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Messages - Trial_Born

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That was literally how I explained him to a friend of mine who wasn't familiar with the EU. One is more likable than the other it seems.

It's Harrsk.

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Discussion, Suggestions & Feedback / Re: Warlord Faction Development
« on: January 14, 2016, 07:51:59 PM »
I would assume he wanted the corrupt ability so that the Raptors could have the ability to sabotage structures similar to the defilers from the base game. Considering how corruption was a major pain in the vanilla game and how heroes were needed to remove it I think it is best to leave that out of ICW. I believe it is also possible to sabotage structures without having corruption present with a little innovation of coding, unless this is not what Xizer was getting at. If there would have to be a purpose for corruption I'd imagine a better use for it would be to rename it to "Intelligence" and have units such as Intelligence/Surveillance officers (such as from the ISB for the Imperial Remnant and NRI for the New Republic) spread it. This "corruption" would essentially serve as a purpose to gather intel on a planet (such as the defense fleet, ground garrison, structures, etc) before attacking it. The secondary role that they can possibly be used for is to sabotage structures on a planet with "Intelligence" at a price several times higher than the cost to build the structure itself. This role, in case anyone hasn't noticed, is inspired by the sabotage mission from Star Wars: Rebellion that you could give heroes / intelligence units. The main problem I already see with this as I type is that there is already a unit with the spying effect similar to this (Probe Droids for the IR, I don't recall if the NR has anything for it since I don't play as them) and the A.I. might not be able to utilize it to its full extent but I just wanted to throw my idea out and see if it provoked any further ideas.

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EaW and FoC Mods / Re: Awakening 2.60
« on: January 14, 2016, 07:06:11 PM »
I believe that error occurs when you install multiple mods that edit your FoC's data folder (C:\Program Files (x86)\LucasArts\Star Wars Empire at War Forces of Corruption\Data). That's why I tend to install them in a separate folder to see what they try to install, and from doing that I can tell you RaW and AotR both modify FoC's data folder. As such if you try to install both mods you will presumably mess your game up.

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Well that thread was definitely enlightening, wasn't aware Zero Command got knocked out of the competition by Eriadu Authority so overwhelmingly. My statement still stands but just replace my reference to Zero Command with the new heavy weight champion, Eriadu Authority.

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I am also content with the addition of Zero Command & Greater Maldrood, since both factions were led by prominent Warlords and they had several planets in under their heel. Are they by any chance going to have unique units added to their standard Imperial roster or will that come later on?

6
The Disciples of Ragnos had a similar grand scheme to Hethrir, albeit instead of relying on a Demigod their visions of grandeur was placed on reviving the long-dead Dark Lord of the Sith known as Marka Ragnos. In a way you could describe the Disciples of Ragnos as the spiritual successor of the Empire Reborn as the cult was formed of survivors from Hethrir's faction as well as newly hired mercenaries and Imperial personnel. Like my previous statement, faction slots are low and cannot be used for factions that had no real relevancy in the ICW time frame. Jedi Academy took place in the time period of less than a year, which means the Disciples of Ragnos barely existed long enough to even make their name known in the galaxy.

7
The Empire Reborn faction hasn't really accomplished much in the art of warfare due to how they spent the majority of their time on developing their army and increasing the number of their followers / allies in secret. Their only offensive measure to my knowledge was their invasion of the Jedi Praxeum on Yavin (Finale of JK2) and that ended in the majority of their military being crushed in one fell swoop as well as resulting in the death of two key figures, Desann (Trainer of the Reborns) and Galak Fyyar (Scientist that aided the development of the Shadowtroopers). After that debacle their leader, Hethrir, hasn't engaged the New Republic in any sort of military offensive and would eventually be devoured by the very Demigod that bestowed to him his enhanced force abilities before he could do any further possible military campaigns. Don't get me wrong, the Empire Reborn would be an interesting faction to have around in ICW but EaW has a limit on how many factions you can have in total. Pentastar Alignment is a better use of the slot than Empire Reborn since they occupied a good portion of the northern reaches of the Outer Rim and had been fairly relevant in the ICW time frame, until they are eventually annexed by Gilad Pellaeon around 12 ABY.

