REL - Phoenix Rising Enchanced
#43
Posted 23 May 2008 - 07:19 PM
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."
#45
Posted 23 May 2008 - 09:58 PM
I wouldn't try waiting for the Lucrehulk, it'll be a while. I've not got enough time do to the fact I am:BTW, I took a few days off modding, so I'd like to hear popular opinion on one issue. Would you rather like to have this mod 'rushed', released with work done sofar, or would you rather wait few more days for it to be more 'complete', and include all changes proposed in various topics: introduction of Nebulon B2, Lucrehulk, reworked all maps, Bothan spies for Rebels, slightly altered land battles, changed Rebel bombardment, changed popcap? I'm slowly drifting towards delay, both because from time to time I need to rest , and adding more stuff will make installing this mod worthwhile...
a. Grounded
b. Going to Maryland for my cousin's graduations this weekend
c. Burdened with EOGs and an EOC (Honors) tests next week.
I have started though, and should get it done as soon as I can obtain my sister's computer for a day. Mine's broken and my mom's can't handle EAW.
I'll keep that in mind once I get there. I'm probably going to give it more bombers than fighters though, as I want it to be effective against capitals in a way similar to an SSD. (Or at least until that New Republic Dreadnaught is done. I forget the name.)I think the fighter complement would be about 42 squadrons. And for armament, I would have it be anti-frigate, so that it isn't good to send into battle against capital ships, and it's vulnerable to bombers.
#46
Posted 24 May 2008 - 01:29 AM
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."
#47
Posted 24 May 2008 - 02:56 PM
What do you guys think about reverting back to vanilla land maps? I seriously consider it, as like I mentioned before, I like to be able to deploy units in certain places - same as building. Make whole (otherwise boring) planet defense a lot more interesting and strategic...
Please give me feedback on the subject, as probably tomorrow I'll start testing them if there will be agreement. Obviously I plan to use as many maps as possible, still using old number of ground buildings and similar terrain types.
#48
Posted 24 May 2008 - 03:38 PM
But I like the new maps too. I vote maybe.
Frosty Freaky Foreign Forum Fox
<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
#49
Posted 26 May 2008 - 12:31 AM
Kitkun, thanks again for bugtracking, again, icon problems was related to more then one icon entry; so now all chevrons will be available for Quasar-fire upgrades; it will be included in PR enchanced.
Idea: revised amounts of fighters and other units that ship can carry, and additional change I'd seriously consider - small changes in techtree, to better fit timeline. We could swap VSD and ISD; after all, VSDs were available during CW, and during GCW more advanced VSDs (II,III) were common; on the other hand, ISD-Is were common in GCW era (even if first models arrived shortly after CW)... Swaping them would allow me to make them carry TIE Fighters and Bombers
#50
Posted 26 May 2008 - 01:09 AM
Also I ran out of muzzle hardpoints to put the laser cannons on. Can you also use the HP hardpoints?
Edited by TheEmpire, 26 May 2008 - 01:10 AM.
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."
#52
Posted 26 May 2008 - 01:41 PM
Doesn't every hardpoint have muzzles? I didn't code in any unit yet, so I don't know. Easier solution would be to use the same Muzzles for diffrent hardpoints. I was thinking about it and asked such a question on FF forum some time ago, and got "yes" answer.The First one was put into service I think a couple of days before the war ended.
Also I ran out of muzzle hardpoints to put the laser cannons on. Can you also use the HP hardpoints?
So simply use the same bone for diffrent Hardpoint - obviously still code hardpoints types as diffrent etc. It should work way better then in my mod, where I'll have to have some weapons non-targetable and non-destroyable attributes, as we can't have two targettable hardpoints in the same spot or things mess up...
#53
Posted 26 May 2008 - 03:29 PM
I'm not sure what you mean, but I hope it works. Still, just get it done. I have to go resize more maps now.Doesn't every hardpoint have muzzles? I didn't code in any unit yet, so I don't know. Easier solution would be to use the same Muzzles for diffrent hardpoints. I was thinking about it and asked such a question on FF forum some time ago, and got "yes" answer.The First one was put into service I think a couple of days before the war ended.
Also I ran out of muzzle hardpoints to put the laser cannons on. Can you also use the HP hardpoints?
So simply use the same bone for diffrent Hardpoint - obviously still code hardpoints types as diffrent etc. It should work way better then in my mod, where I'll have to have some weapons non-targetable and non-destroyable attributes, as we can't have two targettable hardpoints in the same spot or things mess up...
Edit: I just finished with P. I should be done Thursday.
Edited by Kaleb Graff, 27 May 2008 - 11:35 PM.
#58
Posted 30 May 2008 - 01:32 AM
#59
Posted 30 May 2008 - 01:39 AM
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."
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