArts fanbase, lol. In any case, however, all we really need are two things: a baseline and a scale of reference for the different types of weapons you had in mind. Of course, what information is available may or may not be to your liking, so I'll just lay it out for you to mull over. If anything, I hope to simply present you with starting point.

The baseline of ~60 m/s was found by Mythbusters by measuring shots from handblasters across the six TOS and Prequel movies (despite their video only showing material from A New Hope). This is obviously very low compared to real weaponry, but depending on how the X games treat velocities, you can scale this baseline to match. The same goes for the scaling between types of weaponry.

Note that the following muzzle velocities are based on modern weaponry, and that I've taken averages based on ranges given by a large variety of weapons in each class. "Cannons" attribute to main weapons found on tanks and aircraft; this could represent the primary line of starfighter weaponry. "Artillery" attribute to large bore guns, both land- and naval-based, and could represent capital ship armament.

Small Arms: 1296 m/s
Cannons: 747 m/s
Artillery: 991 m/s

The blasters used to find the baseline discussed above were handheld, and therefore considered small arms. We'll therefore use the "Small Arms" figure as the baseline for the weapon type scaling, which you can see below along with the final, adapted blaster velocities.

[Weapon Type] Modern Velocity --> Scaling --> Adapted Velocities
Small Arms: 1296 m/s --> 1.00 --> 60 m/s
Cannons: 747 m/s --> 0.58 --> 35 m/s
Artillery: 991 m/s --> 0.76 --> 46 m/s

Did my best to make a table (oh well). Like I said before, depending on what you want and how the X games treat this stuff, you can scale the baseline up or down to match your preferences. You can even tweak the scaling values to make changes that reflect how you want to present the nature of space-based weaponry in your particular version of the Star Wars universe. All of this is obviously pure extrapolation based on what little bits of information are available from very unrelated sources, so I don't expect the above figures to be anything close to accurate!

Hope this helps a bit!

Good karma+1 vote
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars Mod Reborn

His recent comments outline his goals for the next update. In any case, it's generally bad form to heckle mod creators for a release date, considering how tenuous their personal lives can make progress.

Good karma+4 votes
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars Mod Reborn

Nope, this is what we have at the moment, unfortunately.

Good karma+1 vote
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars Mod Reborn

Do you know if this will be save-compatible with 0.9.6/0.9.61?

Good karma+1 vote
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars Mod Reborn

Looks like you're mixing up two different ships. There's a Hammerhead Corvette from Rogue One, which I believe is in the 15 mil range, and there's the Hammerhead Cruiser from KOTOR, which is the one you're talking about.

Good karma+3 votes
McEwanMaster
McEwanMaster - - 35 comments @ X3AP Star Wars Mod 0.9.77

Yep, the stock exchange was removed because Mik didn't want something so easily exploitable in the mod.

Good karma+1 vote
McEwanMaster
McEwanMaster - - 35 comments @ X3AP Star Wars Mod 0.9.77

Well, you did it Mik. After long last I and I hope many others won't be afflicted by crashes in war-zone sectors, or any sectors at that. I can't thank you enough for spending so much time on a bug affecting such a small proportion of players.

Good karma+1 vote
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars Mod Reborn

I've been working through this exact issue myself since I got the mod a few months ago. Before 9.5, this issue would occur by simply choosing an Argon game start, but we've made good progress. People who also have this problem see different errors in their crash logs, but the log excerpt you have in your post is exactly what I see in my own crash logs. We could see if there's anything we have in common, in terms of computer specs.

Good karma+1 vote
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars Mod Reborn

I believe that's his ultimate goal, but that'll obviously take a lot of work and time, to say the least. Don't expect anything like a full conversion for a while. Mik's been working hard enough to get the mod this far, that's for sure.

Good karma+1 vote
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars Mod Reborn

I was recently thinking about this same thing, actually, and I feel like using the StarViper-class would be a cool preservation of the deca-sefa's rarity, visuals and military power.

Starwars.wikia.com

It would likely be a pain to model into the game, though!

Good karma+2 votes
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars Mod Reborn

Saved games from before 9.5 will not work with the latest versions, so you'll have to start a new game. Sorry about your lost progress!

Good karma+1 vote
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars Mod Reborn

That's one of the problems he's been looking into. Hopefully it isn't anything too difficult to deal with.

Good karma+2 votes
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars Mod Reborn

I and a few others experienced this problem a while back, and brought it to Mik's attention. It's a very subtle problem, but we've narrowed it down to improperly compressed models that overload a CPU's RAM upon entering a sector where that model is present.

Progress is definitely being made; as of 9.4 Beta, I can now play the Argon starts, but war-zone sectors are still problematic. The remaining models should hopefully be fixed with the next patch.

