Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: NeoSigma on August 16, 2009, 09:23:21 PM

Title: Question on unit scale
Post by: NeoSigma on August 16, 2009, 09:23:21 PM
Will the unit scaling be canon with the release of the full mod? Or will the fighters, soldiers, ships and vehicles be supersized/dwarfed like in vanillia?
Title: Re: Question on unit scale
Post by: Corey on August 17, 2009, 03:43:27 PM
It'll be closer to canon than vanilla is, but not completely canon. If it was, fighters would be fqar too small to see and hit, and things like the Executor and eclipse, if they were proper scale, would refuse to actually move and would just spin around. As for ground, it was fairly close to canon scale in vanilla.
Title: Re: Question on unit scale
Post by: NeoSigma on August 17, 2009, 05:23:57 PM
Cool, I see you are going for a middle ground, by not making some units (fighters etc.) too small to hit, and others (The SSD's) too large to manuever.

It kind of ruined the mood in Vanilla to see a Tie Fighter with a cockpit the size of a Star Destroyer Bridge. I'm glad to hear the scaling isn't to off to ruin the mood while playing this mod.

It looks like I will have fun with this mod. Good luck with it, break a leg, or whatever they say. :P
Title: Re: Question on unit scale
Post by: Corusca Fire on August 18, 2009, 10:22:27 AM
I find that even reasonably sized supercapitals just spin around instead of actually moving. And my capital ships never tend to take a direct route (they'll do a loop or turn the wrong way).
Title: Re: Question on unit scale
Post by: Slornie on August 18, 2009, 10:28:39 AM
Don't forget that Thrawn's Revenge space maps are considerably larger and more navigable than those in Vanilla EAW/FoC, which helps with the larger ships.
Title: Re: Question on unit scale
Post by: Popemaster on August 19, 2009, 09:20:39 AM
I find that even reasonably sized supercapitals just spin around instead of actually moving. And my capital ships never tend to take a direct route (they'll do a loop or turn the wrong way).
I always have the same problem and sometimes if you double click with he mouse to make them move faster they just stand still, will that be fixed?
Title: Re: Question on unit scale
Post by: Med8r on August 19, 2009, 12:50:01 PM
Don't worry, SSDs have no trouble maneuvring around these maps, and the fighter scale is more realistic than I've seen in most other mods.
Title: Re: Question on unit scale
Post by: Corey on August 28, 2009, 02:41:30 AM
I find that even reasonably sized supercapitals just spin around instead of actually moving. And my capital ships never tend to take a direct route (they'll do a loop or turn the wrong way).
I always have the same problem and sometimes if you double click with he mouse to make them move faster they just stand still, will that be fixed?
That's a pathfinding issue withing the game, however as Med8r said the way we have everythingset up more or less rectifies it
Title: Re: Question on unit scale
Post by: Popemaster on August 28, 2009, 06:41:12 AM
ok good cuz that was really annoying so far AotR was the best mod for SSD's and other large ships butt hanks for pretty much fixing that.