Campaign Optimisation
#21
Posted 17 September 2011 - 10:25 AM
Do i also have to "sort" them to keep the game smooth, or doesnt that matter because i wont have as much ships as there are pirate ones in the beginning ?
And what about buildings, is it important to build not more than, lets say, 2 different on each planet ?
#22
Posted 17 September 2011 - 11:14 PM
Bases matter even less to how the game plays; I wouldn't give that a second thought. Construct whatever buildings you want. The only caveat is that it's still not possible to sell stations, so a bit of planning is prudent.
Edited by Phoenix Rising, 17 September 2011 - 11:16 PM.
#26
Posted 24 September 2011 - 10:40 AM
A testing by Rhakorii, is a guarantee of quality.
#29
Posted 25 September 2011 - 03:11 AM
I hate to drag development out like we did with this version (which was somewhat unavoidable - custom AI framework was a major undertaking that destabilized the mod for a good portion of a year), so look for more frequent releases going forward.
Edited by Phoenix Rising, 25 September 2011 - 03:12 AM.
#33
Posted 26 September 2011 - 12:02 PM
Negative, the scale has not changed. I'm confused though... our AT-AT is scaled larger relative to the map than it was in vanilla. I'm pretty adamant about using the 22.5 meter figure.That reminds me actually - not that I'm overly bothered - does ground combat in 1.2 have rescaled units?
I'm not particularly bothered if units aren't 1-1 with lore, just so long as the AT-AT looks formidable again.
#34
Posted 26 September 2011 - 01:00 PM
Negative, the scale has not changed. I'm confused though... our AT-AT is scaled larger relative to the map than it was in vanilla. I'm pretty adamant about using the 22.5 meter figure.That reminds me actually - not that I'm overly bothered - does ground combat in 1.2 have rescaled units?
I'm not particularly bothered if units aren't 1-1 with lore, just so long as the AT-AT looks formidable again.
I never got to ground combat in 1.1, it was more a reference to the tiny AT-AT's in vanilla EAW.
#39
Posted 28 September 2011 - 03:16 PM
Almost done!
When you look at the scale, detail and complexity of the Mod I doubt very much that Phoenix Rising project will be >Done< anytime soon, v.1.2 maybe, but not the Project. There will be always next version because something can be better and more awesome.
#40
Posted 28 September 2011 - 09:03 PM
I have 2 odd questions.
1) Is it possible to remove the FOC musical score on the tactical maps? The original John Williams tunes are great, and I love them dearly, but the Forces of Corruption theme is absolutely awful and carries on for ages. Could it be removed through the INI files or something?
2) Not that I expect this to change... but are hull and shield strengths canon? It strikes me how quickly ships go down, in comparison to say RoTJ, were the final battle (with relatively few Rebel starships) went on forever! I have this strange temptation to double all the figures in the INI files... although that would probably take foooorever.
Edited by Rhakorii, 28 September 2011 - 09:04 PM.
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