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Topics - Mr.Puerto

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Discussion, Suggestions & Feedback / Render Practice for Mr.Puerto
« on: September 20, 2018, 06:32:44 PM »


This was made using ICW assets, its currently a WIP. After tomorrow I should be able to work on this again, so you'll see some battle effects. This is my second Render so far so go easy!

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So while I have been learning XML for the planned GCW ICW submod. (A little bit of 3D modeling as well but not as much) I have created a so called mini mod. This mod basically gives the NR a bunch of Imperial Ships that have weird fighter load outs that I assigned them. I have also assigned a little bit of lore to each ship class/fleet that the NR is able to "reactivate." Currently I have 4 ships under this task force;Bellator(Flagship), Secutor, Providence and Lucrehulk. This is not lore friendly in the slightest.

This mod is a custom modification and was neither created nor is it supported by the Thrawn's Revenge team. The Thrawn's Revenge team is not responsible for any negative effects from installing these files nor can they be held responsible for fixing any issues which arise from them.

I should have the mini mod uploaded in a few days if anyone particularly cares.

Lore to ships [ship names are subject to change they are lame as is]

Bellator(Perseverance Home) and just lore to the task force. [Please excuse any grammatical mistakes wrote this late at night]

After the Battle of Endor a secret New Republic Task Force, code named Perseverance, stumbled across an IDMR Shipyard in the deep space near Bespin. This shipyard contained a plethora of Imperial experimental ships, including one Bellator-Super Star Destroyer. Task force Perseverance captured these ships and used them to create a Top Secret Imperial inspired fleet. This allowed the NR to monitor and intercept Imperial Transmissions. However, they were never used in major combat due to the sheer political pressure of having an IDMR fleet on standby. Perseverance Home is the flagship of this fleet, which is centered around the Bellator Super Star Destroyer. This ship carries a variety of fighters including; TIE Defenders, E-wings, TIE Interceptors and TIE Bombers. [The Bellator will also probably have some hard points modified, still learning that as well.]

Secutor with TIE Defenders (Perseverance Secutor)

Discovered at the hidden Bespin Shipyards, these Secutors were custom made by researchers at the Imperial Department of Military Research. The Goal of these Secutors was to envision a carrier series that followed Grand Admiral Thrawn's vision of an empire that focused on smaller craft. Rather than larger projects like the Death Star Series. This Secutor carries the advanced Tie Defender, which was also produced at the IDMR's research shipyard. (variant of TIE Defender will be coming, just give me time to learn)

The Lucrehulk and Providence class are part of the same fleet style. I'm still playing around with these ideas.

Providence Class Dreadnought with TIE Droids (Perseverance Providence)

Found in Bespin's hidden shipyards. These Providence class Dreadnoughts were captured during the CIS Remnant clean up during the post Clone War period. Along with some Lucrehulks,they were then given to IDMR, in which they conducted a study to see if the Empire could guard backwater world with Imperial Droids. These ships were filled with the very first prototype TIE droids. Disappointingly, the studies concluded in failure, and these ships were sent to Bespin's hidden shipyard in order to be mothballed. However, once Task Force Perseverance captured the yards, these ships were brought back online and sent to Sullest and Mon Cal in order to conduct similar Research. [I'm thinking about changing the stats of the TIE droids to represent the fact that they were prototypes]

Lucrehulk (Perseverance Lucrehulk)

Discovered in Bespin's hidden shipyards. These ships were purchased by IDMR, from a black market scrap yard. These Lucrehulks were used to conduct research in order to see if the Empire could use droids to guard back water worlds and were outfitted with the first TIE Droids. However, similar to the providence, this research failed. They were sent to Bespin's hidden research shipyards in order to be mothballed. They were then brought back online when Task Force Perseverance captured the shipyards. They were then sent to Mon Cal and Sullest for testing. [shit ton of TIE Droids]

I might also be adding a space station over Bespin in order to show case the fact that these shipyards existed, along with making Bespin a level 3 planet. If you play Essence of War you'll be able to see where these ships ended up during the post endor period. However, if you play any other GC I believe you should be able to build these ships at Bespin whenever you control it. They will be very limited and if I can figure it out, very expensive to reactivate/build. I'll probably also be posting some news in the coming days updating the status of this.

