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Messages - vadereclipse

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1

No they did not.


Ture but its not like stealth ships didnt exist also for instance this ship existed durrning the clone wars.
http://starwars.wikia.com/wiki/Stealth_ship

Also later on more to legacy era
http://starwars.wikia.com/wiki/TIE_stealth

And lets not forget TIE Phantoms
http://starwars.wikia.com/wiki/TIE_Phantom
They even exist in Vanilla game

still stealth in Star Wars universe is more based towards spec ops.
Just because they had it, doesn't mean they used them. If they weren't used in some sources of the era in question, or are otherwise redundant, they will not be in the mod.

Clone wars and legacy era are outside the period.
After Sarn's death, the stealth program, much like the dark trooper program after rom moch's death, more or less disappeared. The TIE phantom was never widely used, and the fact that Foc used it was questionable.

2
Discussion, Suggestions & Feedback / Re: heroes question
« on: April 26, 2011, 04:40:28 AM »
Using Cracken is beneficial! He can actually see the units. Still no Thrawn though. I will go over planet by planet tommorow with him, if still nothing, I give up!
don't know if he'll be in the same place, but i found him on Obroa-Skai. He might be around there?

3
Discussion, Suggestions & Feedback / Re: I am confused about versions
« on: April 22, 2011, 11:30:46 AM »
This is a link to the latest version, 1.11- really is worth getting!
http://gutr.swrebellion.com/forums/index.php/topic,1840.0.html
As far as i'm aware, it's standalone, that is to say, you don't need a previous version.

4
Discussion, Suggestions & Feedback / Re: Hapen Battle Dragon
« on: January 13, 2011, 12:11:09 PM »
If you're on 1.1, it should be present for the Republic in the Hunt For Zsinj GC, along with the miy'tils and Nova cruisers, and some heroes like Isolder.

5
Discussion, Suggestions & Feedback / Re: post 1.1beta suggestions
« on: January 12, 2011, 08:04:59 AM »
speaking of which, shouldn't the marauder have turbolasers? EAW is the only source i know of giving them diamond-boron missiles?

6
Discussion, Suggestions & Feedback / Re: post 1.1beta suggestions
« on: January 07, 2011, 08:44:03 AM »
Well you are the guys but it is just for the sake of the game for playing

it's to do with canon. The closest thing to a sith temple is the shadow academy, which is outside the timeline. as there isn't a sith temple present in that period, i doubt there will be one.

7
Discussion, Suggestions & Feedback / Re: sith temple and jedi academy
« on: January 05, 2011, 07:52:03 PM »
the inclusion of these two will open new possibilities to the game  -_^
The Jedi academy is present as far as that you are able to build jedi on Yavin at certain tech levels.

As the mod is guided by canon, it's highly unlikely a sith temple would be present, as there weren't really any major sith temples in the period of the mod. the only eras where there were widespread sith were those of the Jedi Knight series, which aren't included in the mod, and even then, there isn't an inherent "temple".

8
The Lounge / Re: Mass Effect 2 (Spoilers)
« on: October 29, 2010, 07:45:35 PM »
M.E. 2= about the greatest game ever made.
please read the date of the last post.
hasn't been posted in in over a year, make sure to only post in threads which are active or that you can add some newly relevant news on. thanks.

9
Discussion, Suggestions & Feedback / Re: Tech Advancement
« on: October 27, 2010, 12:54:33 PM »
alright, wasn't thinking :D
in games i've played (mind you, it's of the beta version, may differ), if bastion wasn't owned by empire, thrawn would spawn on a nearby imperial planet. also remember that thrawn will likely move around.

10
Discussion, Suggestions & Feedback / Re: Tech Advancement
« on: October 27, 2010, 08:35:51 AM »
click the thrawn icon in the top right. it'll take you to him.

11
EaW and FoC Mods / Re: RaW/IA2
« on: October 23, 2010, 07:04:02 PM »
the largest mod i'm aware of is Awakening of the Rebellion V2, which was around 800 MB compressed. depending on the compression ratio, it could be damn close to 2 gig. same for a lot of mods out there.

12
Discussion, Suggestions & Feedback / Re: FX mod
« on: October 12, 2010, 07:58:51 PM »
updates on the FX mod have always been spaced out. if i remember right, the last was in mid-august. it's survived for years, through a lot of community ups and downs, now it's approaching being releaseable, i doubt it'll die.

13
Star Wars Discussion / Re: Derilicts
« on: September 14, 2010, 06:16:15 PM »
I have recently been reading the thrawn books for the first time, and after reading about the Katana fleet just being abandoned it made me wonder how many empty or derilict ships could be just sitting there waiting for someone to run into and find?

Many of the republic venators abandoned by the empire spring to mind...
as said by scarecrow, venators and other obsolete ships were probably recycled to make ISDs and TIEs and the likes.
as for things like the katana fleet, most would likely drift towards asteroid fields or into the territory of other groups and be destroyed/used by them.

14
Discussion, Suggestions & Feedback / Re: New abilitys to add
« on: September 14, 2010, 05:29:22 AM »
That way one lucky shot can kill thousands of troops. Yeah, that's a great idea. Just like the Titanic.
Lol but the ship is fast it's a risky ship to use and the point would be you have to use it well.



Joe
one word: canon.
besides, now matter how "well" a ship is used, if it's close to a capital ship, it's going to be blasted up. it's not a question of skill.

15
Discussion, Suggestions & Feedback / Re: New abilitys to add
« on: September 13, 2010, 03:22:42 AM »
it can be, and it has been done, but the question is realism, and a small team capturing a star destroyer is highly unrealistic.

16
Discussion, Suggestions & Feedback / Re: New abilitys to add
« on: September 12, 2010, 07:08:38 PM »
abilities can't really be made, only modified from existing abilities.

17
Discussion, Suggestions & Feedback / Re: Quadruple Digit Topics
« on: November 10, 2009, 04:14:21 PM »
the best example of a game where modding is encouraged would probably be the Half-life series. Games like Counter-Strike and Day of Defeat come from mods, and Valve have done pretty well out of converting mods into standalone games.

18
Discussion, Suggestions & Feedback / Re: Suggestion: New Units/Factions
« on: November 10, 2009, 04:10:29 AM »
I guess i took that the wrong way. I just want to make a point not to exclude too many heroes. think of the star wars story line like history. without our lenin's and hitler's and churchill's and washington's and mao's nothing would ever happen. there would be no progression. they are necessary

the thing is, this is just a mod. the mod is more for fun than anything. making half a dozen ISD heroes is boring.
besides, i think there are limited hero slots which will regenerate themselves.

19
Discussion, Suggestions & Feedback / Re: Suggestion: New Units/Factions
« on: November 09, 2009, 10:50:01 AM »
Lol. thats why i switched from z3r0x to ACM2.4
ACM's too much of a quantity mod for my taste.

20
Discussion, Suggestions & Feedback / Re: uh Lack of updates?
« on: November 03, 2009, 11:22:12 AM »
they explained this in the TIE crawler thread. they don't have much "eye-candy". unless you want to see the dull stuff, there won't be much.

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Those working on this mod do so in their own free time and for no pay.
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