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implicid

Member Since 14 Aug 2010
Offline Last Active Feb 26 2012 10:44 PM

Topics I've Started

Battlefields

28 February 2011 - 10:35 PM

Hey guys. I've always been curious as to what's happening for this mod when it comes to new maps. I havent seen any progress related to that in quite some time. I know you guys need a mapper but JDK made some before his hardrive crashed didnt he? What kind of new maps can we expect that havent been seen yet? Do you guys have any new space or land maps to show off in 1.2?

I've seen a topic before about the size ratio of the maps and how some people (myself included) think the vanilla maps are a little too small. Have you or do you intend to address that?

Sorry for all the questions but I was just wondering what you guys have been up to and what your plans and progress are regarding new and existing maps for land and space.



Related to new maps I just want to say that if the main issue of getting new maps and models is because you don't have a mapper/modeler, with 1.2 being released, I think you have a good chance of attracting some talent to your cause. I wish I could get you guys the help you need because I see the potential you're trying to reach with this mod. Was there anything that I or other forum members could do to help you in this area?

Related to 1.2 AI News

16 February 2011 - 08:31 PM

After playing 1.1 for a bit, I saw a lot of the same stuff that had made the game suffer in its fun factor. Specifically the AI and the way it proves to be less challenging and very tedious. I almost always play as the empire and there have always been a couple of things that became so tedious and really made me want to push the autoresolve button.

I don't know if this is related to the changes made but it can get very annoying when playing as the empire when I have my bigger ships and their complements to direct on an individual basis. I was wondering if its possible to, using the ID tags of the types of units to create a command where all the units that have that ID are selected (ex. Tag: Bomber = tie bomber, star wing, scimitar are automatically selected when I press down ctrl + B or something like that.)
I don't know if it's possible with EAW but it's an idea.

Another thing that ercked me was how when you send a command to a ISD (you can tell I play the emperials a lot) to go to a location most of the time their complement doesn't follow them and just sit out there spread out. Many times they are more of a nuisance to me when I have other forces already engaged in combat. It would make sense that the fighter complements would stay with their mother ship unless directed to do something else.

Now about 1.2 and its new AI, I'm very curious to learn more about how it affects the game. I understand it affects the way the AI builds, allocates research and money, etc. but does it also influence unit positions and attacks, fleet makeup at a specific planet, or opportunities with such mechanics as the enemy AI building a fleet somewhere with the sole purpose of invading and capturing some of your key planets in GC? I'm fascinated to know what kind of possibilities this opened up.

A question about the mod 1.1

11 January 2011 - 09:34 PM

Hey everybody! Now that I finally graduated I've sat down and began exploring this mod pretty heavily as far as figuring it out and seeing where you guys are going with this. I love it! I can't wait for 1.2 which is why I guess I'm warming myself up. I did have a question though about the mod. I understand how the technology system works and with the different space stations but, what I still don't get and forgive me if it's blantantly posted somewhere, what exactly does the XQ5 space station do? I've played around a bit and haven't seen it do anything to the tech tree in game or give any bonuses. Am I missing something?

Also, I know that so many changes are on the way in 1.2 but PR or Ghost, do you guys plan on making some type of detailed documentation or guide as to what everything does in the mod? I know it's a work in progress and all and please don't think I'm not appreciative of all of your hard work, but it would be nice if all of the units and descriptions and whatnot were complete to where I'm not left wondering what unit is best to fight what, etc. I guess I'm just asking if they have already but, if they haven't yet, suggesting that this be addressed at some point.

Campaigning across the galaxy...

14 August 2010 - 07:47 PM

Hello PR team!

This is the first time iv'e posted here but I have been watching this project very closely since I discovered this mod a few weeks ago. I really wasn't aware there was a big modding community behind eaw but by chance I discovered this one and I'm so glad I did. I do have a few suggestions but first I just want to give a huge thankyou to everyone in the forums, contributors to this project in however which way they contributed, and an especially big thanks to Ghostrider, jdk, and Phoenix Rising for working together to make such a great mod. I've been reading through your forums for a while now and I can't tell you how delighted I am to see such thought and detail put into it. When I was young I used to read the dark empire comics and wanted so badly to be able to have a playable experience. You guys rock and I hope your endevour gets better with more dedicated team members and much more to the mod.

With that said the suggestion I had in mind or question rather, was do you guys still intend to make more campaign specifics such as the Thrawn Campaign or Shadow Hand?

When you look at doing a campaign I know you have to look at the history and the signifigance of the battles, etc. but I would like to make a few suggestions.
Keep in mind I understand these were small episodes in the timeline as opposed to the campaigns you already have but if you guys were still looking into campaigns to do, even if they were mini campaigns with some specialized units and were short, it would still give that extra flavor if you guys felt it was worth it.

My suggestions are:
- Shadows of the empire (Blacksun and all that stuff)
- Death star 2 campaign (Starting after your skyhook campaign where lets say the first death star was destroyed and now as the empire you're trying to build the second one)
- The vong war (I've already seen where the current complications are with that from other topics; just throwing that out there)
- Dark forces (With the arc hammer, dark troopers, etc.)
- A campaign that resembles the events of the pc game with tie fighter as far as admiral Harkov and Zaarin (If you havent played it which I reccomend you DO, these events take place with defecting imperials between the destruction of the rebel base on hoth and the rebel attack on the second death star)

I love how you guys are so detailed with everything and this is truely the mod I've been waiting for for a long time. Good luck with your 1.2 release. I can't wait to try it out!