I actually liked new jedi order.
I just hated it when Anakin died. I truly believe that that was the worst literary decision ever made in the history of star wars books.
I mean come on. he was the most promising character in that series. especially after what happened with tahiri.
It was a true waste of character. I curse Del Rey! D'orik Vong Pratte!
Sorry for making you listen to my rant
- Revora Forums
- → Viewing Profile: Posts: Sion4000
Sion4000
Member Since 19 Jun 2008Offline Last Active Feb 10 2009 02:04 AM
Community Stats
- Group Members
- Active Posts 15
- Profile Views 827
- Age 31 years old
- Birthday February 1, 1993
-
Gender
Male
-
Location
Yuuzhan'tar
0
Neutral
User Tools
Friends
Sion4000 hasn't added any friends yet.
Latest Visitors
No latest visitors to show
Posts I've Made
In Topic: Fully Operational Eclipse SSD
19 January 2009 - 06:10 PM
In Topic: Divide and conquer
31 December 2008 - 07:36 PM
I have a a new high end computer (Plays Crysis smoothely on high) but get massive amounts of lag even on the smaller campaigns
however with pirates Edited back to 1.0 levels all the campaigns run smoothly (Except GFFA)
I also have an idea that will likely remove the lag but allow for strong pirate fleets.
Rather than having to program in individual ships to make pirate fleets, why not just make several versions of the the pirate asteroid base all of which have different garrisons.
For example pirate asteroid base NO. 1 would have a garrison of a victory class and 3 fighters
these units would the hyperspace in instantly at the start of a battle
Pirate asteroid base NO. 2 (representing a more wealthy/Powerful planet with a strong defense force) might have an ISD, 3 Carracks, And six assorted fighters
they would also hyperspace in instantly at the start of the battle
This way you could have major pirate fleets while using only one line of code rather than four, ten, or even more
just by using the space station garrison from vanilla
however with pirates Edited back to 1.0 levels all the campaigns run smoothly (Except GFFA)
I also have an idea that will likely remove the lag but allow for strong pirate fleets.
Rather than having to program in individual ships to make pirate fleets, why not just make several versions of the the pirate asteroid base all of which have different garrisons.
For example pirate asteroid base NO. 1 would have a garrison of a victory class and 3 fighters
these units would the hyperspace in instantly at the start of a battle
Pirate asteroid base NO. 2 (representing a more wealthy/Powerful planet with a strong defense force) might have an ISD, 3 Carracks, And six assorted fighters
they would also hyperspace in instantly at the start of the battle
This way you could have major pirate fleets while using only one line of code rather than four, ten, or even more
just by using the space station garrison from vanilla
In Topic: The site is LIVE
25 December 2008 - 01:38 AM
Even with the pirates removed this version is a LOT laggier than the previous one
Whatever it was PR did that was supposed to remove the lag didnt work at all
Whatever it was PR did that was supposed to remove the lag didnt work at all
In Topic: The site is LIVE
24 December 2008 - 09:40 PM
I removed all the pirate forces (XML) from GFFA which decreased the loading to about 10 seconds and got it to run at the same framerate as V1.0
Which is still very laggey
so i guess the huge amount of pirates are the main problem
Which is still very laggey
so i guess the huge amount of pirates are the main problem
In Topic: One campaign to rule them all
22 December 2008 - 07:59 PM
So I assume that i'll be okay with
AMD Phenom X4 9950 Quad-core 2.6GHz
4GB OCZ Sli-Ready RAM 800MHz
Oh, and thank you for your hard work on this mod
AMD Phenom X4 9950 Quad-core 2.6GHz
4GB OCZ Sli-Ready RAM 800MHz
Oh, and thank you for your hard work on this mod
- Revora Forums
- → Viewing Profile: Posts: Sion4000
- Privacy Policy
- Forum Guidelines ·