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September 07, 2012, 11:19:07 PM

Offline Willhelm

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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 :/

September 07, 2012, 11:40:58 PMReply #1

Offline yutpaeksi

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Re: Mod "completion"
« Reply #1 on: September 07, 2012, 11:40:58 PM »
Let's not sell the mod team short here. ICW 2.0 is a practically an entirely new game, as if they just licensed the engine, and then built an incredible new game with better defined factions, new factions, a faction they fleshed out with basically 90% original ideas (EotH).

I don't think they're moving on because they're bored with ICW, I think they're moving on because there's very little left to be done that isn't just small changes. Death clones, minute balance changes (a lot of which were addressed) are small things that full fledged game developers often have to address with patches or simply can't. The amount of word the TR team has put in has eclipsed the work of some full development offices with 100+ coders.

There's supposed to be another hotfix coming, and 2.1 has been hinted at. Perhaps that would settle the rest of these issues? All I'm saying is, perhaps we shouldn't rag on a team that has done all of this for free, in their spare time.

-SF
"That's not what the Empire would have done, Commander. What the Empire would have done was build a super-colossal Yuuzhan Vong-killing battle machine. They would have called it the Nova Colossus or the Galaxy Destructor or the Nostril of Palpatine or something equally grandiose. They would have spent billions of credits, employed thousands of contractors and subcontractors, and equipped it with the latest in death-dealing technology. And you know what would have happened? It wouldn't have worked. They'd forget to bolt down a metal plate over an access hatch leading to the main reactors, or some other mistake, and a hotshot enemy pilot would drop a bomb down there and blow the whole thing up. Now that's what the Empire would have done."
―Han Solo, to Vana Dorja

September 08, 2012, 12:56:56 AMReply #2

Offline StarWarsSupremeCommander

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Re: Mod "completion"
« Reply #2 on: September 08, 2012, 12:56:56 AM »
I admit the death clones are quite out of place( Kariek cruiser has a big de?th clone,MC40's death clone remains, EoTH bases have no death clone) I hope those are repaired soon.

September 08, 2012, 01:00:02 AMReply #3

Offline z741

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Re: Mod "completion"
« Reply #3 on: September 08, 2012, 01:00:02 AM »
ive played this mod since its inception  ;D

ive seen the amount of work put into this by corey and his team and damn im sure they put more work into this mod than the actual game creators.

there are few mods out there that can even dare to compare with this from a few other games i play.

i think more voice overs are needed but as corey said somewhere their voice actor is currently busy with reality, a lot more missions (some required some additional off to the side like in the original EAW campaign) a few more GCs and more units/heroes for skirmish along with the general debugging process.

This is what i think should be done.

But as is im giving kudos to corey and his team for the work they have done to give all of us here an enjoyable mod.
A project like this without a team would have taken forever if not died in the process
Why are people popular in America?
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September 08, 2012, 01:34:48 AMReply #4

Offline StarWarsSupremeCommander

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Re: Mod "completion"
« Reply #4 on: September 08, 2012, 01:34:48 AM »
ive played this mod since its inception  ;D

ive seen the amount of work put into this by corey and his team and damn im sure they put more work into this mod than the actual game creators.

there are few mods out there that can even dare to compare with this from a few other games i play.

i think more voice overs are needed but as corey said somewhere their voice actor is currently busy with reality, a lot more missions (some required some additional off to the side like in the original EAW campaign) a few more GCs and more units/heroes for skirmish along with the general debugging process.

This is what i think should be done.

But as is im giving kudos to corey and his team for the work they have done to give all of us here an enjoyable mod.
A project like this without a team would have taken forever if not died in the process
Agreed. This mod, despite what flaws we might have identified, is better ( if not the same) as many FOC mods out there, and the effort of 6 years is clearly shown. I do remember a time where this mod was not to be a post-Endor mod. And this is sofar the only mod I've seen that has such activeness. Not even RaW has that.

September 08, 2012, 07:05:32 AMReply #5

Offline Corey

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Re: Mod "completion"
« Reply #5 on: September 08, 2012, 07:05:32 AM »
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.

Quote
Things like corona frigates being hitable by proton topedos appears to have been entirely overlooked,

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 like similes, so here's one: A lot of the issues we work on as a mod, and that modders in general work on in games like EaW are kind of like being sent into a house with broken plumbing and being told to fix it by rearranging the furniture.


Quote
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 :/

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


Quote
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 Tongue)

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

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.  

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.

