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New Ideas For The Game WE ALL WANT

Page: 4 of 5
 Admiral Vostok
08-10-2004, 1:23 PM
#151
Now that has got to be one of the most stupid things EU has ever claimed.

As if any organisation would use the same acronym for two different things.

Man I'd like to beat those EU guys with an intelligence stick. I can just see the design meeting now:

"Hey fellow EU guy, what should I call this new aircraft that is the best in the galaxy, especially compared to the other mediocre aircraft of the Empire?"
"Well it has Triple Ion Engines, so let's give it the acronym TIE."
"Well we've already got TIE as an acronym for Twin Ion Engines, but you're right, we can just throw the whole purpose of the acronym system to the wind."
"High five!"
 lukeiamyourdad
08-10-2004, 1:27 PM
#152
Can we stop this discussion? It's utterly pointless. You're all talking as if these were all actual facts when they're nothing but fiction.
 Admiral Vostok
08-10-2004, 1:29 PM
#153
You're right Luke's Dad... I'd be happy to continue this debate in the EU thread, Viceroy. :D
 Nairb Notneb
08-10-2004, 1:53 PM
#154
Can you guys stay on topic
 General Nitro
08-10-2004, 2:09 PM
#155
You're fairly new, so I'll explain it to you. It is not remotely possible for a thread to stay on topic. For as long as I've been here, I've never seen a thread that didn't stray off-topic. Some very good ideas come from these off-topic discussions.
 DK_Viceroy
08-10-2004, 2:48 PM
#156
Also this off topic bit is actually on topic without being on topic.

because i suggested that Darth vader as a commanding officer in SWGB2 get access to the TIE defender and these the unenlightened masses dispute what is a forgone conclusion in some vain attempt to convince me yet again that EU and STar wars are not the same.:p
 Admiral Vostok
08-10-2004, 3:42 PM
#157
Yet Viecroy is still unable to prove this "foregone conclusion", and seems to have missed my ridicule of his Triple Ion Engines theory.
 DK_Viceroy
08-10-2004, 4:18 PM
#158
I said TIE in refernce to the Defender it's like certain words you could call someone a retard and it would be an insult and you could call someone else a retard and it could be stark fact. I beleive there are some acronyms that have the same letters but different words and meanings.

As always i have proved my point but certain individuals never accept fact. what will rear it's head next i wonder.
 Admiral Vostok
08-10-2004, 9:27 PM
#159
You will never find the same acronym in use in the same context meaning two completely different things.

Never.

Ever.
 General Nitro
08-10-2004, 9:38 PM
#160
We must lol with lol, lol.

Translated: We must Love our Lord with Lots of Love, Laugh out Loud.

Man that was lame...
 FroZticles
08-11-2004, 1:14 AM
#161
I like EU it keeps LA games from going out of business :P
 DK_Viceroy
08-11-2004, 10:32 AM
#162
Despire that Display Of Mental agility he's got a point the pair of them.

BTW vostok i was just on MSN and a mate of mine on Imperial Assault called Chiss_Alert asked me why you denounced that mod, and yes he is the guy who helped inspire half the unit ideas i came up with for the chiss yonks ago.
 Admiral Vostok
08-11-2004, 12:31 PM
#163
Well this is going off-topic, but the thread was already off topic anyway...

I don't remember anyone called Chiss_Alert when I was working on the mod, but I denounced it because there were just way too many things wrong with it, and while the Mod Leader agreed with me, his two second-in-commands didn't so he was ultimately powerless to avert disaster. He was a good guy too, I feel sorry for him after all the work he's put in...

I'll list below just some of the problems. Feel free to forward it to your friend, though I fear it is way too late now.

1. The Generals Engine is a dream for modders; it's so easy to change every single aspect of the game. Yet despite the capability to change things, the team seemed intent on just making what is essentially a skin for Generals. The gameplay would be exactly the same, all the way down to where discussions would be along the lines of "who should get something like the USA Strategy Center?"

2. Another great part of the Generals Engine is the Zero-Hour-style Generals sub-factions. I saw enormous potential here: the basic "vanilla" faction could operate exactly like the movies, making a faithful recreation possible, while each General would add EU units, making the EUFans happy. But this wasn't enough for some people. EU units ran amok, so that not only was the play styles of the faction hugely different from the movies, but there were also far too many units.

3. The designers of Imperial Assault must have had very little experience with decent RTS games, and failed to understand that Gameplay > Realism. Whereas in most RTS games, units would have at most two different types of attacks, Imperial Assault had units with four or even more different types of attacks. This was because the designers tried to make the units as much like the source material as possible. If they had have just followed the movies, things would be okay, but they had to incorporate all sorts of EU so that something stupid like the E-Wing would have two different types of laser and three different types of missiles. This makes gameplay not only harder to balance, but the fact is why buy a range of units when this one uber-unit does everything?

