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Messages - Willhelm

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1
Star Wars Discussion / Re: Disney buys Lucasfilm
« on: October 31, 2012, 08:19:51 PM »
Im most excited about what Disney land can do now.... star wars dogfight roller coaster anyone?? XD

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Star Wars Discussion / Re: Alignment on the Offensive
« on: October 27, 2012, 12:30:27 AM »
Very good! although i believe you used the term abysmal in the wrong way :P (sorry for being a grammar nazi) (It would imply that the losses would have been devastating and irreparable rather than minimal losses as stated later.)

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Star Wars Discussion / Re: Alignment on the Offensive
« on: October 23, 2012, 11:49:20 PM »
"like"

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Discussion, Suggestions & Feedback / Re: Questions/Comments about 2.0
« on: October 02, 2012, 08:13:36 PM »
This mostly applies to skirmishes but  GCS as well... due to the fact that things like Golans and space stations have no rings around them preventing hyperspace drops around them so its ridiculously easy to destroy these structures... For example, in skirmish its quite easy to make one SD and then hyperspace it in right behind the enemies space station and then just have it sit there and shoot at the space station till it dies with no resistance because they A.I is silly and just attacks your mines.. and then boom you win. For GCS it just means you can drop like three syndics right in front of a golan and then win, greatly reducing golans fighting power. so could space structures and hyperspace drop preventing rings around themselves?

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Modular task force cruisers also have the wrong sized death clones.

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Discussion, Suggestions & Feedback / Re: Mod "completion"
« on: September 08, 2012, 08:46:23 PM »
This kind of thing is, to my mind, relatively small. They definitely wouldn't qualify as balance having been "scarily overlooked". These are individual things that can be addressed as we go in patches without needing some major overhaul. This is another thing where we were aware of certain potential issues but didn't really have the scale of feedback we needed to know for sure, and in some cases it's compensating for something. The primary thing we look at when talking about balance tends to be on the factional level. You'll see a lot of people complain about how powerful the Pentastar is at the start because of the two SSDs, but those are their only real starting forces of any strength; they have fewer planets and the rest of their starting units tend to be bad, and they don't have the same power progression you'd see in other factions, so they need that early ability to take planets.

For the Empire of the Hand, the Airstraeker was added really late in the process (less than a week before release) so it's entirely possible there's some balancing to be sorted out, however its numbers are pretty close to those of the NR airspeeders. Any decent AA can easily take them out, even if their individual power needs to be looked at (and I don't know that it actually does). As for the Gilzean, we've had mixed accounts of what it can do, and that's sort of because it's filling two roles at once, which is both a strong and weak point for it. It's essentially filling the role of the T3-B and 1-M at the same time. We'll probably have to make a few adjustments to them, but they're definitely far from unstoppable. They're actually fitting in pretty much between those two vehicles I mentioned power-wise in my experience.

As for Furions, they're definitely not OP. Fighters are one of the areas where we have the most control over individual capabilities, and Furions while being decently shielded, have a weaker hull than most fighters it's going to be competing with from other factions, as well as being significantly slower than those fighters (which is a huge deal with fighters, it's the slowest of all of the concussion fighters and in actual firepower it's directly on par with things like the Preybird


I happen to make overstatements alot :P  all i thought about the air streaker is that it does alot of damage and can somehow survive a slavo from a turbolaser tower plus it has the increase firepower ability making it able to destroy just about anything....


I'm not sure exactly what you're referring to.


perhaps using the explosions (1) in the imperial shuttles death clone for imperial and chiss ships hardpoint destruction and overall destruction


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Discussion, Suggestions & Feedback / Re: Mod "completion"
« on: September 08, 2012, 03:49:06 PM »
There's several things I'd like to say here, and I think I can pretty confidently say that there isn't anyone on the team who would disagree with what I'm going to say. I'll try to be about as lengthy and honest about this as I can.

