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#1 Phoenix Rising

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Posted 11 May 2007 - 02:06 AM

First off, let me apologize for the long delay in updates following the release; I had to push to get the mini-mod out, then I had to get through finals, so I just relegated myself to tech support and responding to threads. But now I'm on a four-month holiday, so it's time to get back to it!

Now that you've finally had a chance to play the mod, I would really appreciate your feedback. I've set up a Bug Reporting forum where I will be tracking all of the bugs found in the mini-mod and hopefully fixing them for the next release. There's also a thread asking about your favorite ship. Basically, if there's anything else you can think of that would be helpful, there's a forum for it.

I'll have a substantive update sometime soon, so check back for that. It promises to change how the game is played.

#2 Draka

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Posted 11 May 2007 - 03:24 AM

First off, let me apologize for the long delay in updates following the release; I had to push to get the mini-mod out, then I had to get through finals, so I just relegated myself to tech support and responding to threads. But now I'm on a four-month holiday, so it's time to get back to it!

Now that you've finally had a chance to play the mod, I would really appreciate your feedback. I've set up a Bug Reporting forum where I will be tracking all of the bugs found in the mini-mod and hopefully fixing them for the next release. There's also a thread asking about your favorite ship. Basically, if there's anything else you can think of that would be helpful, there's a forum for it.

I'll have a substantive update sometime soon, so check back for that. It promises to change how the game is played.


I've only gotten to play a little the past couple days...work and other online obligations after that and all.. but the mini-mod is good.. I enjoy it.. I like the draining credits style of purchasing.. it's used in another mod I've played. The upgrading fighters is pretty cool too.. in my game I finally finished out the X-Wing line XD. Overall it's enjoyable and can't wait to see what else you do with it.

#3 Guest_Dan Rolph_*

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Posted 21 May 2007 - 07:46 PM

Hey mate, i'm having real trouble loading on the mod, call me dumb but i don't seem to be able to do it, I don't claim to have much moding knowledge or anything like that so would appriciate the help, if u could email me, that would be amazing, tried to follow your instructions on how to load it but it seems i'm doing something worng because its just not loading. My email is djdrolph@hotmail.com

#4 Phoenix Rising

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Posted 21 May 2007 - 08:55 PM

Read through this thread:
http://forums.revora...showtopic=48565

#5 Guest_It has been done before..._*

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Posted 25 May 2007 - 01:40 PM

Just for information, found this when surfing around about models etc..

The Eclipse has been 'modified' before..it seems..

See this : http://everythingeaw...hread.php?t=416

damn nice work...

Keep up the GREAT work !

:sleep:




Read through this thread:
http://forums.revora...showtopic=48565



#6 Phoenix Rising

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Posted 25 May 2007 - 10:20 PM

That looks like a different Eclipse model; not Petroglyph's.

#7 Guest_Guest_*

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Posted 15 June 2007 - 02:43 PM

I dont know if I did something wrong but when i go to play skirmish in space it doesnt let me build units or upgrade could u e-mail me and telll me if i did something wrong or if its supposd to be that way (mjdavis1234@hotmail.com) and also i used the mod launcher to launch the game if that makes a difference

#8 Phoenix Rising

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Posted 16 June 2007 - 01:12 AM

Nope, Skirmish was disabled. You would've known that had you actually read the forum.

#9 Guest_Vekken_*

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Posted 03 July 2007 - 02:34 PM

Over all I like this mod think it is well made :grin: , but I will get to the parts about it I don't like. All of the ships should have cannon starfighter compliments from the nebulon-b to the SSD's. I think the turbolaser accuracy is a little wanting and the Venator's heavy turbolaser batteries much faster than they do. One thing I would love to see is the same detail on the ground units as on the ships. Keep up the good work though. ;) :xcahik_: :xcahik_:

#10 Rob

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Posted 03 July 2007 - 04:14 PM

And when would you like all of that done by, SIR? :grin:

#11 Phoenix Rising

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Posted 03 July 2007 - 08:06 PM

Heh. I think one of the problems people are seeing with turbolaser accuracy is that the categories that should be in the mod aren't (cruiser, battleship, etc.), so I have to make due with existing ones. I actually did edit them in, but for some odd reason the units that I assigned to those categories no longer produced sounds when clicked on. So I took them out :grin:. I may have to post about that one though and see if I can get it fixed.