8
Interesting, didn't know Farseer was actually apart of the team. I'm also very familiar with the model you are referring to since Neomarz was a quite renowned modder back in the day for JK series. Its a shame about the rigging/animation process though, wasn't aware of the technicalities for it. In spite of that, your plan for its usage is quite ideal if it were to be successfully added as it would be a welcome sight over the pirate units the PA has access to (sorry to anyone that has a liking toward them). I also agree with you on how the mod is quite ambitious with its overall mission and content, but that is also one of its strong points (at least in my opinion). The method of redoing old content you feel isn't at tip top shape is not necessarily a bad thing either since I'm sure everyone will welcome more detailed versions of certain units. Sure, EaW's limitations are becoming more apparent with each thing you add but nonetheless ICW is a great example of what modding can accomplish.

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Discussion, Suggestions & Feedback / Re: Space raptors!!!!
« on: January 12, 2016, 04:33:49 PM »
Nice idea, but considering how they would be irrelevant to the mod's overall atmosphere I wouldn't count on them possibly being added. If they were considered to be implemented they would most likely be in a scenario similar to the Black Feet Crisis, not to mention the small roster they would muster as well. In short, the mod doesn't have the luxury to add every single detail from the Expanded Universe sadly.

On a less serious note, if they were added I'd picture one of them having laser cannons strapped on their back like in that laser dinosaur fight video.

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Imperial Civil War Tech Support / Re: Locked out of mod
« on: January 12, 2016, 04:16:16 PM »
To uninstall the mod you could just delete the Imperial_Civil_War folder. But as an idea to fix it, when you go inside of the Imperial Civil War folder does it look something like this
Quote
C:\Program Files (x86)\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\Imperial_Civil_War

The error message you posted makes me think you might've installed it in the EaW folder that doesn't contain the Swfoc.exe. I have a rather old physical copy of the Gold Edition, complete with dust and all, which gave me 2 separate folders when I installed it (EaW and FoC) so I'm not sure how your folder is set up since you say your variant is named Empire At War Gold.

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I know little to nothing about EaW modding but when I was searching up some of work done by a 3D Artist in EaW I saw that someone was using Autodesk 3ds Max 8 SP3. I hope this was the information you were looking for.

12
The grenade launcher in EaW is a problematic Equipment. Look at the AT-PT for example. The laser cannons cover so much ground and the grenade launcher though fires, but it is hitting the ground so close to the vehicle that it is ineffective. It is basically just shooting the ground in front of the vehicle being totally useless...
The reason why the AT-TE is not going to appear is most possibly that the team does not have too much 3D artists and can not afford time to create units which wouldn't see galaxy-wide usage in mass quantities. They have more important things to do at the moment.
Maybe if someone donates an AT-TE to them, maybe.
You have to know that the Th.Rev. team does not really work with other's models. They prefer their owns as much as I know.

Ah yes, the problem of modeler shortage. It is a shame that is being a hindrance but then again it is a plight many mod teams face, especially on older games. With any luck the quality of their work will inspire people to learn how to mod and join their team to help them complete their work faster. I also noticed that the team preferred to make their own models with the exception of a few such as the_Farseer's Corran Horn & Brakiss model from Rise of the Mandalorians, which they announced if I recall correctly. It was a good move on their part as it allowed 2 more heroes to be added but it is understandable if they wish to keep that method as a last resort for essential things.

As for the concussion grenade launcher, I wouldn't say it was entirely useless as it did have its purpose in combat. That new mod Battlefront Commander actually has it as a weapon switch and it works pretty well in my opinion. I would be content even if it was just added as a visual effect with no actual damage, but that is just my Imperial Remnant faction bias going off.

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2nd - the AT-TE is too outdated for combat at this point I'd think. It also doesn't serve any really special roles that would be worth using in the modern times of Star Wars that the AT-AT couldn't cover. I wouldn't mind the Pentastar Alignment having AT-STs and AT-STs being buffed with their canon grenade launchers and what not - a high damage low health vehicle.

