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#1 |
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2nd Lieutenant
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WING: Commander Invasion v1.0 release......
Hi again all. I've finally gotten to the point of being able to make a first beta release of this in progress project. Its still far from complete but at least the basic skirmish mode is changed to suit the Confed and Kilrathi ship sides. Currently, I've uploaded the mod to:
Empire At War files MODDB AlphaBlue Modding If a member of staff wishes to add the mod here then please do so and I'll be happy to provide any additional information necessary. |
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#2 |
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Super Soaker Collector
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Great news. We can also post the file here.
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#3 |
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Finder of things, Doer of stuff
![]() Join Date: Mar 2001
Location: BC, Canada
Posts: 3,540
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How are we supposed to figure out where to download this? Googling "empire at war files" doesn't give me what I would at a glance think was relevant.
Edit: Think I found it http://www.moddb.com/mods/wing-comma...asion-v10-beta
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"I saw a monster come with speed, Its face of grimmliest green, On human beings used to feed, Most dreadful to be seen." - Excerpt from Horrors, Lewis Carroll, 1850 |
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#4 |
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Colonel
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Ugh! I guess this is a good reason to get FoC. I've heard bad things about it and have no desire to experiance it, but it's worth it if it'll let me play WC:I.
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#5 |
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1st Lieutenant
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FoC is better than I thought (and than most people say). I actually hat a lot of fun with it.
And of course I will try this mod. That's really cool. |
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#6 |
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2nd Lieutenant
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Agreed Aginor. Okay so the game does have one or two flaws but I like it. I just wish that I could model ground based units, because I would see about making a complete ground based combat section for this mod. No matter though. I classify WC as space based combat only, so this should work out fine. I just hope that I can get the dam replacement weapons to work........
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#7 |
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Space Marshal
Administrator Join Date: Jan 2000
Location: The Reid System
Posts: 3,204
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#8 |
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2nd Lieutenant
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Thanks muchly KrisV.
Now a quick update. I've gotten ALL the planets for the sol system (although saturn is missing its rings but don't worry. I will have a reason for this ), as well as more custom like projectiles and sounds (unfortunately some of the sounds were way to quiet so have had to be swapped). The concussion torpedos that the likes of the Wasp, Ekapshi MKII, certain capital ships and starbases use have been changed for actual torpedo based weapons. I also have setup 3 custom missiles for fighters but these won't be implemented just yet. Once I've retested and checked the current v1.2 alpha I'll go on to create a special Galactica Conquest based around only the sol system. It'll be more of a "what if" scenario as in what if the Kilrathi were on the Confederation door step.I think I will most likely be adding in the Nephilim as the 3rd side as I have an idea for another GC based around their invasion so that'll be added in a later build. The next version planned for released is a v2.0 so its a bit of a way off yet. |
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#9 |
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Cadet
Join Date: Feb 2003
Posts: 1
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Finally got a chance to play the mod old friend. Some great work going you did here.
I think the mod'll be greatly benefitted by its own custom maps, thats for sure. Keep it up Major! |
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#10 |
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2nd Lieutenant
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Just a quick update. So far I've gotten custom weapons effects and missile based weapons into the game so currently all but turret weapons have been changed (these will be changed by the next release as well). I'm currently involved in coding a completely new galactic conquest but its proving a bit of a headache at the moment.
The basic premise is a "what if....??" scenario. The GC is layed out in the view thats supposed to represent our own solar system. I'm adding in the 8 major planets, many of the well known moons, several dwarf planets, 12 locations to represent the inner asteroid belt (ringing the inner four planets) and 24 locations to represent the kuiper belt to right the outer edge. The sun is also included but due to possible limitations within the game engine it doesn't currently look right (I might try to rectify this at a later time if possible). The pain part of this isn't adding the various locations but placing them so that its possible to capture ALL locations. I'm hoping to have each location with a slightly different view (planetary maps will have planet backgrounds, moons will have a moon in its background and so on), although I am going to include some additional items in the maps wherever possible. The only problem with all of this is it will take some time before the next release but I do want to make sure nothing untoward goes wrong with this. Anyway, thats it for the moment. |
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#11 |
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Major
![]() Join Date: Aug 2000
Location: Wakefield, West Yorks, England
Posts: 606
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Having finally got the courage up to install empire at war again to have a look at this I have to say I'm pleasantly surprised. I really loved star-trek armada and the beta mod for that was awesome. Its obvious that the AI needs a bit of work in this version but it's still capable of kicking your ass if given a chance.
The major thing I have with it is the support powers and the fighter/cap ship balance. while support powers are a challenging thing to get right, and i understand that, it would be nice to have some of the cooler ideas from armada transfused (if possible - i don't know how easy they are in EAW) The fighter problem is a little more wierd though. I had a confederation class dreadnaught sitting taking a pounding from 5 rallarad destroyers for ages and it barely grazed the shields, but when 30 or so fighters appear the damage is insane. The weapons definitely need a rock paper scissors approach here, where plunketts will destroy cap ships and capship on capship battles are insane but 10 fighters will take a long time to take a ship down. It's a difficult balance, in the games we know that 2 bombers can easily down a cruiser, but equally in a pitched fight cruisers will do serious damage to a cap-ship (think fralthi and the concordia), also we only see the war from blairs perspective - aces are expected to down cap-ships with no challenge - so maybe ace bombers/fighters should be better but still fighters themselves should be significantly nerfed in cap-ship encounters. To my mind, it should end up with fighters fighting among themselves and aiming to keep bombers off, fighters taking ages to destroy the shields of cap-ships while bombers and anti cap-ship fire from caps-ships should down them much quicker. equally given the numbers of fighters and bombers produced by the game bombers should do much less damage (as otherwise it is cheaper to build 10 bombers than one plunkett!) The final little issue is that of officer points (or whatever theyre called in EAW) - intentionally or otherwise the fighters produced when a carrier jumps in don't count towards the total number, I had 5 carriers and maybe 60 fighters and was only using about 10 or 15 points - if that happens there is no way that the 80 points could EVER be reached (not sure you could build/jump in fast enough to replace the losses!) all the bitching aside this is awesome - seriously awesome. I'm off to play some more
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The Madman In the beginning was the word Cave Deum Irae |
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#12 | ||||||||
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2nd Lieutenant
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Hopefully the v1.5 when it gets out will make life a bit easier what with the weapon changes (still need to try tweaking the weapon shot colours but still) and various tweaks. I just wish I could have gotten the custom GC ready for this release
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