Good karma+1 vote
McEwanMaster
McEwanMaster - - 35 comments @ Battle of the Golden Spurs

Gettysburg music? Oh lordy.. :P

Good karma+3 votes
McEwanMaster
McEwanMaster - - 35 comments @ Sins of the Prophets

Hiya, just a quick congrats on the development so far. It's amazing how good it looks and how different it plays from Sins or its other mods. Can't wait to see it more completed.

I'd also like to suggest a few changes that I think would make the gameplay feel more Halo-esque. To add a more cinematic aspect to the battles (and make them slightly more accurate to the books) the Covenant plasma torpedoes should be made less common while making pulse lasers more prominent. In addition, those torpedoes along with the UNSC missiles should be made slower (if possible). The MAC cannon and plasma projectors are spot on though.

While I agree that the battles should be short yet bloody, the extra time these changes would make would allow us to really appreciate the scope and beauty of this mod.

Good karma+3 votes
McEwanMaster
McEwanMaster - - 35 comments @ A meeting of giants.

Chap*

Good karma+2 votes
McEwanMaster
McEwanMaster - - 35 comments @ Star Wars - Bear Force II

Welcome to Moddb! I'll be looking for those awesome updates! Keep up the great work!

Good karma+3 votes
McEwanMaster
McEwanMaster - - 35 comments @ Mount & Blade Warband: Napoleonic Wars

Dat patch. NW really deserves to be high up on the vote counts; it's just so much work and awesome stuff packed into one DLC.

Good karma+2 votes
McEwanMaster
McEwanMaster - - 35 comments @ L'Aigle

Will there be specific army compositions for each general? For example, one general with line infantry/light infantry, and one with heavy cavalry, and another with light cavalry, etc.?

Good karma+2 votes
McEwanMaster
McEwanMaster - - 35 comments @ Europe 1805 II - War of the Third Coalition

Wow great job adding all the new actions and effects like the buying of your own house. It really makes it easier to immerse yourself in your 19th century life. Keep it up, and hopefully a Warband port is around the corner!

Good karma+2 votes
McEwanMaster
McEwanMaster - - 35 comments @ Wrecked Republic

Why the hell should anyone want there to be a popularity battle? It does no one good. SWC has its domain (Mount and Blade) and Wrecked Republic has its domain (Warband). Just don't even mention the idea of a best mod battle.

Good karma+2 votes
McEwanMaster
McEwanMaster - - 35 comments @ L'Aigle

Really, is this the place for comments like that? I don't want to start a flame war, but this comment is totally unnecessary and inaccurate. The developers of Napoleonic Wars are not greedy d-bags, for the fact that the expansion is the culmination of 2 years of hard work and effort. Napoleonic Wars started as Mount and Musket which was a free mod made from the pure talent and hobby of the developers, much like L'Aigle. Docm's work on this mod has, in comparison, recently started; you cannot make a comparison of intentions or character. Nor can you insult the developers of NW for making their efforts worthwhile. Docm could just as easily put a price on L'Aigle after a period of time, if it becomes as popular as we are all hoping it will be. All mod developers, like Docm or Vincenzo, have a chance to take their work to the next level. Can you blame the people that do? Before you deal out judgement like this, ask yourself, "What would I do in their position?"

Good karma+1 vote
McEwanMaster
McEwanMaster - - 35 comments @ L'Aigle

I happen to like the "most ridiculous piece of headgear ever worn". It is very unique.

Good karma+2 votes
McEwanMaster
McEwanMaster - - 35 comments @ L'Aigle

This is probably one of the most intensive, intricate, and immersive singleplayer mods I have seen for Warband, "work-in-progress" aside. The details on it so far, especially the ranks and honor system, made me think of "The Last Days" mod for the first M&B (we all know what a success that mod was/is). I think in the future with the right pace and thoroughness, this mod could become the leading mod for historical-minded M&B players, and even a perfect singleplayer counterpart to Napoleonic Wars. Good luck to you Docm, and your wonderful team. Keep up the masterful work!

Good karma+2 votes
McEwanMaster
McEwanMaster - - 35 comments @ Naboo - Night Time

Oh, uh...wha...?

Mind = Blown

Good karma+7 votes
McEwanMaster
McEwanMaster - - 35 comments @ Felucia Skirmish

Looks almost up to par with Battlefront 2. Keep it up!

Good karma+4 votes
McEwanMaster
McEwanMaster - - 35 comments @ We're far from dead.

Any chance you devs can post an update on the main page? I'm really curious to see what you have been doing.

Good karma+1 vote
McEwanMaster
McEwanMaster - - 35 comments @ Longsword Class!

Raise the dimensions by a whole bunch, and you have got yourself an amazing cruiser or flagship!

Good karma+1 vote