Split: A Few Questions
Started by RebelScum, Feb 24 2007 12:17 AM
12 replies to this topic
#1
Posted 24 February 2007 - 12:17 AM
I'm very interested in this mod, but i have a few questions:
1: So far, you have released new space units, but you haven't said a thing about about land units. I know that land battles suck, but do you have any plans to add new ground units? or heroes?
2: Is this mod going to have new units that were manufactured post-Endor? Or will they be up to that point?
3: And, as always, the factions. One problem i've noticed with many mods is that they are unbalanced. In FoC, many people have said the Consortium was WAY too powerful. How balanced do you plan to make this?
Another thing. This mod is unreleased, but I have the feeling that you want to add a new faction. If so, which one? The Hapes Consortium? The Yuuzhan Vong? or something else?
4: Will capital ships house fighters? I know the Imperial ships contain them, but will the Rebels be given fighters?
5: You have stressed the fact you want your ships to be canon. Do you have any plans to design new ships, nevertheless?
6: Is the tech system being altered heavily?
I hope this mod turns out great.
1: So far, you have released new space units, but you haven't said a thing about about land units. I know that land battles suck, but do you have any plans to add new ground units? or heroes?
2: Is this mod going to have new units that were manufactured post-Endor? Or will they be up to that point?
3: And, as always, the factions. One problem i've noticed with many mods is that they are unbalanced. In FoC, many people have said the Consortium was WAY too powerful. How balanced do you plan to make this?
Another thing. This mod is unreleased, but I have the feeling that you want to add a new faction. If so, which one? The Hapes Consortium? The Yuuzhan Vong? or something else?
4: Will capital ships house fighters? I know the Imperial ships contain them, but will the Rebels be given fighters?
5: You have stressed the fact you want your ships to be canon. Do you have any plans to design new ships, nevertheless?
6: Is the tech system being altered heavily?
I hope this mod turns out great.
#2
Posted 24 February 2007 - 06:39 AM
Let me try to answer them:
- That's because the first release will only affect space. Once space is at a decent point of completion, then I will move onto land.
- Yup. Derivative factions such as the New Republic and Imperial Remnant are just assumed to be a continuation of their original factions brought about by in-universe events (which may or may not occur during your campaign).
- For the asynchronous tech tree to work, balance is paramount. I'm not going to claim to get it right on the first beta, but if something's wrong, it will be fixed. As far as new factions, there won't be any in the first release, so no comment until then. Just stay tuned .
- No. For a lot of reasons, including balance and inflexibility, all fighters will have to be purchased separately. The Imperial ones have been stripped.
- In the case of named ships that lacks canonical stats, yes. But it's likely that nothing will just be made up outright.
- It's being completely redone using the asynchronous tree that I innovated. I posted a sample of it at the end of this post.
#3
Posted 26 April 2007 - 11:38 PM
I can't find sertain ships and stuff to build in the galactic concest mode like the "XM Nova Wing" "Alpha-class Xg Star Wing" and many others.i think you put to many ships on and so it whont show um inless you do a upgrade and quiqly click on the ship.see if you can help me with this pr?
Edited by nnoble, 26 April 2007 - 11:39 PM.
#5
Posted 28 April 2007 - 03:11 AM
i already know that but the ships are not on the build option even when i did that,there is to many ships to build on the comand bar,try making the space for the building bigger so it can build it all.oh before i forget,why did you make the tie advances just like the other ships that we build there is no difference in anything i have looked at(mainly the xml codes you made). please try to help me with this problems as so as you can
#13
Posted 27 June 2007 - 04:02 AM
Freighters and freighter transports (such as the Barloz or YT-1300) function as income sources through hauling freight when stationed above a friendly planet. They're also supposed to provide a salvage cash bonus in tactical combat and act as smuggler, but both of those abilities experienced weird bugs in testing and they're shelved until they can be fixed.
The rest of the transports are basically your heavy "infantry," whether they fill a fighter or bomber role.
The rest of the transports are basically your heavy "infantry," whether they fill a fighter or bomber role.
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