First off, a little history. Willhelm, you said "spent two years on it". I'm not sure if that was just a throwaway number you chose, but actually it's really far off the mark. Hell, the release of 1.0 is over 2 years ago now, having been released on September 2nd of 2010. The mod began on June 7th, 2006. Right now we're sitting on over 6 years of development history.


Was basically just a throwaway number I used :P



It hasn't been overlooked at all, it's something that's out of our control. I've done what I can to mitigate the issue but the basic fact is that the game just doesn't like the profile of the Corona, and we have never found a way to figure out exactly what's happening when this issue occurs. We're not working within our own system, and we don't have access to all of the tools and information needed for this kind of thing. Everything we do is still based within Petroglyph's game and engine, and a massive amount of it is hardcoded, which means not only do we not have the means to edit that bit of it (which is probably 90% of the important stuff), buit we also don't have the ability to even see it. Maybe this issue is soluble, I don't know, but there is a lot of work we have to do, and very few people to spread it between, so different stuff gets prioritized differently. As a mod, while we'll always strive to do the best we can, there's a certain amount of variance we have to accept just from a pragmatic standpoint. When we released 2.0, we did it knowing damn well there were probably still major bugs we hadn't been able to catch simply because of how small of a sample size we had while testing, and the only way to get the information we needed on what was actually doing what was to put it out to a larger audience. I'm sure the beta testers can attest to this. I'm confident that the Grodin Tierce crash bug, for example, had been reported before release, however it was just as a generic "game crashed at week x" without  anyone being able to know exactly how or why until we got it out to more people, though it was still one of those testers who tracked it down in the end.

 I understand, I was unaware the issue had been addressed as well nothing "appeared" to have changed as I said :P
and as for the beta testing I guess i simply misunderstood the amount of people you had to work with and well i guess it makes sense that you needed a bigger group


What balance issues are you talking about, exactly? Balancing definitely wasn't "overlooked". Do you have any actual examples?


Well things like glizeans being unstoppable and as ive also noticed air streakers as well. Also I remember stating that furion bombers were overpowered... now they SEEM overpowered still but that doesnt MEAN the issue was not addressed or OVERLOOKED (just clarifying because i didn't last time :P) so i supposes I ask has that been addressed?


Last thing first here: Thanks for the offer, but Flash animation is absolutely nothing like 3D mesh animation in Max, excepting that there are frames involved. 
 

I had thought as much :P


That being said, there are several big reasons why we don't have death clones. The first one is they are hard to do well, and would be extremely time consuming. Every time a model is changed, or the skin gets redone, they'd have to be redone. You might say at this point "well you're just being lazy," but I'd call bullshit on that. This is another point where the differences between modding and professional game design come in. We are doing this for free. While I have no problem with this on the surface, we do it because it's fun, what it also means is the time we have to devote to it has to be worked around the rest of our lives. We're making these mods, but we're also students with families, friends, and other jobs and hobbies to fit in. Only two of us only intend to go into game design, myself not being one of those two, so we can't even call this vocational training. There's only so much that's feasible.

I understand that you're real people however I guess i was also unaware that this was not even a career path for you... I honestly do not understand how you've done this for so long without that motivation


For the death clones in particular, there's no way to "make them simpler." We did want to do them for 2.0. Kalo even started several of them, however he had some computer trouble (3ds Max and Photoshop stopped working entirely), which means we were essentially SOL on that front.

Here's what would have to have happened for us to do proper death clones for 2.0: I would have to learn animation, then I would have had to start making the death clones for every single unit that needed it starting in about mid June, and then do that in addition to the rest of the work I had to do. The result would have been pushing the release of 2.0 well into next year (probably just shift everything to its corresponding date in 2013). Now, is that worth it?

The other thing there is, quite frankly, I don't want to learn how to animate. I have absofuckinglutely no interest in doing it.