#12 Guest_Vekken_*

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Posted 18 July 2007 - 07:18 PM

I think that the heavyturbolaser turrets fire too slowly and the turbolaser power is a litte low. I noticed this when a y-wing wasnt blown up by a single turbo laser shot acourding to cannon. I'm not sure but the starfighter laser cannons seem to have longer range than the ships lasers. Thanks for listening to me ramble.

#13 Phoenix Rising

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Posted 18 July 2007 - 09:44 PM

Unfortunately not everything canonical can be accounted for in a simple RTS game. Ships can do a lot more things than what they can in EaW: double up shields, shunt power to and from systems, maneuver, switch formations, ram each other, etc. Also, as evidenced by ANH, weapons do more damage depending on where they hit. Luke got hit at least twice and was relatively fine while other pilots ate vacuum on one hit from a TIE.

I'm guessing your source didn't say what percentage the shields were at on his Y-wing when it got hit, so just assume that it wasn't 100. Or it was a critical hit. Or any number of other explanations, so you can take your pick. But things like that just can't be taken verbatim for gameplay's sake; I mean, just because Emancipator destroyed Allegiance in one salvo doesn't mean that turbolasers should do 500 damage.

#14 Decay

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Posted 25 July 2007 - 07:52 PM

First off, gotta say I LOVE the mod so far. The ships look amazing, and the extra hardpoints really make the battle more exciting... and I almost wet myself when I saw the Eclipse-Class SD pop up on my build queue.

BUT. Please don't take this as bashing... I love the mod truly^^There are two things that should be changed in my opinion (not that my opinion matters much but hey).

First, I also noticed the lasers' extreme inaccuracy. Granted, I've only seen the ISD in action so far since installing the mod, but it took 2-3 minutes just to knock out a Nebulon B Frigate, and almost longer to kill off some Rebel Blockade Runners (I forgot the actual designation... I think CR90?), just because the lasers kept skimming over the target. For realism, I guess this is a good thing, but I think it just takes too much time game play-wise.

Secondly, and this was also brought up by another member a couple posts ago, but having starfighter compliments on the ships (like it was before the mod) I really like. Obviously, you took that out for a reason (probably because a SSD can hold a literal swarm of TIE Interceptors).

Anyway. Just throwin it out there. Thank's for the good work and keep it up!!! ^^

#15 Phoenix Rising

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Posted 25 July 2007 - 09:08 PM

I think both of those points are probably fair and I've been working on addressing both of them to some extent. By the way, welcome to the forums.

#16 Rob

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Posted 25 July 2007 - 11:04 PM

Yeah, there's a huge discrepancy with how many hits an X-Wing can take in EPISODE IV and the old X-Wing computer game. However, it can be explained somewhat by the Star Wars Galaxies MMO. I'm guessing Darth Vader and the elite squadron's of TIE fighters posted to the DEATH STAR have a high damage output laser cannon, like those you can buy in SWG for high end Master Pilot only ships. Rookie TIE fighters like those attacking you in the old X-Wing computer game would obviously have a far lower damage output, and consequently your trusty rear deflector holds for a lot longer than poor Bigs Darklighter's does against Darth Vader and his sup'd up TIE Advanced. ;)

Edited by Rob, 25 July 2007 - 11:05 PM.


#17 Imrix

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Posted 26 July 2007 - 01:24 AM

Or it could just be a matter of where you hit the shields, something the old games weren't really advanced enough to account for.

Or a little thing called "game balance" ...

#18 Phoenix Rising

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Posted 26 July 2007 - 06:34 PM

Ironic, I actually just compiled all of the TIE components into the SFS article on Wookieepedia and there are no less than five different (known) models of laser cannon in use in the TIE series, and those are just the ones that entered production, so that doesn't even account for customization. All I remember about my X-wing in SWG is that it had Gyrhil R-9X lasers (the big ones on the bottom of the B-wing) and an Experimental TIE Capacitor rated around 64, both of which I looted at Kessel. Of course, that was before they gave pretty much every ship a huge mass, so I think I was running only 150k or something on that.

I always figured that the trench run X-wings were going so fast that they had to have drained their laser capacitors and were probably bleeding shields as well. I mean, the extra power has to come from somewhere.

#19 Imrix

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Posted 26 July 2007 - 10:40 PM

Well, there is that but I remember references in some SW novels about if you hit a shield in just the right place on a capitol ship, a shot could slip through. Might not be true but... Eh.

#20 Phoenix Rising

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Posted 28 July 2007 - 07:25 AM

I think that's essentially what the Torpedo Sphere exploits, so it probably is.



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