4. As a direct result of the previous two points, too many units and too many modes of attack led to hideous doubling up of units, rendering some units completely obsolete and pointless. What was even worse was when these obsolete units were in fact movie units: why would anyone buy a TIE Fighter when any one of the host of EU TIEs do the job far better for only a little extra cost?

5. In the end though, all of the problems listed above and coutless more are a direct result of the fact that mods are for the most part just made by fanboys, whose inability to realise what makes a fun game is matched only by their tunnel vision and inability to admit when they're wrong. While most of my arguments on the discussion forums were agreed with by the majority of posters, those in charge would come back with "too bad it's designed already we're not going to change it".

The saddest part about Imperial Assault is that it had real potential, but now it's just craptacular like most of the other total conversion mods out there.
 Mr. Painless
08-11-2004, 7:21 PM
#164
Lmao, his 2 second in commands screwed this over? Its too bad you left vostok. Your knowledge was great. Too bad you think that one EU thing in a mod screws it all over. The reason we added EU stuff is because the things that were in the movies just werent enough.

Edit: All units on IA only have a maximum of 2 weapons. People post up ideas for like 3 or more but we limit them at 2.

I suggest that everyone at least come and check us out at www.planetcnc.com/imperialassault) (www.planetcnc.com/imperialassault/)
 Edan
08-11-2004, 7:43 PM
#165
Hi, my name is Edan, leader of Impeiral Assault.

Vostok, if I remember correctly, the conflicts we had dealt with EU vs. staying with the films. There wasn't anything going on with "people under me making decisions for me"-- you guys just had discussions on the forums. What happens to the actual mod is up to me, and I don't remember ever making those types of decisions between your ideas and others made by those underneath me.

In addition, I suggest you don't judge our mod until you play it. When beta comes, I'd be more than happy for you to be a beta tester and give your feedback because I really do think your point-of-view and knowledge about Star Wars will be very helpful to this mod.

We want to make this the mod that you guys (the Star Wars community) want, and we want you guys to help us make it that way! Help us out, tell us what you want changed, and we'll respond in the best manner possible.
 Admiral Vostok
08-11-2004, 9:32 PM
#166
Hey Edan, didn't expect you to pop up here. I really do admire what you're trying to do, and I'm glad you value my opinion, but too many others high up in the ranks of IA don't.

As you may remember, after a discussion I had with you, you posted a rather important thread on the forums requesting a bit of a step-back and look at where the mod was going. I applauded the move, and outlined how I saw the design of the mod could be changed slightly so that not only would gameplay be improved because there wasn't so much doubling up and over-complication of unit abilities, but that we could also use the Zero Hour Generals system as a way to include the more far-out EU concepts without ruining the imagery from the movies.

Many people instantly dismissed my ideas as EU-bashing, and while I won't deny I am usually an EU basher, in this particular case I was not. I was thinking of a way to include all the EU people wanted, but relegating it to one of the three different Generals, while the "vanilla" faction would play just like the movies. Again, I should stress that the vanilla factions would still include EU units, just not those units which contradicted the play style and imagery of the faction in question.

For example, the Empire was the faction I had the most problems with because units like Shadowtroopers, Dark Troopers, Juggernauts and TIE Defenders were all being included in the vanilla faction. Their inclusion would force the Empire to be played in a totally different style to the movies, but I proposed they could still be included in the game without contradicting the movies by making them only available to certain Generals. Of course the only problem I can see with this is that we weren't planning to implement the different Generals right away, so I guess the biggest concern of EUFans would be that they wouldn't get to use Shadowtroopers straight away.

I'll gladly be a beta tester, I'd love to in fact, but if my opinion didn't count for much back them I'm sure it will count for even less now.

Just one more comment on the last part of your post:
We want to make this the mod that you guys (the Star Wars community) want, and we want you guys to help us make it that way!I'd like to believe that, and I truly believe that's what you want, Edan, but my experience was different. Relating back to point number 1 in my list above, there was an incident on the forums where someone was trying to work out a way to fit in some element from the C&C games. I can't remember exactly, but it possibly related to a desire to include Engineers like the ones from the classic C&C games. I was against it, because the Engineers as they existed don't really fit in with Star Wars at all. I also commented that there was probably a good reason for why Engineers were left out of the latest C&C game. The responses I got back horrified me: nearly everyone that responded said they didn't care about Star Wars, they were making the mod for C&C fans! Obviously, this isn't the way you think, Edan, but the fact that a fair amount of people - possibly even a majority - think this way is not comforting.