I was unaware that Kalo had had these troubles, i agree it is absoloutly ridiculous for you to do it, As i saw it i thought you'd simply decided not too but now i know

and well what i meant about "make them simpler" i meant to make the death clones in ways that required less work
for example instead of having every ship blow to two pieces float away and explode again, you'd just have it explode once into a couple pieces which would just fade away (more realistic too in a sense)

This is just a question although i doubt its possible and its so minor i feel kinda rediculous and anoying for asking it but watching the imperial transports explode after they are destroyed and i was thinking would it be possible to use that explosion on imperial and say EoTH ships? :/ It would look better and would make teams slightly more distinct

The basic fact is that we're moving on because we want to. We've learned a lot while making ICW, but we've spent 6 years making this mod, and there does come a point where it's just time to move on. Is there more we could do? Sure, but that's always going to be true, especially in a game Modification. You have to draw the line somewhere, and there are some inherent limitations in EaW that mean the returns on future work will diminish as we go. More simply put, I strongly dislike Empire at War at this point. This was my first project and on the whole I'd say I'm happy with what's come of it, both the mod itself and the experience I've had making it. It's been completely frustrating at times, and there's been time where we've all wanted to and have just given up and quit, but I've had the opportunity to do some amazing things that I never imagined I'd be doing, and I've met and worked with some great people because of it. I wouldn't trade it for anything, but I'm not going to prolong it past its time either. If I'm going to mod, I'm going to do it because I enjoy it. Burning myself out on it just for things like death clones won't help anyone.


I had feared that you no longer liked EAW, although i cant say im surprised. and well as i said its your mod if it was my perfect world and everyone did everything for me you guys would do death clones but that's just not gonna happen.

I thank you for making the mod and everything you've done and for dealing with my often pesky and annoying posts

good luck with Ascendancy (hopefully that game engine isnt made to make moders lives suck)




8
Discussion, Suggestions & Feedback / Mod "completion"
« on: September 07, 2012, 11:19:07 PM »
As this is a feeling ive only got recently im not sure if im right, but i just feel that the team is perhaps moving on a tad to soon... it saddens me but hey, this is your mod is it not :P. I feel the mod has contracted the "ahh whatever ive been working on this for two years its good enough syndrome" Things like corona frigates being hitable by proton topedos appears to have been entirely overlooked, death clones are not there and it just gives the game this unfinished feeling that i do not like. I believe i understand why you haven't made death clones but i cant help wishing that youd just made them from the beginning... i also feel like simply changing how the death clones are to something easier to animate, would make it not painful, but they would still look good would work (i have alot of ideas :P) im also bothered as to how things like balance how also been scarily overlooked as well... i supposes this could all be part of human mistakes but i then would question what you were doing in the however long beta testing period :/


i also have rudimentary animating skills with adobe flash and would help with death clones although i would need help getting into it :/

9
Discussion, Suggestions & Feedback / Re: Questions/Comments about 2.0
« on: August 31, 2012, 08:48:57 PM »
i just have one big suggestion i guess, glizeans are (at the moment) EXTREAMLY OVERPOWERED... they basically can walk over turbo-laser towers and atats probably at the same time and win. plus they shoot lasers not "rail guns" so it would be cool if you perhaps give them a different weapon effect :P. otherwise the Empire of the Hand is AWESOME

Edit Probs shoulda put this in the questions and comments for 2.0 sorry :P

Edit number two - just to clarify im referring to a group of glizeans (3) not a single one

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Imperial Civil War Tech Support / Re: Sullust cant be attacked
« on: August 29, 2012, 10:36:20 PM »
had same problem with Ilum

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It is impossible to invade ilum on the ground as the EoTH in the GC empires at war... I get an exception error every time i try to and get past the loading screen

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Star Wars Discussion / Re: Star Wars Detours
« on: August 25, 2012, 12:41:05 AM »
I nearly broke into tears... I hope they took 80% of the worst parts and put them into one trailer... otherwise... I need to find a rope

13
My apartment is full of walls but I've never managed to sit inside of them and shoot at people.

lol you know i didnt mean those kinda walls :P

All right, I've been watching this post, and I will thus give you my opinion. First, in the Thrawn trilogy, it is mentioned that Stormtroopers were very rare and not used often. Therefore, I suggest that the IR be given basic troops as the cheapest unit. Stormtroopers should be the most expensive infantry, due to the training required for them. They should have more health, have the take cover ability (they were trained to take cover in basic training, I'm sure) and should be given a thermal detonator ability, as each Stormtrooper carries one thermal det. It could have a long recharge time, and would be an area effect, as if each Stormtrooper threw his thermal det. This would help counter those pesky PLEX troopers, and give Stormtroopers more of the place they deserve: as elite infantry units. I also agree that the other factions should have a counter to the E-web trooper.

