Sheer Firepower
#1
Posted 09 June 2007 - 04:42 AM
This is somewhat of an obscure reference, so if you haven't heard of it before, this is the type of ship that Vader intermediately used before the Executor was finished. Indeed, it is quite obscure because it has only made an appearance in the original Marvel comics from the '70s and hasn't shown up since. Canonically speaking, all we know is that a reactor from a Praetor-class was used to power Echo Base and the ship from the comics never really got a name. After much research, and given that one was left adrift shortly after the Battle of Yavin, I've connected the name with the image and present to you the Praetor-class Star Battlecruiser:
At full double the length of the more common Imperial-class, the Praetor bristles with 240 individual guns, however, like most dreadnoughts, it completely lacks any weaponry capable of tracking the fast movement of starfighters accurately and must rely on a picket line and fighter screen against smaller ships. But it is devastating against anything capital; and as a true warship, it can shunt all power output to its batteries on command. In all honestly, I think it finally gives the Empire the terrifying firepower necessary to feel like the Empire. Other pertinent stats for the Praetor can be read on the Units page under Dreadnoughts.
In keeping with the spirit of last week's update, Darth Vader now receives his battlecruiser as an upgrade, which after much thought, I have dubbed the Immortal after the name X-wing mistook for the Devastator.
#6
Posted 11 June 2007 - 08:09 AM
This is indeed a ver nice addition to the empire fleet !
Hoping that the Executor and the Sovereign ships will add some more firepower to this
truly magnificent mod !
Phoenix, keep up the excellent work, i for one, really appreciate the tremendious work and time
you put on this mod !
Until the next update !
#7
Posted 11 June 2007 - 02:19 PM
Edited by Phoenix Rising, 11 June 2007 - 02:19 PM.
#10 Guest_Guest_*
Posted 30 June 2007 - 08:20 AM
I'm loving this mod! (it actually had me reinstalling and replaying EAW ) but the imbalance between Imps and Rebs was a bit glaring. If anything, Imps should have the massive capital ships, and the Rebs the stronger fighters and stuff. But still, excellent work!!
#12
Posted 02 July 2007 - 02:45 PM
I guess there is a limit to the number of turrets you can place on a ship...
i did some experiments with some 'heavy' fleets and a few SSD's, i did mention at that time that the game has some difficulties to keep running properly.
Phoenix, are you sure that your mod is not too 'heavy' to keep all these modifications running, i mean even with some 'heavy' fleets as opposition ?
I really hope so, i guess there must be an impact to this, anyway as i earlier stated in previous posts, we are all in good hands with your mod that you're making, but i just wondered about the performance impact.
Looking forward to see your progress on the whole mod, and of course in particular the SSD's like the Sovereign and the Executor.
Grtz and thx for all your valuable time
#13
Posted 02 July 2007 - 05:00 PM
As for performance, I haven't noticed anything too horrible as of yet. I mean, obviously the models are going to have a higher poly count than those in EaW and there are going to be more on-screen, but EaW's graphics are not state of the art and a decent graphics card should be able to deal with that. I'm sure that if someone benchmarked it, you could find games from 3-4 years ago that are more hardware-intensive than PR. As for EaW's minimum requirements, it's listed as a 1.0 GHz processor, 256 MB RAM, and a 32-MB GPU. I think anyone who is seriously into modding is going to have specs that totally blow that away by a factor of 2-4 times, so it shouldn't be an issue.
Projectiles are another thing that is popular for people to naysay about, but it's never been an issue. I've also increased laser speed to 50.0 since the mini-mod, so it looks more realistic and reduces clutter.
As for SSD performance, a single ship like that will take up less hardware power than a mixed fleet of smaller units.
#15
Posted 03 July 2007 - 02:41 PM
or did i read this wrong ?
Fyi the limit i reached was around 200 units in space combat, then the game freezed.
My pc is heavy enough, so this is cleary a EAW issue
Anyway, looking forward to read from you agin in your weekly PR updates.
Turrets, as in moving turrets? Hmm, I've got the 38 working on the Recusant and I can't think of a ship that will require more off the top of my head, so I guess that's not an issue. I'm curious, what was the limit you hit before the game broke?
As for performance, I haven't noticed anything too horrible as of yet. I mean, obviously the models are going to have a higher poly count than those in EaW and there are going to be more on-screen, but EaW's graphics are not state of the art and a decent graphics card should be able to deal with that. I'm sure that if someone benchmarked it, you could find games from 3-4 years ago that are more hardware-intensive than PR. As for EaW's minimum requirements, it's listed as a 1.0 GHz processor, 256 MB RAM, and a 32-MB GPU. I think anyone who is seriously into modding is going to have specs that totally blow that away by a factor of 2-4 times, so it shouldn't be an issue.
Projectiles are another thing that is popular for people to naysay about, but it's never been an issue. I've also increased laser speed to 50.0 since the mini-mod, so it looks more realistic and reduces clutter.
As for SSD performance, a single ship like that will take up less hardware power than a mixed fleet of smaller units.
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