EDIT: In response to Mr Painless' post, I resent you saying that I believe the inclusion of an EU unit will ruin it. That is not what I am saying, and is certainly far from what I was suggesting during my time with IA. I see now in hindsight that this was my biggest problem; since I was a Purist, EUFans instantly disregarded what I had to say as being Anti-EU. That was not the case at all. The way I was suggesting things would have catered to EU Fans and Purists alike. And before anyone suggests EU would be minimised, keep in mind three Generals for each faction would use a host of EU units, so that's three times more EU factions than Purist factions! It just would have been nice if people could have looked past my opinions of EU and looked at what I was actually suggesting.
 Mr. Painless
08-11-2004, 9:44 PM
#167
Well those were the days where people were actually really trying to get power. Jugg and everyone were. But Edan has made it clear that no one has power besides him. And to tell you the truth I think we may have taken the juggernaut(the unit) out, or at least made it general specific. We have recently just resolved a moderator issue about people saying posting their ideas and the mods just disregarding them. Everyone's opinion is highly valued at IA.

Vostok I would love to see you come back and post your ideas on the forums. And if any moderator/higher up was to give you ****, you could just report them to me.

But again I encourage everyone to come and at least check us out at www.planetcnc.com/imperialassault).

BTW, I may have been a little out of line in my last post. I hope you can accept my apology.
 Admiral Vostok
08-11-2004, 10:15 PM
#168
Thanks Painless, apology accepted. It's funny you should mention Jugg as he was probably my biggest opponent.

Perhaps things have changed there, in which case I apologise for all the criticisms. Just rest assured I haven't been spreading a campaign of negative comments about IA... my comments have been confined to this under-populated forum ;)

I may just drop by to check out how things are going. If you two welcome my involvement, I'd be happy to help. Though all I can really offer is my opinions and suggestions, I don't think I can spend much time coding. I can do some more voice work too :D

I just want to say again I support what you guys are doing and truly do admire the talent of the team as a whole. I'd hate to see all the effort go to waste.
 Edan
08-11-2004, 11:10 PM
#169
Originally posted by Admiral Vostok
Hey Edan, didn't expect you to pop up here.

Haha Vostok, you should expect me to pop up anywhere :)

I think we were in a confused time back then... because things seem a bit straightened out now. In that "Shadowtroopers, Dark Troopers, Juggernauts and TIE Defenders " that you said were being included--- that's changed.

We decided to go back to Sith and stay away from shadowtroopers. Dark Troopers are general-specific (droid general). I haven't announced it officially, but the Juggernaut might get cut... or just used in missions only or something like that. It's purpose is useless at this point. And TIE defenders are also general-specific (Airforce general).

People underneath me that you say "had power" were cramming many units into the mod design, but when I took the design and actually told people what to do and what to create (I'm the only one who can do that, thus I'm the only one with REAL power), my focus went to the most important units, and through that those extra units seemed to be cut.

When you decided to leave the team I was quite confused-- I thought you were just having problems with team members and when you said this mod was going in the wrong direction, there wasn't much I could do to prove to you that things wouldn't end up crappy-- I had already tried.

Just remember that I'm the one with the power in this mod, and eventually all the team members of the mod and I will come to mutual decisions that will be best for the mod. I don't stay on top of all the tiny arguments that go on inside our forums, and those discussions that happen are never permanent.
 Admiral Vostok
08-11-2004, 11:47 PM
#170
Well it really sounds like things have changed. In my opinion there couldn't be a better person in charge, Edan. It sounds like much of what I suggested has ended up coming to pass!

I guess the reason I left was due to frustration with some of the other team members; they were so adamant in what they were doing although it was contrary to what you were wanting.

But another part of why I left was not to do with the mod at all, I just wasn't sure I could spend a lot of time helping out. I'll do what I can now, but certainly I wasn't prepared and am still not prepared to take on too much responsability with the coding.
 Darth Windu
08-12-2004, 3:44 AM
#171
Having seen SW:IA a while ago, i must say i was very dissapointed about the game. One glaring example of why the whole project would fall flat is when someone related to the project said that the B-wing wasn't in the game as it wasn't needed, and yet the E-wing and K-wing were included.
 DK_Viceroy
08-12-2004, 6:08 AM
#172
I'm honoured that they chose this topic to appear in, now if only they could cajole Chiss_alert into bringing back my Thrawn trilogy books i'd be happy.