All I will say is nova commandos :P

14
So the walls are the same, tactically, as a ring of bunkers or sandbags except more visually impressive?

is that not what walls are in reality? :P

15

4. Grenades:
I'm all for making the Sergeants throw a grenade every once in a while, but not RPGs since that would be stepping on the toes of the Plex soldiers too much.

7. Garrison troopers in turrets:
I guess I'm open to it if the rest of the team wanted it, but I think it would draw battles on even longer and is more of a buff to the already-OP turbolasers, not to infantry.

8. Garrison troopers in walls:
Still not sure what walls this refers to, so our thoughts on the matter probably depend on that. The other thing about garrisoning is the infantry wouldn't show up so they'd be literally inside the wall, and the wall would be shooting.


4. YES, I am officially happy now XD

7/8. Corey I was more referring to things like prop towers and prop walls as garrisoning turbo laser towers I agree would be OP. I simply want towers and/or walls to be garrison-able because while things like bunkers are nice and all they are usually located in locations that are kind of silly... like in the middle of fields or along so random path, this makes them impractical, indefensible and usually only worth using if all your fighting is infiltrators, walls and towers on the other hand are in more practical and useful in the locations they are in on maps making them much more ideal to garrison, also towers could give infantry a range bonus (if possible) to make them more desirable than bunkers. walls on the other hand i only want to be garrison-able because well things like walls done do much else, they dont block attacks or vision, just movement frustratingly :P

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News & Updates / Re: 2.0 Preview: The Katana Fleet
« on: August 16, 2012, 03:01:19 PM »
I'd love it to be mission specific like Thrawn capturing ships at Sluis van(as in Heir to the Empire) Zsinj hijacking Razors Kiss and such.

Remember suggesting this, is a mission like this is the mod?

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No, 1st, 'grenades' doesn't exist in Star Wars except for FOC, which goes to show how impratical it was(A pirate faction owns a third of the galaxy and goes around spreading corruption in a control-by-fear empire, yeah, like to see that happen in real life). IF Grenadiers did exist, normal infantry would long have been phased out.

I saw this and I just... grenades do exist in the star wars universe, heard of thermal detonators? im sure there are other kinds of grenades but infantry like storm troopers defiantly had grenades. I am just choosing to represent those grenades with a grenade launcher because the thermal detonator ability in this game in more like a mini nuke and its kinda hard to use, infantry had explosives but not the kind the commandos and saboteurs likely had, they'd be too expensive

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But thank you for all your support and changes of the idea. Oh yeah, tat grenade launcher thing, could that be done?

And the garrisoning walls and towers just to make a little more things that infantry can do than no one else can :D

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News & Updates / Re: 2.0 Full Unit List
« on: August 15, 2012, 01:32:06 PM »
What is the century tank ... ???

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Personally i do think the infantry are already diverse from the others as is, The Chiss have rocket Bikes, empire has e-webs and the NR has Jedi. and well for the commandos adding units too their squads would make them tougher... I.E harder to kill, that could unbalance some things.. and possibly make them OP, as commandos are kinda ment to be powerful but fragile units are they not?


As for infantry being able to garrison walls and towers, Its seems very able to fit into the game mechanics... towers already look like bunkers so simply make the tower into a bunker, just elevated, and for walls you could possibly do about the same or something very similar, also grenade launchers in squads would be nice to simply show how infantry arnt entirely useless against any vehicle like they are in real life?


Im also kinda surprised Corey or someone hasn't anything to say on the topic yet....

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