Thanks for reading. 

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Star Wars Discussion / Quick Solo Review (no spoilers in review)
« on: May 25, 2018, 04:21:52 AM »
Warning: This is my opinion, if you don't like oh well.

In short: Good

Longer explanation: Went in with low expectations, came out pleasantly surprised. Pretty good movie, mostly everything is well done, writing could've been handled better.
Dumb number rating, anywhere from a 7 to an 8.

Ranking among Star Wars Films. Not in the OT range, better than what we have in the ST, and leagues above the prequels.


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So like the title says Visceral Games was shut down. Before there is any sort of unreasonable line of thoughts let's analysis the situation with an unbiased approach.

While Visceral Games did create games like Dead Space,they also created Battlefield Hardline, which everyone knows how that turned out.

From EA's statement it can be inferred that Project Ragtag (code name for the unannounced Star Wars game) wasn't going to be good. This is due to the fact that EA stated "Throughout the development process, we have been testing the game concept with players, listening to the feedback about what and how they want to play, and closely tracking fundamental shifts in the marketplace." This means that it wasn't shaping up to either what they had hoped for or what the marketed wanted, or it wasn't particularly good.

This can also be shown by the way they describe the game and how they are going to change it in the future."Our Visceral studio has been developing an action-adventure title set in the Star Wars universe. In its current form, it was shaping up to be a story-based, linear adventure game." and the ladder being "... reimagining central elements of the game to give players a Star Wars adventure of greater depth and breadth to explore." This shows that EA wanted it to at least have some depth to it. Instead of it being a linear game, that you just play once.

It seems like after the failure that was Battlefield Hardline, Visceral and EA were betting all the chips on the table on this new Star Wars game. However, after the game was tested it seems like it failed within those groups in order to save whatever budget was left and to make sure a horrible game wasn't realized. This can be seen as EA learning from the Mass Effect Andromeda scandle.  The only thing left to do in this situation was to shut down Visceral games, move the game development to a different studio and start fresh with the assets they had. This is regular business practice, so its not like EA is a big baddie in this situation. Its just a shitty situation overall.


Links:
https://www.ea.com/news/an-update-on-the-visceral-star-wars-project?isLocalized=true
http://www.eurogamer.net/articles/2017-10-17-ea-has-shut-down-visceral-games
https://kotaku.com/ea-shuts-down-visceral-games-1819623990

Edit 1:Another Article explaining things in further detail, showcasing a worrying future.

https://waypoint.vice.com/en_us/article/59dn78/todays-star-wars-news-makes-the-future-of-single-player-look-very-messy?utm_source=wptwitterus

Edit 2: At least it isn't Activision

5
Star Wars Discussion / Thrawn sequel
« on: October 06, 2017, 05:19:30 PM »
A thrawn sequel is coming next summer! Hype! Maybe this means he lives in rebels!

6
Imperial Civil War Community Mods / Submod announcement: GCW in TR
« on: July 30, 2017, 07:30:38 PM »
This mod is a custom modification and was neither created nor is it supported by the Thrawn's Revenge team. The Thrawn's Revenge team is not responsible for any negative effects from installing these files nor can they be held responsible for fixing any issues which arise from them.

So I've been extremely interested in creating a submod for ICW for quite some time now. However I could never really decide if I wanted to make an extremely small submod like adding different ships to different factions or go big with it. So what I have decided to do is create a medium sized sub mod for ICW. Just simply called GCW. So yes it would be similar to the base game just with a TR twist.