Anyway i think we should support IA because it'll give us ideas about what could be done for SWGB2 we could play it and see what sort of things are doable and how units can be effectiveley put in, I personally am a fan of generals mods namely becxause the origianl was so crap.

Good luck to The Imperial Assault Team, The Blitzkrieg 2 Team and last but not least The C&C Europe Team.

I can only hope that they all create good mods to salvage what is and will always be remembered as a crap game with it's only saving grace as the Mods made for it.

and Windu the B-wing was mainly for attacks against capitol ships and I don't see any capitol ships in IA so i think it would be a bit redundant, however with the spacemode we're trying to get ideas for for SWGB2 the B-Wing will have a Niche that shall allow it to be put in and used.
 Admiral Vostok
08-12-2004, 9:29 AM
#173
I think the reasoning that "the B-Wing is only for use against capital ships" is stupid. Again this is an EU invention that doesn't make much sense in respect to the movies.

In Return of the Jedi a number of B-Wings are sent to the Battle of Endor. The Rebellion was expecting the second Death Star to be mostly undefended, it's only defense coming from the shield generator on the Forest Moon. The weren't expecting to run into the majority of the Imperial Fleet.

So if they weren't expecting to come up against any capital ships, why bring a fighter that is only good against capital ships? It just doesn't make sense. Sure, it makes sense for the B-Wing to be an anti-capital fighter, but it must be able to fulfill other tasks too, or else they wouldn't have used them at Endor.

So the B-Wing should definitely be included over the E-Wing and K-Wing, whatever they are.

However having said that, I seem to remember even when I was working on IA at the height of it's mess, the B-Wing was included, albeit restricted to a General, while the E-Wing and K-Wing were also General-specific.
 Mr. Painless
08-12-2004, 10:06 AM
#174
I agree with you there vostok. I can let Edan know about it. And if you are wanting to stop in some time soon, I will clear the way and take away anyof the flak you may get. But not to worry, as if they give anyone crap they shall deal with me.
 lukeiamyourdad
08-12-2004, 11:25 AM
#175
Originally posted by Admiral Vostok

So the B-Wing should definitely be included over the E-Wing and K-Wing, whatever they are.


The E-Wing is the ship that replaced the X-Wing.
http://www.starwars.com/databank/starship/ewing/eu.html)

The K-Wing is the Y-wing's replacement.
 Admiral Vostok
08-12-2004, 11:42 AM
#176
Well the X-Wing and Y-Wing are the image of the Rebel Alliance. They certainly shouldn't be replaced by EU units if we want a game to even remotely resemble Star Wars.
 Mr. Painless
08-12-2004, 12:05 PM
#177
Originally posted by Admiral Vostok
Well the X-Wing and Y-Wing are the image of the Rebel Alliance. They certainly shouldn't be replaced by EU units if we want a game to even remotely resemble Star Wars.
Exactly.
 swphreak
08-12-2004, 12:51 PM
#178
The B-Wings were designed to counter captial ships. The Alliance used X and Y-Wings to raid Imperial convoys. To counter the piracy, the Empire developed the escort frigate. To counter that, the Rebel Alliance developed the B-Wing. With it's heavy weapons and defenses, it could engage the frigates. With it's slow speed and low maneuverability, what else could it be used for?

Of course, that is EU information, and therefor irrelevant, but it seems logical for the B-Wing to engage Capital ships.

And why in heavens name would you add the Juggernaut in the mod? That thing was obsolete since the Clone Wars, and dates back to the Old Republic. It is only used in security/military forces for poor outer rim planets during the Galactic Civil War.
 Edan
08-12-2004, 1:38 PM
#179
Originally posted by Darth Windu
Having seen SW:IA a while ago, i must say i was very dissapointed about the game. One glaring example of why the whole project would fall flat is when someone related to the project said that the B-wing wasn't in the game as it wasn't needed, and yet the E-wing and K-wing were included.

Darth Windu... where did you get that information? Don't make assumptions about things there were discussed months ago. In IA, the B-wing is a general-specific unit for the Rebel Airforce General. In fact, it has already been coded into the game. It's wings open when it goes into combat, and twists so that it stands up, like it should. The E-wing is also a general-specific unit for the same general, and the K-Wing is a general-specific generals ability-- it is not a controllable unit. When you get enough experience while playing as the rebel airforce general you can upgrade to get this ability and designate a target in which it flies by and drops its load.

If you have a question, ask me, but don't put out incorrect information on forums... thanks :)
 Admiral Vostok
08-12-2004, 1:54 PM
#180
Well, I stopped by the Imperial Assault Forums again today, and while the biggest problems have been taken care of, for the most part my list of criticisms above is still pretty relevant. The problems are no longer as serious as what I posted above, but they still are there. Relating back to my earlier criticisms:

1. The gameplay is still exactly like Generals, which I'm sure many of you agree is not a good thing. Right down to an identical resource system and the inclusion of superweapons.

