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Athanasios

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  1. Okey guys, first of all, a big THANK YOU for you great (indeed) feedback and support for EaW:Total Realism mod. The numbers speak themselves; over 1250 downloads in 6 days and only from our main site, since (this sounds and is more like a compaint more than something to boast of) we got absolutely 0 help from Lucasfiles, FileFront and other download sites where we did apply for the file. Only DMUK from Empire at War.net gave us credits at his news page (which we thanked for doing so), while he's still pressing LucasFiles to take more quick actions regarding the uploading of a single file. Anyway, this extensive thread will now be locked down by the moderators, since we want a clean thread for the coming v2.1. Apart from a clean thread, we need a new area for feedback concerning v2.1 and not earlier versions. Minor feedback can still be sent to us, either with private messages or emails. The thread concerning v2.1 will open 2 days before its release, like we did with v2.0. The release date is not specified currently, but it will be 100% one day from the coming week. We know, 4-7 days of waiting might seem extremely long time to you, but we're really working for your (and ours ofcourse!) enjoyment of this great game. Before closing this final post, we'd like to state this; due to some messages we've got, people are wondering if playing a mod online is doable. Well, simply put, yes it is, providing that both sides have the exact same mod installed. Now, the problem is that most people online are deleting their mods before playing, because many (new players) don't even know what a "mod" is [...]. Anyway, to get straight into the point, because EaW:TR has already proved to be a widely accepted mod, we're planning, after v2.1 is out ,to organise small tourneys/games between the players that have EaW:TR mod (according to the numbers we get for v2.1)......the whole idea is still in progress, but taking in account that we're preparing a brand new site where EaW:TR will be hosted (sponsored by a serious & respectable company -not from PC games business-) rather than a plain html page, we're really looking towards this feature..............more to be revealed in the coming days. Well, to sum up, thank you all again for your great support and (as always) stay tuned in our frequency ! ***The Empire at War: Total Realism mod team***
  2. LoL mate, i told you you didnt have to mess up with hardpoints and i don't want to be mean now, but we've already taken in account your suggestion - and what's more, it's already materiliased ;D . While the "add same amount to all hardpoints" is the first step, a further one is to give different amounts to hardpoints for each class of ships; ie. give 1200 (for example) to SD, a bit less to MC, 300 to Acclamator and so on. As for space stations, Tech 4 & 5 were greatly reinforced (along with the shield generator)........so, no need to back up anything @GenocidalDuck: The high-end and low-end system installation refer to different xmls installed according to a system power. If you dont have a good graphic card, a good CPU/motherboard and plenty memory, you should go for low-end, yet, you could give a try to high-end too (nothing will harm a simple try) . Ofcourse, this "discrimination" is way more reinforced in v2.1. About Interdictor you mention, it is buildable in skirmish & GC......ill check it and reply back. PS: For Bismark discussion, just to mention that it was a well-working diversion of Germans. The whole British navy (+allies) were gathered to sink her down, in order to protect Meditarranean sea, while those Tigers opened some nice way with Afrikan Korps . Just a note, since it wasn't that great victory, if you consider all the other factors...
  3. @Zenoth: I think we communicate in the same frequency concerning "epic" term, if you get what i mean ....stay tuned for v2.1 and don't hassle in the labyrinth of xmls. As Orao said, we've already headed for this feature of "epic-battles" and we'll increase it even more. Yet, we don't intend to make them last 1-2 hours, since this will kill part of gameplay, if you understand us. Yet, they will last longer than they do now . @GenocidalDuck: LOL, thanks mate. The best we could get from the community (apart from the 1150 downloads in 5 days ;D) is the feedback we need to move on. And what really impressed us is that many people subscribed to forums (PFF, LF etc) only to say us "thanks", "great mod" etc.....we hope coming versions will face the same applause too. Now, for the space battles, we tried to scale down all relative scales (put it simple, make all simple by decreasing them the same relative amount), but it isn't actually what we expected as Orao already mentioned......however, now that the edittor is coming, our first and foremost priority will be to make all maps bigger (so that you have more parking place ;D) and more complex, with choke points, hills and valleys, swamps and forest and more! As for the turn speeds of cap ships you mention, it's already a known issue (and an already fixed one ). @Dude70: I think The_talented doesn't intend to modify himself, he just had problem with the installation/rar file (i hope he overpassed them). And to cheer you up (although i am not allowed to tell anything about 2.1 yet, only 2 days before its release ), because we do realise that TR gets a bit complicated (and we're only in the beginning) with the many installation options, version 2.1 will come bundled with a shiny and 1-2-3 installer! .....everything to make your life "hassle-free"
  4. The_talented: Do you have latest WinRar? It is version 3.51 and can be found from here . The .rar file was compressed with "best" compression tech, that might not be supported by earlier versions. Try, and if the problem insists, send me personal message. As for XMLs etc, if you see the package contents i quoted above, there's no need for you to create folders etc; all what you need is in the package and is a simple copy & paste to run the mod.
