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Messages - TheExile

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Discussion, Suggestions & Feedback / Re: Katana Fleet
« on: July 04, 2011, 05:25:16 PM »
Do ion cannons affect hard points in any way when they land a hit?  Do they slow down rate of fire?

I don't believe so. I thought in essence all they do is tear down shields.

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I remember reading one of the vong series books and if I remember correctly, the Vong were glad they were fighting the New Republic over the Empire because the empire such menacing weapons like a death star.

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EaW and FoC Mods / Re: RaW/IA2
« on: March 19, 2011, 12:11:39 PM »
I though you guys would like to know Z is releasing a limited release beta of a sort for 25 people.

z3r0x
z3r0x 14mins 0secs ago says: New Comment

Ok, we are still tweaking AI... (its still a bit too aggressive) the manual is nearing completion. When this is done we will be doing whats called a limited release for feedback purposes and for overall QC, and also to locate and last min bugs etc. I will be choosing about 25 people to have first crack at the mod. If you are interested send me a PM. You will be chosen on location, time of membership here, and some other things. I am trying to get a uniform amount of people to get better feedback. Meaning I dont want all people from the USA. Would like some other countries in there as well.

If you want this there are a few rules.
1. You will not be able to share the mod. If you leak it you will not get a chance to preview the expansion before it comes out or any other mod I do in the future.
2. You must provide feedback, suggestions, and of course any glitches you locate.
3. You will be given access to the bug hosting page and will have to post the bugs so they can be reviewed.

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Discussion, Suggestions & Feedback / Re: post 1.1beta suggestions
« on: January 01, 2011, 01:51:10 PM »
also I would like to see more powerful space stations, i mean a level five station should be able to handle a fleet and I just don't see them as being able to do that,  also better garrison for stations.

Basically I asked the same question about making the space stations more powerful and this is the anwser Slornie gave me.

Quote
I believe the whole Space Station system will (hopefully) be sorted out in a future version, but we haven't finalised the details yet.

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Discussion, Suggestions & Feedback / Re: FX mod
« on: December 31, 2010, 01:17:06 PM »
Well I hope you get in those subfactions. A pity to let a cool concept go to waste.

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Discussion, Suggestions & Feedback / Re: FX mod
« on: December 30, 2010, 11:42:02 PM »
Is this mod dead kind officially? This post from Darth Arbiter (assuming that its you Corey) didn't sound very promising.

I realise I'm a few weeks late, but I can probably shed some light on the FX/TR/Halo Campaign Commander situation. Filo left the community several months back, and gave the mod to Kalo. Kalo decided that he wasn't going to continue, and he'd just work on Thrawn's Revenge. When FX went down, Kalo asked Farseer to join TR, and he did. Farseer's been working on the Halo mod for a few months privately now, and the staff of TR help Farseer's Halo mod, and Farseer helps TR.

Its a pity if this project has been discontinued because it had some real interesting ideas.

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Discussion, Suggestions & Feedback / Re: post 1.1beta suggestions
« on: December 29, 2010, 03:12:26 PM »
Perhaps a little upgrade to the weapon systems on the space stations would be helpful? All of these ships have all these specialized little dual and tripple turbolasers and you would think a space station you spend on over 5000 credits on would have some better weapons. I could be wrong of course but I've always thought that space stations were underpowered.

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Star Wars Discussion / Re: Imperial Remnant vs. New Republic
« on: December 26, 2010, 03:33:21 PM »
The Eclipse super laser wasn't powerful enough to destroy a planet. It could make the planet uninhabitable though.

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EaW and FoC Mods / Re: RaW/IA2
« on: October 23, 2010, 08:45:53 PM »
Well Z has made himself a reputation for being a bit of a perfectionist. For how long this mod has been in production, and from what I've seen of what he done, well lets just say it will trump any Clone wars mod there by far. He's just brought so much innovation its nuts. Almost as much innovation as TR has shown. The detail he has put into every single GC map its unbelievable and how things are played are going to be changed how you play alot on land and space from what I heard.