2. For the most part a lot of the EU units have been moved to being General-specific as I suggested. Yet some EU units still remain in the vanilla faction that will still alter the gameplay drastically from what we see in the movies, and even read in the books. Half of the units just aren't necessary, they don't add anything to the game and just clutter up options. For example, there are seven different types of Astromech droids that do various things, and while not all seven will be in play at the same time, it is still too many peon units to keep track of. Also, half of the Imperial tanks are just unnecessary.

3. The multiple-modes-of-attack issue is still bad. Units don't have as many as three or four modes of attack like I suggested above, but for the most part it is very rare to have a unit with only one mode of attack. Even the basic infantry have two modes of attack and a special ability. Far too much microing and added complexity that is just plain unnecessary.

4. Again, since the previous two criticisms are still evident, there is also far too much doubling up of units and abilities.

5. Finally, I may have been a little harsh in my generalisation of mod-makers. As I've said elsewhere, for the most part the IA team is extremely talented. There are a few team members though who do fit my fanboy description, and these people were the ones I had the most problems with. They are still there and would still vehemently combat any suggestions I would make.

So in conclusion, things have changed but the problems I saw then are still evident now. Despite this, I still daresay IA will still be as popular as it could be, and wish Edan and Painless luck and success.

One thing I feel I should also mention with respect to this forum: during my lurk at the IA forums today, I came across a poll comparing IA to SWGB. Everyone who had replied put down SWGB in one way or another. The fact is that despite SWGB's short-comings with respect to it's resemblence to AoE, it is still an excellent game in terms of gameplay, and I'd be surprised if IA could even be half as good as SWGB - most professional RTS's aren't, why would a fan-made mod be? The SWGB-bashing that goes on within the IA team does not bode well for a team wishing to make a decent game, and in all honesty it is probably contributing in part to my desire to not return to the IA forums again.

Again, good luck to Edan and Painless, you're going to need it.
 Edan
08-12-2004, 2:34 PM
#181
Originally posted by Admiral Vostok
Well, I stopped by the Imperial Assault Forums again today, and while the biggest problems have been taken care of, for the most part my list of criticisms above is still pretty relevant. The problems are no longer as serious as what I posted above, but they still are there. Relating back to my earlier criticisms:

1. The gameplay is still exactly like Generals, which I'm sure many of you agree is not a good thing. Right down to an identical resource system and the inclusion of superweapons.


I agree, but please inform us on what you'd do differently. I've tried going on the forums and get opinion about how we can make things different, but we have been inable to come up with good ideas that are better than the basic structure of Generals. In addition, going out there and changing gameplay so much is not easy-- Generals can be a pain in the ass when it comes to altering big things, and it has its limits. I'd like to hear what you suggest we do instead.


2. For the most part a lot of the EU units have been moved to being General-specific as I suggested. Yet some EU units still remain in the vanilla faction that will still alter the gameplay drastically from what we see in the movies, and even read in the books. Half of the units just aren't necessary, they don't add anything to the game and just clutter up options. For example, there are seven different types of Astromech droids that do various things, and while not all seven will be in play at the same time, it is still too many peon units to keep track of. Also, half of the Imperial tanks are just unnecessary.

Relax Vostok. The Astromech droids were trimmed down to only 3 droids like you suggested long ago. We're not have 7 different astromechs. You mention Imperial tanks-- what are you talking about? Our only Imperial Vehicles are the TIE Crawler (TIE Century Tank, anti-vehicle), the Chariot LAV (support), the AT-ST (anti-personnel), the AT-AA (anti-air), and the AT-AT (anti-everything and kicks ass). If anything, that's not ENOUGH for the Imperials-- they need to be superior when it comes to vehicles. We've really trimmed it down. Don't make false claims.


3. The multiple-modes-of-attack issue is still bad. Units don't have as many as three or four modes of attack like I suggested above, but for the most part it is very rare to have a unit with only one mode of attack. Even the basic infantry have two modes of attack and a special ability. Far too much microing and added complexity that is just plain unnecessary.

Rebel troopers have thermal detonators that reload every 1.5 minutes (against structures) in addition to their regular blaster pistol. I think that is a necessary thing to include. The Rebel missile trooper only has a missile launcher-- nothing else. Give me some examples of when what you're saying is true.


4. Again, since the previous two criticisms are still evident, there is also far too much doubling up of units and abilities.

