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#1 Guest_StarWars_*

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Posted 20 June 2009 - 07:31 AM

So I was cruising around eaw Filefront and I saw this nice model for a Republic Starbase...I thought it would look better for the colony space station of both factions since it more looks like a space colony then the foc space station...the guy says in the readme also that people can use it if they give him credit... heres the link...
http://empireatwar.f...Starbase;100277

#2 murph

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Posted 20 June 2009 - 10:01 AM

Hmm.. the prolific warb null models. They're excellent, there are also some fighter models available which might be useable for upgrades (I'm sure I saw some early TIE variants in Warb Nulls thread).

Something which I'm sure you've seen (and I understand it would entail a hell of a lot more work) which could remove the 'AI not upgrading starbases' issue, is the system used in Shadows of the Empire Mod. It would enable the mod to go back to the one starbase for building. The sub menu filter would allow more room for the upgrades per ship class.

Link:
http://www.youtube.c...player_embedded

Anyway, Good Luck with the mod, It's still potentially the best if the ongoing issues can be ironed out.

Edited by murph, 20 June 2009 - 10:05 AM.


#3 Phoenix Rising

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Posted 20 June 2009 - 06:47 PM

So I was cruising around eaw Filefront and I saw this nice model for a Republic Starbase...I thought it would look better for the colony space station of both factions since it more looks like a space colony then the foc space station...

Exactly what I thought when I saw it :p. It's officially on my to-do list.

Something which I'm sure you've seen (and I understand it would entail a hell of a lot more work) which could remove the 'AI not upgrading starbases' issue, is the system used in Shadows of the Empire Mod. It would enable the mod to go back to the one starbase for building. The sub menu filter would allow more room for the upgrades per ship class.

Yeah, that's real interesting. Depending on how they did it, it may or may not work with our upgrades, but it's probably worth a look. Even so, I wouldn't want to go back to just having a single star base, since it would cost us our ability to specialize. There's no reason why the AI can't build our star bases; I just need to kick it a few times.

#4 Guest_StarWars_*

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Posted 20 June 2009 - 11:26 PM

Hmm.. the prolific warb null models. They're excellent, there are also some fighter models available which might be useable for upgrades (I'm sure I saw some early TIE variants in Warb Nulls thread).

This guy is amazing with his models :p he has some other good models also, ie. Shadow Droid

#5 Tropical Bob

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Posted 21 June 2009 - 05:27 PM

That seems like a pretty cool system...You should talk to that guy on how he got it working. Maybe it's possible to branch off his knowledge to expand the UI for the Space Stations?

I noticed that Shadow Droid...Any chance of that unit being included for the Empire, PR?

#6 Phoenix Rising

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Posted 22 June 2009 - 02:36 AM

I noticed that Shadow Droid...Any chance of that unit being included for the Empire, PR?

I was considering it as perhaps a unique unit for Shadow Hand. Kind of hard to mass-produce disembodied, Force-imbued TIE aces at a factory, you know?

#7 Tropical Bob

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Posted 22 June 2009 - 04:56 AM

I was considering it as perhaps a unique unit for Shadow Hand. Kind of hard to mass-produce disembodied, Force-imbued TIE aces at a factory, you know?

I was originally gonna suggest it only for the Shadow Hand Campaign, but then I remembered how everything was available in every campaign and whatnot, and the whole "what if" scenario of PR. I had thought perhaps you would have wanted it available through the whole game. Technically, the only scenario it wouldn't work for would be the Thrawn Offensive, since the Emperor is present in all the other current campaigns.

#8 Phoenix Rising

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Posted 23 June 2009 - 03:10 AM

It's a difficult choice to make as to whether or not a given unit makes it onto the tech tree or not - and there's a lot of gray - but it's mostly a factor of prevalence and uniqueness.

For example, the R-41 and Preybird were hardly used at all canonically, but both fill a heavy fighter/interceptor role that nothing on the existing roster at the time really could. The Sentinel and YT-2000 aren't unique, but provide depth to a boom strategy. The Nova Wing had so much gameplay potential having an all-warhead armament that it was a no-brainer addition. In contrast, take something like the A-9, I-7, T-wing, Guardian... those don't really fill any voids on the build tab.

The Shadow Droid falls into that gray area. It's certainly a different design, but still somewhat obscure. What really decides it for me is, like I said above, its reliance on this esoteric cyborg/Force-entechment process - not something easily lent to mass production. Similar arguments could be made for, say, the Royal Guard TIE/in, or the TIE Phantom. I just can't imagine any situation where those could be built galaxy-wide, unlike K-wings or TIE Defenders, whose only real limitation is cost.

