A Question
#81
Posted 25 July 2009 - 09:04 PM
#83
Posted 30 July 2009 - 01:37 PM
I might include a full GFFA campaign with minimal starting forces (pirate command centers and asteroid star bases) like what was in v1.0, but it may not appear on the campaign list by default (i.e., you'd have to mod it in). Depends on how awesome the AI gets. But the performance can only get worse going forward because I'm sure we aren't done adding planets yet.
It might work if I take GFFA and cut all the fighters, transports and corvettes, leaving the heavy stuff - but I'd only do it once I have finished Thrawn, Operation Shadow Hand, the New Campaign (watch this space) and tidy up another pet project of mine that you should hear from shortly (again watch this space). Basically GFFA Full is bottom of the list. But once everything else is done - Yeah I might give it a go - Once all the new planets are in place.
But is it worth the effort?
You won't get the detail that you see in CW/IR/OR????
Ghost.
#85
Posted 31 July 2009 - 03:28 AM
Doesn't matter - I have to do it anyways for development purposes on account of the aforementioned new planets. Can't place them if you don't know where everything else is, after all. It'll take me 10 minutes to hack together though, so it's nothing you need to worry about.It might work if I take GFFA and cut all the fighters, transports and corvettes, leaving the heavy stuff
#86
Posted 20 October 2009 - 02:35 AM
I loaded up the game, without the Vista patch, and was able to play for quite a while without any crashes.
Thanks for all the help I got in this thread
#88
Posted 13 November 2009 - 09:06 PM
Edited by Kitkun, 13 November 2009 - 09:07 PM.
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.
#90
Posted 14 November 2009 - 11:05 AM
Unit has simply lost a shield.and cannot withdrawAnything hit with ion damage with its shields down, caught in a tractor beam, or with a blown out engine hardpoint cannot withdraw in any EaW mod.
It possibly is in gameconstants???
Edit: Merged.
Edited by Phoenix Rising, 14 November 2009 - 10:09 PM.
#92
Posted 14 November 2009 - 10:57 PM
Well, it's actually relatively realistic. Ion cannons are notorious for disabling ships' electronics and systems, even if just temporarily. I'd think the first system targeted would be the hyperdrive, especially if the ship is showing a motion to retreat. Maybe a bit annoying somewhat of a game mechanic (Especially if it's something big and expensive you have to leave behind), but it adds more depth.Unit has simply lost a shield.and cannot withdrawAnything hit with ion damage with its shields down, caught in a tractor beam, or with a blown out engine hardpoint cannot withdraw in any EaW mod.
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