Well I just proved that is not true. No doubling of units and no doubling of abilities.


5. Finally, I may have been a little harsh in my generalisation of mod-makers. As I've said elsewhere, for the most part the IA team is extremely talented. There are a few team members though who do fit my fanboy description, and these people were the ones I had the most problems with. They are still there and would still vehemently combat any suggestions I would make.

Noone else in the team matters because they have no right to make decisions about the mod. Only I do. So if you want to avoid them, you can talk to me personally and things can get done.


So in conclusion, things have changed but the problems I saw then are still evident now. Despite this, I still daresay IA will still be as popular as it could be, and wish Edan and Painless luck and success.

One thing I feel I should also mention with respect to this forum: during my lurk at the IA forums today, I came across a poll comparing IA to SWGB. Everyone who had replied put down SWGB in one way or another. The fact is that despite SWGB's short-comings with respect to it's resemblence to AoE, it is still an excellent game in terms of gameplay, and I'd be surprised if IA could even be half as good as SWGB - most professional RTS's aren't, why would a fan-made mod be? The SWGB-bashing that goes on within the IA team does not bode well for a team wishing to make a decent game, and in all honesty it is probably contributing in part to my desire to not return to the IA forums again.

Again, good luck to Edan and Painless, you're going to need it.
Your claims about our mod are no different than how people bash SWGB. Your claims are unbased and incorrect, and they are harming our image for the Star Wars community. I suggest you stop it, and instead give us constructive criticism on what we can do to "make the gameplay better", and don't repeat exactly what SWGB-bashers do.

Whether its this, the B-wing or whatever else, please don't say **** about our mod because everything you're saying is incorrect. You've done enough damage already.
 Mr. Painless
08-12-2004, 2:34 PM
#182
Well no offense but I think we are off to a pretty good start. I mean we have been featured in PC Gamer UK. You can find it on our Homepage (www.planetcnc.com/imperialassault) and at this Link (http://www.planetcnc.com/imperialassault/files/PCGamerUK.jpg) .
 swphreak
08-12-2004, 2:59 PM
#183
Then I guess the problem of misinformation in Vostok's comments may be from out-dated info on the site. All the R's are still listed and stuff.

Also, I don't see what's wrong with the Primary and Secondary weapons idea. That's in ZH anyways, but the aircraft with 3 weapons might get a bit confusing.

I'm also a littlw worried about the Rebel's combat engineer unit. Is that the only one that can build defenses? [edit] Oh I see now. They build the defenses that rebel troops can use. Sounds cool.

The site got a bit confusing for me, the 3 civs have a little different information layout each time, but you're trying to get the mod done and the site isn't really that important. :p


Can't wait for Public Beta. Been watching the progress bar for a long time. I just need to remember to install Gens/ZH on my new rig.
 JediBdm
08-12-2004, 3:31 PM
#184
Bet you didnt expect to see me here:D

ya know i am IA head modeler! I know code and other stuff about the generals engin. Even though it looks simple its hard to edit.

You know how it was said b-wings arent included? they are. Under General Ackbar. We feel that it fits cause he inveted them.

Also x-wings are UPGRADED to e-wings, and y-wings UPGRADED to k-wings

We also include the airspeeder, its ment to kick the at-ats ass.

Aircraft dont have 3.............they have to. Proton torpedoes, or lasers for the x-wing is a example. the torpedoes are limited while the lasers arent.

I think the sides are very balanced.

Also when you come to a fun aspect of IA. SuperWeapons and Powers are just fun! i mean it feels very satafying watchin the StarDestroyer Bombard your enemy:D But then when they send a pack of y-wings on a attack run, you tremble.

Imps-Dominate in the Vehicles
Rebs-Dominate in the Air
 Edan
08-12-2004, 3:41 PM
#185
Originally posted by StarWarsPhreak
Then I guess the problem of misinformation in Vostok's comments may be from out-dated info on the site. All the R's are still listed and stuff.

Also, I don't see what's wrong with the Primary and Secondary weapons idea. That's in ZH anyways, but the aircraft with 3 weapons might get a bit confusing.

I'm also a littlw worried about the Rebel's combat engineer unit. Is that the only one that can build defenses? [edit] Oh I see now. They build the defenses that rebel troops can use. Sounds cool.

The site got a bit confusing for me, the 3 civs have a little different information layout each time, but you're trying to get the mod done and the site isn't really that important. :p


Can't wait for Public Beta. Been watching the progress bar for a long time. I just need to remember to install Gens/ZH on my new rig.

You hit it right on the nose. We've been so busy I haven't had much time to update that site... it is getting VERY outdated.