  5. And some G-R-E-A-T news (direct copy & paste from LF personal message)...... . YEEEEEeeehaa! You realise what this means?? If the map edittor is released by next week (as we estimate), expect Empire at War: Total Realism v3.0 to blow your EaW experience out of the outer rim, with full remaking of all current maps, plus numerous new planets!! Stay in our frequency to see this game as meant to be ;D !
  6. @The_talented: Right from readme file: Hope this helps
  7. @Hymster: Constructive critisism/feedback is what we're begging for, so, it's never turned down. Referring to scale factor, you mean the space units' one? This is reported by few people too (1-2 out of 1000) and it's directly related to the small maps we have now. Brining 5 SD and 5 MC, and boom, no more parking ;D. The remaking of ground and space maps (plus adding new for new planets) will be our 1st priority when a decent map edittor is released, so, don't worry. As for the strategy guide, it's more likely to disaggree with most mods out there that play with "balance" at units.........and as we said in the very first post, by "balancing" we mean importing imbalances where needed. However, to help people out, we did took some time changing all the "vulnarable/good against" tooltips, so that they can quickly see (generally) how the unit was tweaked . @FormulaRedline: Lol, this remains a mystery that only Sherlock could solve ;D. However, now that both clipping and pathfing/crawling for cap ships has been solved, we'll run extensive tests to see how it goes.....
  8. Personally i use Adobe Photoshop CS2, but starter edition should do the job too. The problems with some textures are that they have alpha channels etc, that might confuse a beginner. I suggest you work on "simple" textures first, then head for the more advanced. I think there's a sticked tutorial for .dds editing. You'll also need Nvidia's plugins for this extension which can be found here.
  9. @FleetAdmiralAK: What are you referring at? @henmeister: Strange, cause the download link (and site) works fine. Anyway, a valid email address is an email address you have in use, so that i can send you a copy of EaW:TR there. Mind also that v2.1 is coming this Friday (hopefully), so, you may want to wait 2-3 days till then. But it's up to you
  10. @henmeister: Click here . If the problem insists, send me a valid mail .
  11. Or mail me to send you the english version of master_text.........in coming version o EaW:TR we'll include the original ones, just in case....
  12. @WookieFunk: We're glad that you like TR (like everyone else ). For the stealth ability you're talking about, it is activated for infiltrators (Royal Guards too), but as malric said, the AI can track you everywhere. One simple solution would be to remove this "cheat" from AI, but it is already a bad AI and this would make things worse. However, in MP, the stealth abiility of these units is obvious; grab some infiltrators and wreack havoc behind enemy lines (this is what i do when i get rebs ;D). Moreover, the "binocular" ability both on infils and scouts aims to make them more "spy" units. Apart from this, these units were enhanced by many aspects; scout speeds greatly increased, sight of range too, one infiltrator shot = one troop down and more. As for space maps stealth/sabotage, this seems to be undoable, due to game engine as Orao said :-\ . One note, due to plenty and great feedback (for which we should thank you all once again) plus to some new ideas/surprises that poped into our minds, v2.1 will not be released this Wednesday, but it will be released this Friday/Saturday. Most likely is Friday, so, stay tuned
  13. The garisson units will be reduced drastically, no need to worry. We're actually satisfied that people have, more or less, the same concept as we do about realism. Yet, when a mod is first-released, you cant do exaggerations but try to appeal the majority of players. If we set garissons to 0, then the downloads would go to 0 too ;D (which are nearly 900 by the way, only in 3 days and only from our main site - expect TR to be uploaded in LucasFiles, FileFront and Gamespot soon). As for falcon, apart for his scaling, didn't touch anything else....ill look into it though. And as for 2 vaders, ill look into it, cause somebody messed up with xmls there (and it wasn't Orao job so, guess who did it : ).........however, who knows, with that many clones they did, a small bug in the master-computer and two vaders have been created........Emperor's special order, just in case the 1st Vader turned to be "despensable" ;D
  14. Heh, καλημέρα (or καλησπέρα, it's 3.40pm here ) mate! Many more balances concerning build times, costs etc will be included in v2.1 . As for X-Wings, A-Wings etc you're mention, we have already implemented them in v2.0, but we didn't note them in the readme (you cant note all 800++ changes in readme, all we would go mad ;D) Thanx for the suggestions btw! @Dark_Dragon: Do you remeber the space map? The weird is that we never fell into that bug, not even now.... ???
  15. @FormulaRedline : You were talking about speeds? Heh, didn't got it. Thanks for info, ill tune up some speeds in coming version @malric: Oh mate, you're putting some nice ideas in here (didn't even think of them) . Ill see if it's doable, but this might set the coming version 1-2 days further. As for artillery/troops, they are supposed to be the garisson forces of the planet, not you main forces (where you move around in fleets); they must exists (ever seen a building with no crue around it?), but in very lower numbers than main army. As said in FormulaRedline, the garisson forces (space & ground) will be further reduced in v2.1. NOTE: The system crawling when cap ships getting involved is, as said, due to pathfinding. We're really putting efforts on fixing it, but it's kind of game's limitation. A good solution is not to order your cap ships to move in great distances (estimate huge pathfind). We're experimenting with those asteroids fields that seem to make the whole fuss (they put them in every single map, *sigh*).

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