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Author Topic: Ultimate Empire at War  (Read 14071 times)

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October 02, 2008, 03:06:26 PMReply #20

Offline Corey

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Re: Ultimate Empire at War
« Reply #20 on: October 02, 2008, 03:06:26 PM »
why have only have each faction a small selection of ships? cant FoC take more ships than that?
There's only so much space on the Space build tab ;)  Plus, more ships = more work.

From what I remember from seeing their unit lists, they have a grand total of 8 space units per faction, counting about 3 space heroes. Many are duplicates between factions. It's one thing to reduce it to save work, but that's taking it pretty far.
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October 02, 2008, 04:30:51 PMReply #21

Offline vadereclipse

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Re: Ultimate Empire at War
« Reply #21 on: October 02, 2008, 04:30:51 PM »
UEAW won't even get to V1.
they're one of the more established modding teams, yet they have little fuckups. for example, they still use the petro venator, which is terrible.
i really don't understand all the endemic fanboys on the site. they act like UEAW's the only mod they've played (well, it must be, seeing they say it was the best mod ever) i liked UEAW once. it was the first mod i played. Then, i discovered other mods, which are FAR better.
they are simply going too slowly to release anything. in 1 year, they made an update which simply fixed 1 or 2 bugs and added a map.
To quote Droid, EAW will be abandonware by the time UEAW comes out.

October 02, 2008, 10:57:30 PMReply #22

Offline Dr. Knickers

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Re: Ultimate Empire at War
« Reply #22 on: October 02, 2008, 10:57:30 PM »
Overlapping units are useless imo. Adding units "just cause they look cool" or because the faction had a few ships is not a good idea. There are many good looking concepts within the Star Wars universe, that's one of the reasons why I've been a Star Wars fan, but having 6 units that fulfill the exact same role is useless to the gameplay. It takes up space on the build bar, it increases mod size, it takes it longer to finish the mod, it it's more stress for the team, etc.

October 02, 2008, 11:02:13 PMReply #23

Offline Corey

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Re: Ultimate Empire at War
« Reply #23 on: October 02, 2008, 11:02:13 PM »
Yeah, but when you reduce it to that point you start to lack any variety.
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October 06, 2008, 08:23:43 PMReply #24

Offline Corusca Fire

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Re: Ultimate Empire at War
« Reply #24 on: October 06, 2008, 08:23:43 PM »
Its not 6 except in KOTOR. Otherwise there are about 10. As i said, it plays more like reg FOC in that there wont be a jumble of ships that do pretty much the same thing (like in z3r0x).

June 25, 2009, 11:54:48 AMReply #25

Offline TeKniiQuE

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Re: Ultimate Empire at War
« Reply #25 on: June 25, 2009, 11:54:48 AM »
UEAW is not really good but if u want a mod with alot of ships then choose z3r0x 3.5 or ACM 2.4
but if ur looking 4 a good graphic fun mod choose FOC Additions 5.0

August 01, 2009, 10:47:08 PMReply #26

Offline clone13538

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Re: Ultimate Empire at War
« Reply #26 on: August 01, 2009, 10:47:08 PM »
i play UEAW the game to me is ok, but honestly i think TR is much much better though. But everyone is going to have there opinion about UEAW.

August 31, 2019, 03:24:16 PMReply #27

Offline EclipseSSD

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Re: Ultimate Empire at War
« Reply #27 on: August 31, 2019, 03:24:16 PM »
Hey guys. New to the forum, but not new to EAW or the many mods. I've downloaded TR and love it. UEAW is another good one, but I'm having a bit of trouble getting the Eclipse and Nebula fix for skirmish. Does anybody have the UEAW V4.0.64 or UEAW V4.0.65 patch or know how to fix the XML files? Thanks :)

 

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