We need everyone's help because we want to get a public beta out ASAP. We're redoing many of the Imperial structures because we're trying to go for better quality.

Thanks guys, and I'll see what I can do about updating the site.
 swphreak
08-12-2004, 6:46 PM
#186
Originally posted by JediBdm
Aircraft dont have 3.............they have to. Proton torpedoes, or lasers for the x-wing is a example. the torpedoes are limited while the lasers arent.
Y-Wing
Primary Weapon: 2 Laser cannons
Secondary Weapon: Proton Bombs
Secondary Weapon: Ion Cannon
K-Wing
Primary Weapon: 1 Light Turbolaser
Secondary Weapon: Proton Bombs
Secondary Weapon: Ion Cannon

Ok, that's only 2... but this may go under outdated information on the site... or both those secondary weapons fire at the same time...
 Mr. Painless
08-12-2004, 6:53 PM
#187
If you have got that information from the site then yes it is outdated. The only things that are up-to-date are the progress bars, screenshots/images, News, and articles.
 Admiral Vostok
08-12-2004, 11:57 PM
#188
Edan, again I apologise, I shouldn't go mouthing off at all the hard work you guys have put in.

Painless sent me the latest documents of the unit lists, but I guess the Rebel one must have been wrong. It still had all seven Astromechs, although I remembered you cutting them down to three on my suggestion I figured someone had complained since I left and you'd changed it back to seven. Also, it has in this Rebel document I've got that the B-Wing can be built by the vanilla faction, which is contrary to what you are all saying.

This really isn't the place to be discussing this sort of stuff in depth though. Edan, I look forward to chatting with you in MSN Messenger.

But ultimately, you guys should realise you have for the most part received positive responses towards IA. Don't feel you need to please me when you're already pleasing a large portion of the potential audience. For my part I'll cease the spread of my negative propaganda... though my comments didn't leave this forum and only a handful of people even read them.

[EDIT] Oh, and if you guys are looking for more positive responses I suggest you update the webpage with the new unit lists. It sounds like they haven't been changed since I was on the mod, even though I volunteered to change it and was told it was being done...
 DK_Viceroy
08-17-2004, 3:50 PM
#189
The B-wing packed a considerable punch I called it an anti-capitol ship which is what it was but it's firepower would also have been good against the second death star
 Darth Windu
08-18-2004, 6:30 AM
#190
Eden - any and all information i post about SW:IA is taken from your website, so any and all information that is posted incorrectly is the fault of those at IA, not mine, and i would appreciate it if you did not make statements such as you did without the relevant information.
 DK_Viceroy
08-19-2004, 12:38 PM
#191
Don't be mad go away mad windu just go away.

Websites are often hard to keep upto date I my self know that especially when things chance every few days.

Windu in case you haven't noticed they are in the process of updating the sections.

Now for a new topic within this one.

Resources which ones whould we have and how should we maintain a war effort after exhausting them.

People from the last forum game will definetly be able to come up with interesting ideas after using up every bit of carbon on a 6 player map.
 Admiral Vostok
08-19-2004, 3:49 PM
#192
Good topic, Viceroy.

The carbon issue is one that I remember occurring a lot back when I played Age of Kings (though it was wood rather than carbon obviously). I always thought it was pretty unrealistic that armies would just completely scour the land of trees in an effort to get more wood. At the end of the battle you've got a tree-less desert. That's why I prefer for wood/carbon not to be a resource in and of itself, I prefer it just to be a terrain feature that can be destroyed if need be (such as in Generals).

Not meaning to promote my own ideas again, but I think the idea of having a Credits resource that can be stockpiled by mining different unique resources (like plasma on Naboo, spice on Kessel, water on Tatooine and perhaps trees on Kashyyyk) would be cool, and quite Star Warsy. Basically this would be like Nova in SWGB1; you can also get it from trading and exchanging resources.

There should also be, in my opinion, between two and three other resources. My design has metal and gas as I feel they're the most StarWarsy, but of course it is open to debate.

As for maintaining a war effort after resources have been exhausted, I quite like the Generals approach (I know many will shudder) where late in the game there is some sort of expensive building you can set up that gives you a trickle of Credits. Both Windu and I have got this in our designs, and I'll admit I blatantly ripped it off Generals. Another concept that I have included (and I think Windu has too) is the idea of a neutral spaceport. Someone on the forums came up with that, can't remember who it was now though. Basically on most maps there would be a neutral town that included a spaceport that you could trade with as though they were an ally.

