hey.you came up in a conversation recently. hmu.
hey.you came up in a conversation recently. hmu.
Vaguely remember being able to put a comma and a second map link on the GC Planet back in the day. Maybe only worked for original eaw before the base management became a thing?
Soooo What you're telling me is that running at 0 credits with carrier spam is optimal....:P
Does this have the "corrected" damage system?
Chokepoint. Giggity.
Played a fair amount. I like the mod. Would suggest a few things though.
Mandalorian Basalisk OP AF. You can hit it with all sorts of ordinence from AA to anti vehicle, infantry, walkers and artillary and it barely touches it.
Rebels dont seem very competitive. Infantry is weak due to lots of rapid fire weaponry and their vehicles are second rate to mandos and Imps.
OP tie carrier. Love it. High price makes it impractical but its pretty op considering its ability to infinately spawn heavy bombers for taking up 2 population slots.
Particle lag? Maybe from missiles and trails?
We were both talking about the same corellian gunship featured in eaw right? I havent went through any of the damage types or anything but wasnt the net damage much higher due to torpedo pen through shields tech and the laser cannon damage higher as well? Edit. Did tests, damage type made power differential.
Gotchya, That game I did an early corvette rush like the tec would and it was strong, midgame felt starved out and shut down though. Regardless of how well I was doing it felt like if i played another faction it would have been a much more significant advantage. They need a way to do more with less maybe? Or be more able to shift gears depending on what the general game is doing so if they're losing they can mount incredible comebacks or keep momentum when winning without petering out due to income issues.
Maybe make a specialized ship which can change its identity using abilities (ie gain fighter squadron deployment, or repair ship or whatever ability) dumps all its antimatter when doing it and then puts the rest of abilities on cooldown so you can't reoutfit the ship thereafter? Would solve fighter deployment problem or give versitility to the fleet dept on phase of game.
Or give them a damage bonus on exiting hyperspace similar to promote hit and run attacks?
When I was working on my soase sw mod my thought on the rebels econ was tradelane raiding, cant remember because its been several years but there was some code in the game that let you extract value from tradeships.
Im going to play them some more to see how far off I am.
Is it just me or do the rebels suffer from an identity crisis? Faction doesn't seem as polished in any way like the empire or warlords and their gameplay feels clunky to me? Their mainline ships are redundant (Corvette, gunship) For the same roles until you get some of the tech for the corvettes (harass, which seems like it doesnt work right now..)
Their economy is extremely punishing because they are forced to run down the econ tree early on otherwise they are starved it seems. Maybe I'm just playing them wrong though.
They have super fighter superiority from their gunships but have difficulty fielding their own fighters with the exception of fleet carriers.
Warship reactivation is in the administrative section of the empire but in the warfare section of rebellion? Puts them at a disadvantage when going for econ.
I have some ideas on differentiating the faction, from WAYYYY back when I was going to do a SW mod for soase. Then moved onto supcom and RL ended it all but thats another story.
check rancor attack code. can do multirange and multitype attacks dept on target range, type, % chance ect. specialized deathclones to match attack type which attach to the model bone. Lots of animating though..
It probably operated as aerial refueling if anything.
I have to say. The textures show a lot better in the engine than I thought. Not to say anything bad of the quality, Looks great!
Point of rambling here is, now that you showed the eclipse, dont kill the mod. Ueaw...Dark empire...A galaxy divided..Legacy of war.. LOL. Blast from the past.
Looks ****** great. I remember when Dark Empire mod was still alive. When we showed the eclipse to the public the first time everyone creamed. Then, like all eaw mods back then did, we famously died... Fun fact. Kelathin chopped the back slope off our model and we all thought it looked way better.
LOL. Before the dark times...Before the empire. But yeah i remember whenever anything clonewars was announced it either died or hit production hell or the author disappeared.
new deathclone for death via deathstar damage type? Hugo Explosion?
MMM. GET THE BELT.
ITS DADDY TIME.
Cause I've been
B& for nomada?
Hmmmm. Went digging for it and I can't find the build. When I do will pm it.
Do you want the unreleased v4 build of AGD? Iirc that included working space vehicle boarding via Chewie's ability.
takes skill to use. more so than other guns in there.
GD...this reminds me of the Omega Modding Group days.....Except its between multiple people of competency...
dice model? wasnt aware they made one.
Awesome job, great attention to detail! Good job man.
Red October standing by!
PM me redistributable. Will put in my google drive to share freely.
Reminds me heavily of soase. Also for the buff, how did you get it to apply to other units and do you have an issue with it "despawning" the buff giver when you're done?
vaders_Legion
None joined
This member has provided no bio about themself...