While it was used more primarily in the Clone Wars, the AT-TE was still utilized by the Galactic Empire. This is because the AT-TE was so well built that many remained in active use even after the invention of the AT-AT (which was inspired by the AT-TE's design), typically in the Mid and Outer Rim. They provided additional firing support for AT-AT walkers if used in military campaigns but in most scenarios the walker found itself in patrol duty. If you are still skeptical, the latest known usage of the AT-TE was by the Restored Empire (13 ABY). An interesting thing that I've found out about it in the Star Wars: Imperial Handbook is that they are sometimes outfitted with floodlights, underbrush grinders and flamethrowers. Everything considered, I think the AT-TE would make a nice addition to the Pentastar Alignment Roster, unless of course the mod team believes it would disturb the balance between the factions.

I do agree with you on the AT-STs needing their concussion grenade launcher, as it was what made them effective against armored vehicles. I would imagine that they weren't given it because it could have potentially made them too strong / cost-effective but that is merely a speculation.

14
Welcome to the Boards / Re: A Belated Greeting
« on: January 12, 2016, 12:06:36 AM »
Slightly different in that we have no plans to ever do FotR and the other two releases that were originally planned with ICW.
I was referring to TRII: Ascendancy in my previous statement about work being started on a new mod after completing one already, sorry for the confusion.

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Welcome to the Boards / Re: A Belated Greeting
« on: January 11, 2016, 11:23:16 PM »
I think in the end we've accomplished about 1/4 of the original 2008 scope - and then scope-creep created a whole load of different unplanned content.

To be fair I have seen other mod teams that have also tried to multitask different mods for one game. I completely understand the decision to focus on one mod first to complete it and later refine it with extra content while working on another mod. It seems more time-effective than trying to divide the work on separate mods entirely.

It may sound like a sort of empty platitude people say, but it's really true; community engagement keeps us motivated. Even aside from the actual content of the feedback or suggestions or whatever, creating these mods is a ton of work, and knowing people care about it enough to actively join this community really does mean a lot to us.

I couldn't agree more with your sentiment. It is similar to how some artists take motivation from the critique of their work, as it lets the artist know what to improve on and shows that people look forward to their work in the future (which can be quite inspiring in a sense).  One can say modding and creating art can coincide in many ways, as both can yield works of splendor that many will admire.

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Imperial II-class Star Destroyer for me, as not only was it is a refinement of the Acclamator, Venator and Victory Star Destroyer designs but also the pride of the Imperial Navy. I've chosen the mark II variant over the original due to its octuple barbette turbolaser batteries, giving it a powerful barrage when broadside and as such it presents a rightful display of Imperial power.

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Welcome to the Boards / Re: A Belated Greeting
« on: January 10, 2016, 11:17:33 PM »
I was afraid that was the case when I no longer saw mention of neither mod anywhere. Nonetheless it is good to see that this mod is still alive and kicking despite the trials of time. It was actually watching your recent EotH videos that gave me the incentive to sign up in the first place, as you mention that community feedback (something I was hoping to provide when necessary) is a much appreciated commodity to a modding team. Speaking of which, I do also look forward to your next videos as well.

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Welcome to the Boards / A Belated Greeting
« on: January 10, 2016, 10:55:40 PM »
Hello to both the ICW team and community!

Just wanted to say I've been a long time fan of this mod back when I was 13-14 (2008-2009) when this was still in development and lurked the forums every now and then to see what was happening as well as to check to see if there were any updates on progress. I eventually lost track of this mod (not before grabbing ICW 1.2 of course) as well as other Star Wars related things when I began to take interest in other things (History books regarding Western Civilization to name one). Luckily watching Episode VII rekindled my lost infatuation with everything Star Wars and just revisiting this page gave me a blast of nostalgia as I do have fond memories of playing this mod. If I remember correctly the site use to have a link to another mod regarding the KOTOR era and Revan (the name escapes me). On another note, I believe there was also a mod in its beta phase regarding the Clone Wars somewhere here, unless that too is also a figment of my imagination.

I suppose I've been reminiscing for too long so forgive me if I've bored anyone who has been reading thus far. I'll just conclude this by saying I look forward to seeing the growth of ICW in the coming days, both in the original EaW format and ambitious SotsE:R format. Good luck!

And may you spread the love of the hand.

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