Things from SWGB1 like animal nurseries and holocrons that provide constant trickles... well I'm not a huge fan of these. The animal nursery one is okay (if food is a resource) but the holocron one is just a skin for AoK Relics, and doesn't make all that much sense in a Star Wars setting.
 lukeiamyourdad
08-19-2004, 7:15 PM
#193
Originally posted by Admiral Vostok

Someone on the forums came up with that, can't remember who it was now though. Basically on most maps there would be a neutral town that included a spaceport that you could trade with as though they were an ally.


I hate you Vostok...I came up with that and you can't even remember it. You'ver hurt my feelings...

Well, I think its quite arguable. AoM's Plenty Vault worked well. I guess its a bit like General's building.

But then, should we make certain ressources infinite? It would certainly take care of the problem.
 Admiral Vostok
08-19-2004, 9:13 PM
#194
I honestly thought it was you, but I didn't want to piss some-one off if I credited it wrong. Better to not credit at all than credit the wrong person... please accept my humble apologies and this humble gift: :monkey4:

I don't like infinite resources at all, though a trickle after they're used a la StarCraft's Vespene Gas is okay.
 FroZticles
08-20-2004, 2:47 AM
#195
The unique resources for credits I'm not that happy about. I think it would be better if it was trading or destroying small camps on the map and looting there credits. You could also take an approach where you use harvestors and mine the resources out of the ground and it trickles to your stockpile if your template is 80% military and 20% economy. Plasma on Naboo isn't even a resource......
 DK_Viceroy
08-20-2004, 11:18 AM
#196
This idea would propably be for late game where you see resources are beginning to run out you have a large base plenty of space.

You could build Synthisizers that could break down waste into constituant molecules and rearrange them into raw materials for a resource these could then be ferried by some sort of hovercraft to a Refinery and make it useable.

you could build several of these and it would be for late game it would take a bit of work to get started but afterwards it would only need to be protected.
 Admiral Vostok
08-20-2004, 1:37 PM
#197
Just because I think it will add to the discussion, here's the ideas for late-game Credit trickles I've got in my design:

Galactic Empire
Late in the game the Empire can upgrade one of their Spaceports to a Taxation Agency. They then get a trickle of Credits proportional to the amount of Prefab Shelters they have. The more Prefab Shelters, the higher the trickle. While this will mean Imperial Players build a lot of Prefab Shelters, I think it will work well; Imperial Prefab Shelters are cheap but don't support much population, meaning Imperial bases turn into somewhat of an urban sprawl. Taxation will mean they'll do this even more; and of course the downside is actually being able to move within the huge base.

Galactic Republic
Somewhat ripped-off the USA Supply Drop in Generals, the Republic can build Beacons late in the game, and every few minutes a ship will come in from orbit and drop an amount of credits. I thought despite the similarities to Generals, this ability suited the Republic really well, since it would capture the imagery from the film of dropships and gunships swooping in to quickly drop off their payloads.

Rebel Alliance
The Rebel Trader is a Smuggler. Late in the game, Smugglers can be tasked to smuggle instead of just trade with allies. They'll fly off the screen and return later on with a payload of Credits. The more Smugglers you build the more smuggling you can do.

Separatists
Because the Separatist Movement is made up of several different organisations, they can benefit from internal trading; if the Separatist player builds two IGBC Branches, Traders can trade between them instead of having to go to an ally.
Although I seem to have left it out of the design as it currently is, I also meant for the Separatists to have a second way to get Credits. Since Battle Droids can be recycled, dead Battle Droids will not fade away instantly like other dead units. Instead they'll slowly decay like when you kill a food animal in SWGB (so they do eventually fade, but take a long time). PK Droids can then gather Credits from the broken Battle Droids in order to build even more. If you start collecting the broken Battle Droid right away, you can almost get all the resources you spent on them back. This not only follows the movies well, but it encourages Battle Droids to be used where they might otherwise be neglected in favour of Super Battle Droids.
 DK_Viceroy
08-20-2004, 3:35 PM
#198
not bad at all vostok.

I'm just wondering though since everyone seems to have adopted my commanders idea i'm wondeing how many people thought my idea for replacing the tech levels with prioirty levels were because if that is also widely accepted that could be upgraded to allow shipments of supplies { variuos resources }
 Admiral Vostok
08-20-2004, 6:12 PM
#199
Which Commanders idea was that? You mean like C&C:Generals? I haven't adopted that. As for Priority Levels, I prefer my Classifications system.
 DK_Viceroy
08-20-2004, 6:18 PM
#200
Because i thought perhaps you could upgrade the uplink center with a landing pad which you could use to order supplies in and there could be something like a 2 minute delay or you select that resucre and you get something like 100 of that resoucre a minute.
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