So whats going to going to be inside this submod? Well for starters it'll only have the Empire and Rebellion (obviously [I am open to maybe a creating a third faction probably an inactive pirate faction. But that all depends how much I learn about EAW modding]). For now it'll only include one GC, most likely a 50 planet sandbox.

The tech system will probably work in a hybrid type of system. Each tech level will work in a similar matter as eras (see description down below), but instead of killing the leader of the empire to advance the time period. The empire simply has to tech up to advance. So as an Imperial player you have to make a choice, "Do I want to gain access to way better equipment, but also allow the rebellion to gain my older equipment, or stay at a low level and attempt to fight it out with the rebellion?"

I really don't have a time line for this, since I have no knowledge of modding what so ever it all depends on how I progress with that. I am hoping to at least get half way down before university starts back up.

For now here's a rough idea on how I think the tech system will work out.

Tech level one the empire will have access to ISDIs and Venators as capital ships. While the Rebels will have old CIS tech and a limited amount of MC ships. This will represent the time between 3 and 4

Tech level two will be around episode four; so, this time around the rebels begin to lose the majority of their CIS equipment and begin getting neb Bs, more access to the MC line and x wings. While the Empire gets ISDIIs, VSDIIs and they lose the Venator.

Tech level three will be after episode four. Rebels can gain access to a limited amount of Venators due to the Imps retiring them and gain other smaller craft. At this point the rebels should have access to the entire MC line that has been created to this point. The empire at this point gets TIE Defenders and SSDs starting out with the actual executor hero.

Tech level four: Episode five time period. I don’t know what came about around this time so this will be a work in progress. However, the empire can begin constructing generic executors and heroes who have them.

Tech five is basically episode six. At this point the empire as full access to its fleet an assortment of battlecruisers and access to the Bellator. The rebels can also build a limited number of imp ships to counter act this. Again, still trying to figure out what the rebels get in these eras. Though what is for certain is that the rebels will have a very big supply of bombers and fighters in order to counter act the production of SSDs, this will also go perfectly with the captured imp ships.

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Star Wars Discussion / Animated Clone Wars?
« on: July 09, 2017, 08:23:05 PM »
I'm here to ask which one is better in your opinion the 2003 2D one. Or the 3D one?

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EaW and FoC Mods / Multiplayer help? (EAWRE)
« on: June 21, 2017, 01:42:58 AM »
So as the title suggests a friend and I need help playing multiplayer. We both use hamachi and are using the same mod (EAWRE in mods folder) but for whatever reason we can not see each other's hosted games. Thanks any help would be appreciated! 

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Star Wars Discussion / (Dice) Star Wars Battlefront 2 Discussion
« on: June 10, 2017, 09:25:28 PM »
Here's a topic where we can discuss the recent announcements of the new game. I feel like there will be a lot of it. I'm still holding out a small hope that there will be Clone Commandos in the game.

Edit:words

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Discussion, Suggestions & Feedback / Question about fleet numbers
« on: June 05, 2017, 11:42:49 PM »
I know that for TR, the starting forces for each faction is about 1/3 of actual fleet numbers (I think). Is there anywhere to figure out the actual numbers for the number of ships available to each faction. The reason why I want to know is because when the GC editor comes out I want to give each faction starting forces almost equal to there cannon counter parts. This would obviously just be for my own personal usage.

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EaW and FoC Mods / RAW future?
« on: May 22, 2017, 10:15:21 PM »
http://www.moddb.com/mods/republic-at-war/news/may-update-2017

So in this update, killerhurdz basically says that they're open sourcing the mod. Is this actually a good idea, because it seems like someone could go in and screw things up. It also seems like they're just leaving things open ended instead of closing the development of the mod.

Also there seems to be an argument between developers in the comments so I was wondering what that's about.

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The Lounge / Mr.Puerto does Art?!
« on: May 13, 2017, 09:58:44 PM »
Yeah I do some anime art here and there. Though I'm still a beginner and I haven't done it in a while so I need to start back up. So for now here are some of my best works. Plus a little picture of my progression. Got it





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Has anyone seen the movie Your Name yet? It was so good I want to discuss it, so I wanted to see if anyone here has seen it or watches Anime.

