sorry about the link, the forum adds an http:// at the front, here is a correct link [link="http://warlords.swrebellion.com/wp/"]http://warlords.swrebellion.com[/link]
EvilleJedi
kanesfury, this isn't about the star wars mod, please don't hijack this thread, make a new one. Anyway, some new screenshots up in the gallery on the main site [link="http:// http://warlords.swrebellion.com/wp/?p=36"]WWW Link[/link] I am still looking for someone that wants to take on the responsibilities of importing ships for other races and getting them hardpointed. Please let me know if you are capable and interested
I think that is dependant on how much help I get. I am looking for people that will be responsible for various factions in terms of importing, abilities, research and bug fixing. As far as stats those would be centrally managed. The main problem is I have a lot of models and not a lot of time personally to import and tweak them.
currently the limitation is 9 frigates, 9 cruisers, 5 capitals, the fighters are also limited to 2 types per ship, so the main limitation is on capitals. In fact I have to bring in some pretty rare ships to hit the frigate and cruiser cap... the other option right now is to divide the races into eras until IC removes the limit. For example the Empire could be split into the Empire (during the civil war), the Empire after the civil war and the Remnant the alliance can be the al
Just a little update, finished what I consider Alpha 1, it will go to staff review for bug crushing and basic commentary for probably the next week and then we will have a beta 1 for the Imperials. At that point we will open up the bug tracker link for public comment. what to expect? most of the Imperial vessels in (no SSD, sorry, also a few ships just won't make it, but most of the commonly known ones will be there) changes to tactical combat (battle space is much la
well having 2000 planets under one ISD isn't domination :-p but honestly most systems outside of the core would just need some customs cruisers and star fighters to handle day to day operations.
PR-0927 with 2 million member worlds and about 50 million other governmental bodies and jurisdictions (including free floating space stations) the standard sector compliment of ISDs is 24, that means each ISD has to handle superiority over roughly 2000 !populated! worlds on a day to day basis (assuming a thousand sectors) with fleet support of probably a few thousand frigates and other combatants associated to providing local security. In the core worlds obviously larger detach
the really frustrating part about the transform matrice problem is that a ship will say it is -90 rotated when imported but not be actually visually rotated until you freeze all transforms. But what's even more frustrating is that if the model is transformed before importing without being reset and then rotated in XSI it will be rotated even if you think it looks good in XSI and freez transforms. I spent a few days trying to figure out why a ship that was imported, looking fine in XSI and had fr
this is extremely important! In whatever program you are exporting from into XSI you have to remove all transform modification information. In 3d studio max this is 'Reset Xforms' in the tools menu you want the ship facing right in a left viewport in max (other formats may be different based on the export type, right handed vs left handed) in XSI when you export you want to select the ship mesh or other meshes (NOT NULLS) and then do FREEZE ALL TRANSFORMS the reason this is ABS
another thing, changing the attenuation curves of the sounds, right now it is globally set (and I can't find it) it would help a lot for sound design to be able to have mixer profiles referenced in the sounddata that would give different falloffs for different sounds (this would also need frequency taps because right now it is way to heavy on high frequencies at range)
Something to make different weapon types react differently to different armor (% penetration or hit bonuses)
exhaust points are max 10 for weapons you can have more weapons, but I am noticing stability issues as well and don't know if it is a bug with my stuff or with the engine yet (I can have the game run fine for hours with ships with 50+ weapon points, but some ships crash occasionally in battle, no idea why, no log just a dmp)
it's so strange that they tied the ship slots to the entity classes, who cares what I build from a frigate ship yard? planets I can understand, but other stuff is just weird to be locked down like it is.
hmmm paying for a license... I wonder how much they are willing to offer it up for...
Rhineville sign up on the warlords forums, from your work you should be great for making the tactical icons and overlays rc_kad, if you want to work on the tgas sign up as well. I am looking for as many people as possible because I know schedule conflicts make people unavailable for long periods.
can the moons run into things ... and does the colision work so ships fly around them?
bah another idea instead of having simply 'hold position', 'local range', 'gravity well' the movement options should be split up into engagement range, movement behavior, formations and aggression so you would have a button for each of these you can cycle through Aggression: 'hold fire', 'defensive(return fire only, useful for negotiations)', 'aggressive' Engagement range: 'local range (set in the entity)', 'stay in formation', 'gravity well' <br/
the problem with hold position, local and gravity well is that I have no control over how big 'local' is what I would REALLY want is to have aggression setting independent from movement setting, and movement setting have options like 'circle, face target, passing attack' rather than just hold position and move at will. pretty much have to support any new patch other wise we can't test it.
to expand upon the fighters, independent fighter squads that act like ships (pretty much necessary for a SW game)
heh except for the 100 m turrets on the ISD :-p but no the animation is for large pieces of the model to spin, not to actually react to things so a little update on progress, as far as model importing goes I think I have worked out most of the kinks to getting things looking acceptable. though I will be completely honest that normal mapping is not working at all, it's a big pain and things look fine without it at this point so I am going to skip it. I'm playing with the imperia
adding a few things, remove hard cap on abilities and weapons, especially abilities so that we can create passive abilities (instead of making specific uber buffs that are a pain to figure out) Ability to direct what an AI attacks (for example pirates being commerce raiders rather than kamikazie planet crashers) the file structure needs some work, even spliting buffs, abilities, planet modules, frigates etc into folders would clean up big time (and help CVS merge management) t
I just bit the bullet and moved to XSI, I've got a quick pipeline down now and XSI is not that bad (plus it is officially supported)
bug Ironclad about the turrets, it isn't possible in the engine right now.
Overthrow, I am going the XSI full route, basically I'm looking for a quick alternative to he XSI tool, currently everything is setup in max, so it requires all the shader setup in XSI to get things rolling (plus whatever other pipeline issues there are)
the warlords servers are currently having some timeout issues, should be fixed soon