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R2-Opus2

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  1. Update: I got my new computer all straightened out a little later than expected, both games are installed and run really well so far. I didn't get a chance to redownload the editors or the extractor yet, that may have to wait a bit longer since I'm looking to get my broadband hooked up. No sense getting making maps when all you have to upload or download with is a 56k connection :-\ I'll refer back to this post when I'm all set.
  2. I don't know if this is a bug or not, since I haven't tried to repeat it yet, but I was doing the Dathomir mission playing the campaign a second time through, and the game hung up at the cutscene where you rescue the witch lady at the second prison. It just showed the characters standing there with the witche's back to the camera. They were still animating body movements however as if the dialogue was going to kick in but it never did. I did however still see the Imperial message at the top saying that the Gov. was sending reinforcements in (since I didn't blow up all the uplink stations yet). I'll give the map another run through later and see if it happens again. While the Dathomir mission is fun and fairly well done layout wise, it's aweful long to complete.
  3. I never used the stock bounty hunter much if at all, mainly cause they don't try to take out major heros (only minor ones like ground and fleet commanders if they exist). A mod would go a long way to making them worthwhile that's for sure. Actually now that I think about it, perhaps they'd be just as useful as defilers even if all you gave them was their ability to sabotage structures and/or troop/ship units. Mix up all the various costs that missions like that would take to perform and it could become a fairly versatile unit. (I'm referring of course to the stock bounty hunter from the Hutt palace, not a new hunter type). Since the Empire and Rebels can already build these if they have a palace, the only tweak I'd then make would be to the defilers - in my view both units ought to be able to perform similar actions (apart from corruption perhaps).
  4. So what your saying in your experience is that it is possible? Cool, and cool. Next week needs to hurry up and get here - the computer shuffle is nearly ready to happen, just getting things cleaned up, dust bunnies eradicated etc. The FOC editor is already downloaded, then I gotta get that meg extractor thingy for the maps I'm going to begin tweaking. By the way, where's a link to the meg extractor thing? I'd better get that soon while that computer is on a broadband connection, cuz after the move, I'll be back on dialup *yeesh*
  5. Ah ok then, so I will need that extractor after all. I'd thought you could pretty well browse anything through the editor and access it that way. That's cool though, it'll help me with my first couple of to-do lists next week. I think I already know the first map I want to tweak, Hypori. I haven't yet played that map in GC mode to see what the differences are between that and skirmish by way of build pad/turbolaser turret placement, but I already know the skirmish one could use some work.
  6. If that's the case, than that's where the wiki went wrong. It never said anything as to the mode of play the Venator was available just the station that is said to have it. In any case, once I become more familiar with the editor, one of the things I want to do is fiddle with having different units be available through piracy (if not add a few more piracy corruption options).
  7. Is this separate from the editors themselves?
  8. As anyone knows who've read the first impressions thread for FOC, one of my hangups in both land and space maps are the placements of build pads/space turret pads and ground turbolaser turrets. Anyway, once I finish the musical computer shuffle here at the house (should be situated by Monday), I'll have a better PC to begin playing and messing around with both EAW and FOC editors at better length. I was wondering for those who've been doing this awhile now, especially with the EAW editor (and anyone who've now moved on to seeing what the FOC editor can do), I wanted to know if there's a way to make tweaks to the stock maps to allow for what I wanted to do. I'm hoping to make them seem more tactically fun to play in either GC or skirmish mode. I realize the stock maps for space and land are sometimes different between GC, skirmish and mulitplayer so I figured I'd start with GC, and eventually tweak the skirmish ones. I'm really new to this stuff so I thought I'd test the waters one small step at a time with minor alterations before tackling creating a brand spanking new map, so any thought's tips and suggestions are welcome.
  9. If the hyperspace lanes leading to all the planets in your range are glowing yellow, its possible you've corrupted all that you could up that point which would explain why you can't corrupt any more. So if there are more planets beyond you can't reach, just remember that in order to reach them, you need to corrupt (or conquer) worlds that border the ones you can't reach first. You'll see the planets light up when you've done that. If that's not the case and you can still bring up a corruption option window that means you can still perform one. Just review carefully that you've met the prerequisites for it: Credit cost Unit cost (units have to be built of that number) Mission prerequisites Main Hero Availability (some missions require a hero) If you are trying to corrupt the same world twice however, it won't let you do it. Corruption would have to be removed by one of the AI's characters before you could corrupt it again. The easiest way to know if you can corrupt is to select the defiler (left click and hold for a moment) and to the bottom left of any world in range it'll say "corrupt planet" or some such - otherwise it'll just say "sabotage" in the GC view.
  10. Be sure to look just below each option in the corruption screen for each planet. Some options require that you had to have built units it requres besides the initial cost to perform it. i.e. below and to the right of the main picture you may see a unit type, such as a grenadier or MDU followed by a 2/2 meaning you'd need two of that unit made (doesn't matter which planet they're on, if you got 'em, it'll subtract 'em). You'll also see a smaller picture under the main one to be performed - you may need a different kind of mission or two done before it'll unlock it for the new planet. Just hover your cursor over the miniature picture below the main picture and the tooltip will tell you the mission type to be done before that one can be open to you. Example: maybe you need to have done two kidnapping missions in which case the small symbol will be the kidnapping mission picture with a 0/2 beside it letting you know you've still got to do them.
  11. I too like seeing ships not quite dead drifting around. My favorite thing to do is take out a ship's engines and most of its harmful weapons and watch it trail fire. Cool. On the issues of mods themselves, I think where this game is concerned anyway, is that it seems most modders are busy making huge conversions/map packs etc. While I applaud that sort of thing and look forward to it, I don't think there's enough smaller high quality dosages of stuff. I'm just as happy checking out a conversion as I am to download a single map or standalone unit if its cool. I guess I prefer quality over quantity on these sorts of things.
  12. I figured that there'd be some multiplayer bits I'll miss because I don't play that mode all that much. Still, I know there's got to be some space maps in GC that has a pirate station - at least EAW had some, but forget which systems.
  13. I haven't explored either editor for EAW or FOC yet. Is it easy to use? I want to get into making maps and stuff for skirmish eventually but I don't know much about it at the moment.
  14. I noticed that too. I was hoping Tyber would still have that shuttle thing he used in the Mandalore tutorial mission as his boarding unit. It should be fairly easy to reimpliment through mods - the ship and everything is already in game, all the Tyber unit needs is the bribe command. I think this is a better balance of including bribery for him in space, by taking him off his mega cruiser and sticking him in a cheesy hard to defend ship.
  15. I've been playing as the Consortium exploring all the different vessel options through piracy on those planets that have it and so far I've only seen these ships: Rebs: Corvette Nebulon-B Marauder Corvette A-Wing Imps: Tartan Broadside Acclamator TIE-Defender I was curious if this is all that's possible to steal or if its random what becomes available at each ring at different times. Given that there are four of each in this list that pretty much mirror one another's characteristics, my guess is probably not. Also short of unlocking it through modding, I still haven't come across the Venator-class Star Destroyer (according to the wiki its for ZC only, purchased at pirate docks). However I haven't come across a space map with said dock in it yet and was beginning to wonder if the only cameo of the vessel in the stock expansion was in the tutorial for the piracy mission at Mandalore.

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