#9 Tropical Bob

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Posted 23 June 2009 - 09:10 PM

The Shadow Droid falls into that gray area. It's certainly a different design, but still somewhat obscure. What really decides it for me is, like I said above, its reliance on this esoteric cyborg/Force-entechment process - not something easily lent to mass production. Similar arguments could be made for, say, the Royal Guard TIE/in, or the TIE Phantom. I just can't imagine any situation where those could be built galaxy-wide, unlike K-wings or TIE Defenders, whose only real limitation is cost.

When I was working on adding on the Grand Admirals to PR v1.0, I had TIE Phantoms added in as the hero squadron of, and fighter complement of, the Grand Admiral who controlled that program (Martio Batch?).

Something like unique production from a present hero (A la the Arc Hammer and the Dark Troopers.) gives the units that rarity that's present in the Star Wars universe, and also fills a certain special strategic role. I know having TIE Phantoms available in some fights could be a boon.

#10 Phoenix Rising

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Posted 24 June 2009 - 12:29 AM

But it'd be weird in the tech tree. What would you do if the TIE Phantom was a prerequisite for something and the campaign didn't have Aeten II/Martio Batch/the Terror? I dunno, it just seems like more hassle than it's worth. I'll think about it if I need it for a hero though.

#11 Kaleb Graff

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Posted 24 June 2009 - 01:55 AM

But it'd be weird in the tech tree. What would you do if the TIE Phantom was a prerequisite for something and the campaign didn't have Aeten II/Martio Batch/the Terror? I dunno, it just seems like more hassle than it's worth. I'll think about it if I need it for a hero though.

Then don't make it a prerequsite. I can't remember much about that model, but it wasn't really part of the main TIE line (Fighter, Bomber, Interceptor, Avenger, Defender)

#12 Phoenix Rising

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Posted 24 June 2009 - 09:52 PM

Just saying, it's a weird exception.

Yeah, they decided to make it based on the "V38" and utterly failed to describe what such a thing was (except for being a complete departure from the established TIE series... TIEs aren't modifications of different fighter lines).

Just out of curiosity, has anyone had a chance to play Rebel Assault 2?

Edited by Phoenix Rising, 24 June 2009 - 09:54 PM.


#13 Eagle

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Posted 25 June 2009 - 03:51 AM

Just out of curiosity, has anyone had a chance to play Rebel Assault 2?



I have played it but it has been awhile. i remember most of it and I have the strategy guide.

#14 Guest_StarWars_*

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Posted 25 June 2009 - 08:11 AM

TIE Phantom was a prerequisite for something and the campaign didn't have Aeten II/Martio Batch/the Terror?

What bugs me about Aeten II and the stygium crystal is of how the Empire seems to want it so bad, except they don't find other alternatives to get it, for instance looking in the Deep Core Worlds...looking in newly settled supernova areas(records should have been long enough back to date when supernovas occured, plus the light distance from that planet) and also trying to chemically make it...since it wouldn't be that hard to produce a crystal once finding out its formula via chemical reactions(for example scientists on Earth can create diamonds, I'm sure the Star Wars universe could make a crystsal), and they had about20 years since most of the stygium crytsals were depleted. It is just not logical.

Also I don't want to start a new thread about this, but did you take out the Noghri assassins on purpose or by accident? I miss them :lol:

#15 Phoenix Rising

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Posted 26 June 2009 - 04:44 AM

Just out of curiosity, has anyone had a chance to play Rebel Assault 2?

I have played it but it has been awhile. i remember most of it and I have the strategy guide.

Take everything that's incredulous about the plot of ANH and multiply it times ten, add in bad acting, disposable characters, and technology that's better suited to an '80s arcade game and that's RA2. Yeah... I don't really have a lot of good things to say about that series - so here's an anecdote:

When I was turning 9 or so, I told my parents I wanted X-wing for my birthday. I figured they'd get it, so I got all excited and went out and bought the B-wing expansion. Birthday comes and there's an obvious software-shaped present. I open it and it's Rebel Assault ^_^ - it was on sale in one of those early '90s software catalogs. Needless to say, I went out and bought X-wing a few months later (after saving for a joystick) and the rest's history. I guess you could say that set the stage for PR so many years later.

Also I don't want to start a new thread about this, but did you take out the Noghri assassins on purpose or by accident? I miss them :p

Just consolidating the units until land combat is solid; v1.1 is by no means definitive.

#16 Eagle

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Posted 27 June 2009 - 05:26 AM

I agree about it not being so good but it was the only star wars game i had so it had to do. the best game i had was descent 2



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