The major point where this comes in, though, is we have individual people on the team doing what entire departments would be doing in professional game design. We talk about "the team," but other than myself I'm not sure how familiar people are with it. At any given time, the active team is basically a core 5 people, and not to diminish the contributions of the rest of the team, but I think everyone would agree that the majority of the work is usually done by myself.

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've already learned how to model, how to code, how to skin, how to rig and a ton of other skills that are entirely useless otherwise, just to make this mod. I honestly can't afford to spend the time it would take to learn another entirely different skillset like that, especially when the older copies of 3DS Max which you have to use in order to export for EaW have glitchy viewports because they're 32 bit programs on a 64 bit OS. There's a lot I'm willing to do to make these mods as good as they can be, but I don't think that year of delay and the personal investment to learn that skill would really amount to much. Death clones wouldn't add to the experience enough to be worth that investment, and the extra year of waiting would mean an extra year of building anticipations and hype which would eventually be met with disappointment. It's true of any game or movie or whatnot. Delay it more for something that trivial and the end result isn't worth the difference in expectations. Death clones are the kind of thing that become more feasible when you've been frontloaded with premade material, which we are not, or are able to devote more resources to it, which we can't.






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.

When we were discussing Ascendancy, we knew there'd be people who'd basically take the idea that we were cutting off ICW before its time in favour of the new project. While various versions of Ascendancy have been played around with for years, and it's something we're all excited to be starting on, the end of ICW hasn't been influenced in any way because of it. We've been planning for the end of ICW since before 1.0 came out, deciding what we did and didn't want to do, or could and couldn't do. I'd love to have all the free time in the world and be able to learn how to animate to add the little rouches like death clones to ICW and whatnot, but I don't, and it's a lot of work to become self taught in those areas that I don't have the time to put in. I think what we can do with Ascendancy in that timeframe will be a lot better than the results of just working on the death clones for the same period, and it's something ICW will benefit from as well; ICW already has benefitted from it in the form of the Mon Cal cruiser models in 2.0, for example.
« Last Edit: September 08, 2012, 07:22:30 AM by Corey »
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September 08, 2012, 03:49:06 PMReply #6

Offline Willhelm

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Re: Mod "completion"
« Reply #6 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)




September 08, 2012, 05:42:53 PMReply #7

Offline Corey

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Re: Mod "completion"
« Reply #7 on: September 08, 2012, 05:42:53 PM »
Quote
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 Tongue) so i supposes I ask has that been addressed?

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

Quote
I was unaware the issue had been addressed as well nothing "appeared" to have changed as I said
.

And as I said, not everything can be addressed just as a limitation fo what we actually are able to edit.

Quote
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)

That's not less work, and the first isn't really how death clones have been done in the past either.

Quote
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

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

Quote
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 haven't liked EaW for years. I probably haven't played vanilla Forces of Corruption for more than 5 hours. That's why we try to change as much as we do. And as a platform is has some pretty big limitations, and there are parts of it that cause development to be split and make it more difficult than it has to be. And again, we have to prioritize things. Things like death clones have always been things we'd like to do, and we do do when it's reasonable to do them. We did it for 1.0, then promptly remodeled well over half the ships in the mod, rendering the ones we made useless. However when it isn't possible, things like death clones aren't going to be something we're going to lose sleep over, because that's work we've put into making other, better things.

Slornie used to have a quote in his signature on some forums from one of the guys at, I think, The Creative Assembly. I don't remember the exact wording, but it went along the lines of when you're trying to do all of this stuff, sometimes you spread what he called the "development marmalade" too thinly over the game toast. If you do x, you can't do y. At the very least you can't do y as well. There's some people that would say that death clones would be included in general polish, but I'd disagree; they're a separate entirely graphical feature.
« Last Edit: September 08, 2012, 06:10:44 PM by Enceladus »
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September 08, 2012, 08:46:23 PMReply #8

Offline Willhelm

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Re: Mod "completion"
« Reply #8 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


September 08, 2012, 08:53:05 PMReply #9

Offline Corey

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Re: Mod "completion"
« Reply #9 on: September 08, 2012, 08:53:05 PM »
If you mean the blue explosions, we've more or les removed those from the game for a good reason. They made no sense, and they looked ugly as hell.
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September 09, 2012, 09:17:03 PMReply #10

Offline z741

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Re: Mod "completion"
« Reply #10 on: September 09, 2012, 09:17:03 PM »
if memory serves me correctly, most of the imperial ships had blue engines so it made sense for blue explosions.

the rebels regular color engines therefore regular colored explosions.
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