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Star Wars Discussion / Fractalsponge
« on: April 07, 2017, 10:43:41 PM »
Does anyone know what program that is used to make those designs I'm really interested in knowing.

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Star Wars Discussion / Realistic Star Wars strategies
« on: March 28, 2017, 12:36:51 AM »
I was driving home today and I was thinking about one thing. How would I command a fleet in an actual Star Wars setting? So after I'm done with my depressing assignment I will post a scenario where I take command of an Imperial Fleet, composed of either my own ship choice or a standard compensation. Then pit it against a Rebel Stronghold, to describe my strategy. Feel free to post what you would do or post your own scenarios! I just wanted to have a place to type out my thoughts, but the more the merrier! 

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Star Wars Discussion / Star Wars Rebels New episode Spoiler Warning!
« on: March 18, 2017, 12:18:30 AM »
Spoiler Warning again just in case you missed it.
I can already tell there will be a lot of complaints about the Obi-Wan vs Maul fight so I'm just going to create a topic, before the general public sees the episode.
I personally liked the fight, quick and simple ending with one strike. Fighting style fit for a warrior or a Samurai, nothing to fancy like the prequels. And with Maul's death goes my biggest complaint about the Clone Wars under Lucas-arts, and Rebels under Lucas-arts. What did you think?

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Discussion, Suggestions & Feedback / Demo Tips
« on: March 03, 2017, 11:31:11 PM »
So I'm creating this so people can post their tips on the demo GC since its a new way of warfare that we are all not used to. My tip would be to purchase a couple Allegiance class battlecrusiers and an armada Gladiator Star Destroyers for an attacking force. The Gladiators not only serve has cannon fodder for the Allegiances but also give out two Skipray Blastboat squadrons which are needed to wipe out anything bigger than a Star Destroyer. The Allegiance class is just a beast of a machine, its able to handle anything at long and short range as long as its bigger than a Corvette. Of course you should throw in IPVs for Anti fighter support, but you'll need several because IPVs are extremely fragile. That's only one of several fleet designs I've tested so far. One con to it is that you'll always have to spend credits replacing a huge amount of Gladiators. 

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The Lounge / Firearms!
« on: February 19, 2017, 09:23:49 PM »
Well I've been around guns my entire life, shooting them and such. I was wondering if any else on this page had them or experienced shooting them , and if so have this topic as a place of discussion. I will not tolerate any sort of political discussion,  harassment, or discussion of unsafe gun safety (depending on context). I want to have this page as a space to discuss firearms as a hobby and show that people are not total psychopaths with them. While I do enjoy political debates of any kind this topic is not the place for it. So if you have any opposition to this topic please create another topic or PM me, I'll be happy to have a friendly debate with anyone. If this topic gets any traction then I will post stuff about my firearms. Until then I want to gauge if there's any interest in it, so please comment down below!

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Discussion, Suggestions & Feedback / Custom GC Posting?
« on: February 14, 2017, 01:40:19 AM »
So I was wondering with the eventual release of the Galactic Conquest maker, will there be a dedicated forum or topic for people to post their own custom GCs. Similar to how there is a different forum for sub-mods of ICW. I think it would be awesome if everyone could post their own GCs on there and have people play around with them. It would be an amazing and extremely unique feature and add a huge amount of play hours into this mod (not that it is lacking any) .

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Discussion, Suggestions & Feedback / Question about upkeep
« on: February 12, 2017, 01:07:08 PM »
So in the Pentastar playthrough, I saw that the upkeep mechanic was put into place, however, when you moved your fleet into the orbit of an enemy planet upkeep doesn't take effect. So the question is can I just station a fleet above an enemy planet and leave it there so it doesn't take any credits to upkeep it?

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