This is more interesting info.

QUOTE
For starters, i think u guys should put a "Conscript Infantry" or something similar on most planets, except for certain ones like Kamino or Geonosis and so forth, and then give those planets certain speacial unit production facilities, like a droid works or cloning facility and such. Then, give those special facilities some price bonus or something, so that everyone doesn't attack with billions of Conscripts and such.

I also think that u should try to do something similar to that in space too. U could have a "Spaceport" or a "Space Station" that is natural to most planets, and be able to hire random civilians that show up and offer to help. U could then also put a "Shipyard" or such at different planets that are big-time producers, such as Kuat or Corellia, and give those buildings the capability to produce certain things that those world build, like Venators at Kuat and so forth. This would not only make it more canon, but greatly improve the tactical aspect of it: Certain Planets would be more valuble to a certain side, which would influence how a person defends theirself and their territory.

If ur still skeptical about this, u could even have those special production facilties make a certain unit that u could chose, and it wouldn't cost u anything unless u rush it or something.

U could also put a lot of Rep and Sep units on different planets for more encouragement to make it more like the "Clone Wars", like a campaign starting from the end of episode 2 could have a lot of Republic Troops positioned at Either Geonosis or Coruscant, if i remember correctly.

Also, I was wondering if there will be a playable campaign, one that would be streamline to the actual events in this period?

My computer is Glitched up, so i probably won't be playing this game for a while, so i would be able to cope with any extra side effects of adding this in, like an extra 4 months to complete or something.

Thx!


z answers 46mins 38secs ago
QUOTE
I think you will be happy as everything you described is exactly the system I implemented in RaW. It has taken a long time to complete the code to make it all work but it it functions just like you asked for.

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EaW and FoC Mods / Re: RaW/IA2
« on: October 23, 2010, 04:46:26 PM »
For EAW/FOC? Well I don't remember running to those  1 gb plus mods for foc very often except maybe PR.

11
EaW and FoC Mods / RaW/IA2
« on: October 23, 2010, 12:47:30 PM »
Just in case you guys haven't keeping with this wonder of a mod coming finally in late December (supposedly hopefully), it really is making in progress and once it comes out its going to be one hell of a mod. Its going to total to 2 gb of data, which is quite a bit, I think more than any mod out there to my knowledge and so much work put into details of everything.

Oh and if you don't know, they aren't releasing to separate mods, Z will just release one mod.
If you want more info well, check here http://www.imperialassault.com/rote/forums/index.php?showtopic=7905, here http://everythingeaw.com/showthread.php?t=5552, or here http://www.moddb.com/mods/republic-at-war.

Especially check out the IA 2 or RaW update for Z's post because he goes into detail about what features hes putting into the mod.

 If your feeling too lazy well here's a description of his October update.

Well sorry for my forced absence guys and gals. If all goes according to plan this should be the last written update I have to supply for the mods. There may be some final pic updates and I plan on releasing the mods manual soon. I think you will enjoy it. Well exciting things are coming that is for sure. I am sure some of you feel it. Its in the air!!! Well this update is lacking in pics as there is nothing really to show you that you have not seen in previous updates or on ModDB. However there is much to inform, you of. For those of you living under a rock these last many months I have been away on business, not monkey business but real business. I rcently posted many of the mods features on ModDB and I wanted to elaborate on those as well as give some updates on some other areas. Many questions have come in over the last few months I have organized them and will try to answer them as best as I can. Lets move along shall we?

