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#241 Infinity238

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Posted 26 October 2007 - 06:12 AM

Ah, I've been pondering a couple things over the past few days... might have something to do with some testing. Sorry for not being around the last week I have midterms comeing up this week at Uni*.

But basically every new thing that we put in-game is hitting some kind of snag, you would think that by this point I would have seen them all**. Once thes problems get nailed it should be beta testing time in short order***.

*Midterms suck.
**seems to be more errors then my typo's
***Unless we hit (god forbid) MORE problems...



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#242 Stargazer

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Posted 26 October 2007 - 06:22 AM

I don't like EAW's engine...

...i'm scared...


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#243 Freedom06

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Posted 26 October 2007 - 01:49 PM

Haven't you guys been working on this mod for something like 2 years... how come you are only scared now and not before now?

#244 Infinity238

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Posted 27 October 2007 - 02:58 AM

The Alamo engine is verry verry scary.



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#245 Freedom06

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Posted 28 November 2007 - 04:30 AM

Hey everyone I hope you had a great Thanksgiving. Its almost the end of November and I was wondering if you guys could give another update of how things are going and how they are looking up? Also do you guys have a better idea of when we could see the beta be released this year or next... ?

#246 Dark Lord Revan

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Posted 28 November 2007 - 04:00 PM

Sounds like next year. I wont try to put up any expectations...that would be cruel, knowing first hand the scariness of the alamo engine. And all i ever did was fiddle with the xml's....
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#247 Freedom06

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Posted 28 November 2007 - 07:19 PM

Everyone keeps saying that the alamo system is scary... But i have fiddled with the xml myself and it didn't seem so bad. So what do you guys mean when you say its scary... ?

#248 Infinity238

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Posted 29 November 2007 - 08:15 PM

Perhaps more picky then scary. Everything has to be done manualy and exactly perfect or it wont work.



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#249 Dark Lord Revan

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Posted 30 November 2007 - 10:54 AM

How far into the scripts did you go Freedom? I tried to do alot of radical changes. For example...removing torpedo shield penetrative ability giving it different impact effects when it hits. I also gave it the ability to track fighters. Not sure how i did it, but i somehow managed to reduce the fighters to below the minimum allowed size too...i dont think i could do it again. I didnt touch anything other than the xml's other than to give some ships new hardpoints and stuff. And it was all very bloody irritating work.
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#250 Freedom06

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Posted 30 November 2007 - 03:17 PM

The most i did was fiddle with the hard points, change the ships turn radius and health and other stuff, i changed the super powers usage rate and recharge, and i changed how much things cost. I did other things, but these are the ones I can think of on my own. I also added my own starship, with its own name and specs. I didn't find it annoying, but I did think it was rather fun and interesting. I also found that it sucked up a lot of time, but I didn't care because i was bored and had nothing else to do anyway :)

#251 Dark Lord Revan

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Posted 01 December 2007 - 09:46 PM

Try adding a ship from scratch. Its a bloody nightmare. Im thinking you used a template from an existing ship right? making a new ship requires you to modify the outrageous number of xml's...which also means overwriting any existing mod. Notice that individual ship mods are variants of existing ships, so that you dont have to modify as many files that might interfere with others.

Fun for the first few tries maybe...but it gets damned irritating later, and you'll question your own sanity in taking up such a project ^^
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"Strike First, Strike Cold, Strike Fast"

#252 Zexion01

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Posted 10 December 2007 - 08:36 PM

Hey, Infinity if you don't mind me asking, may i ask how the project been going? ;)

Edited by Zexion01, 31 December 2007 - 05:02 AM.


#253 Zexion01

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Posted 10 January 2008 - 01:28 AM

Ok I'm just going to assume that the story is being work on and edited. :unsure:

#254 Infinity238

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Posted 10 January 2008 - 02:45 AM

Getting some stuff together, just kind of started some more stuff this week.



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#255 Dark Lord Revan

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Posted 22 January 2008 - 09:10 PM

Not legacy related question, just some common xml stuff. I run zerox's mod from eawfiles, and i like to keep tweaking it so that it runs like how I think it should. For example, originally, all fighter carrying ships had unlimited reserve. Or Victory SDs were outgunned by thranta war cruisers.

Anyway some things come up that im still scratching my head over. Tactical health is one. Every unit has a tactical health value, but when tested the value seems to have little effect on the ship's effective hp...then i realised that hardpoints had their own individual hp, so im wondering, how much of a hardpoint's durablity (armor aside) is affected by hardpoint health and tactical health?

Also, where the heck are the unit icon tga files...

Yes...i couldn't be bothered with the main eaw mod forum. I only ever come here for some strange reason...
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#256 Infinity238

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Posted 22 January 2008 - 09:56 PM

As near as I can figure the Hp health should all add up to the tactical health, and the icons require a program to add unless your makeing a strait change look for MTCommandBar.tga in the texture.meg



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#257 Dark Lord Revan

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Posted 23 January 2008 - 05:02 PM

Hmm, i see. Im still not sure if the tactical hp is a direct value tho. I play-tested a star destroyer with y-wings. 4 squads of y-wings kill the shield hardpoint in one pass, with ISD tac hp set to 10,000. I reset it to 500,000 and in the next test...the same 4 squads take 3 passes, where it should be roughly 50.
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USS Seraphim-NCC-94283 (Majestic-class Assault Battlecrusier)
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2nd Executive Flag Officer, Task Force Tactical - Alpha Squadron, IV Fleet - (Singapore) RETIRED, to "Ornery Senior Advisor"
"Strike First, Strike Cold, Strike Fast"

#258 Freedom06

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Posted 14 February 2008 - 02:28 PM

I know everyone is working hard on making some progress on the mod.

But I was wondering if you guys could give another update of where we stand... haven't heard anything in a while.

What has be accomplished and what are you still have issues with?

Also can you predict a release date for the beta yet?

GOOD JOB SO FAR!!!

#259 Freedom06

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Posted 12 May 2008 - 05:49 PM

Hey guys

Do you have any update or progress report with how the beta is coming along. Is it possible to see a release within the next month or so?

#260 Stargazer

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Posted 29 May 2008 - 11:45 AM

>_> All of us are busy with exams and school and shit.


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