Ok as for the IA2 and RaW I had to think on this long and hard and after much soul searching and some last minute discussions with past staff its been decided that releasing two mods is pointless and only consumes more time. The mod is essentially being changed to "Imperial Assault 2 - Republic at War" Bex and Bryant both has a specific vision of what they wanted IA2 to be and I had a specific vision of what I wanted RaW to be. After a year or so of work on both mods I have been able to successfully merge both of those visions. Bryant and Bex did NOT want tons of non-canon or cartoon units in the mod and I did not want a canon only mod. Some decisions were made and the final release of this mod will be the outcome. I have pulled out some items that were not needed and the mod now has a very nice balance of movie canon and cartoon/tv show/game canon. In essence the only of these "B" cannon units that remain are the ones that fill a void that the movie canon units could not fill. For example there are NO known movie units of a CIS corvette. So we had to go to Non-Canon. The Republic SPHA-T the only movie canon artillery unit we see was too large and did not function the way we needed it to in game. So again we had to go to Non-Canon to fill that gap. IA2's vision was as much as movie canon as possible with "epic battles". I have been able to achieve just that. So there is no need for two mods. Only one mod that is both IA2 and RaW combined into the final result we all wanted. A playable mod. The primary release is going to be what the IA2 fans want. There will be a mini-expansion to follow but that is only to placate the RaW fans that wanted certain things that the IA2 fans did not.

Moving onto units. Every clonewars mod out there uses the same tired old Battledroid models that were free released years ago. We were one of those teams. However keeping with our concept of quality I re-modeled our Battledroid and re-animated them. The quality is 1000x better. I do not want to unveil them yet but you will see them in action soon. Evillejedi stepped up to the plate and assisted the team in re-modeling the Malevolence. Pics are on ModDB and we are very happy with the results.

Now onto features. We wanted to add something extra to the game. We have re-made/re-imagined all the stock upgrades and created some new ones that will add some new exciting play. From special structures that give unique bonuses to new in game combat bonuses we think you will be happy. A feature we have been working on for 2 years are the new Battlefield Structures. In skirmish most of you are familiar with the giant build pads where you could build the Hutt Palace etc (we re-did that also.. you can get some REALLY cool units there now) well we re-did that concept but with a twist. Now you you will gain another pad and be able to build a Field Hospital, Engineer Depot, Forward Command Post, Droid Center, Droid Engineering Depot, or Merc HQ. These buildings provide unique upgrades as well and the availability of VERY unique units. I do not want to go to much detail as unique ideas are rare these days. One model I would like to show you is the CIS version of the turbolaser tower. http://www.everythingeaw.com/gallery/main.php?g2_itemId=3201

Post your thoughts and I will be posting a bit more later today with regards to some other items that I would like to share. Think happy thoughts people wink.gif

12
Discussion, Suggestions & Feedback / Re: The Mod
« on: October 23, 2010, 12:36:58 PM »
I had a similar scenario as above. Instead of Lando though it was Mara Jade and she was almost able to take the planet but I microed my speeders great and managed to kill her off and the local structures with the stormtroopers and speeders. After that though I never got a another raid attack which is a ashame because was actually very entertaining.I suppose it all has to with the al lack of being aggressive which I heard will be fixed in the next release. I will be happy with that along with all the other goodies your bringing.

Oh just curious, does the EOTH faction in game progress if the imperial leaders die or do they just have all the units available to them in the beginning. If this has been answered before, sorry just didn't know.

13
Discussion, Suggestions & Feedback / Re: FX mod
« on: October 12, 2010, 09:43:07 PM »
Well I was just getting a little worried. Kalo posted on our site (IA2 mod site) about FX mod just when that other update had just come out and he made it sound like the mod was only a couple weeks away from completion. I know mods get delayed because of life that obviously more important, just curious since I haven't been seeing them post as much on modb.

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Discussion, Suggestions & Feedback / FX mod
« on: October 12, 2010, 05:01:06 PM »
Ok since I know that more than a few of TR team is involved with FX mod, I'm curious as to what the status is for it. It seemed like they were on a roll and like they were going to release real soon and  on fire and than poof they disappear. I'm just curious. I won't ever rush perfection, I'm just curious since they haven't anything for a while.

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