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Galactic Battlegrounds. Should it have been produced by the makes of Total Annilation

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 Excaliber
09-02-2001, 11:57 PM
#1
Total Annihilation. It is the greatest game in the world. Star Wars GB could be the greatest but it would be for sure if Lucas Arts had resurrected the crew of Cavedog the company that made TA.
That would have been the coolest ever.
 Booya2020
09-03-2001, 12:53 AM
#2
Well first of all the makers of GB wanted to get out of 3-D. Second of all the way that TA plays out isn't as faithful to the SW universe. And third of all the units look so much better in 2D. 3D wouldn't do them justice.
 Darth Maul Jr.
09-03-2001, 12:53 AM
#3
You have to be insane!!! The Total Anihilation game engine sucks! It's worse than the Warcraft II engine and that's old old. It a totally top down perspective, not even the isometric halfway top down perspective like Warcraft II and Starcraft. You cant see good unit detail with a perspective like that! Just compare Age of Empire II: Age of Kings with Total Anihilation Kingdoms... They did exactly the right thing by using the AOK engine, however the engine for Age of Mythology looks like they finally gonna be able to make 200 units with a 3d engine and look good. But that engine wont be polished off til next year, so Lucasarts has the best RTS platform engine in the buisness right now and they should take advantage of it before 2d RTS game become obsolete next year. I forgot Total Anihilation still existed:o
 Link Antilles
09-03-2001, 1:06 AM
#4
TA was good for its time, but that times gone.

NO!



:r2d2:
 Lord JayVizIon
09-03-2001, 1:19 AM
#5
in regards to your question, the answer is no.

if you notice, AoK is really something. not only is the gameplay outstanding, but the rendered artistic detail for the units, environments, and as well as buildings made me speechless when i first played it. they want detail to be incorporated into this game b/c let's face it, the universe of star wars is pretty detailed. i don't think they went wrong, rather they made the rite choice with the ensemble engine. if you could only see the two screenshots that i'm looking at rite now in SW Gamer, they would put you in awe, too...
 Darth Maul Jr.
09-03-2001, 2:57 AM
#6
Could you please post the 2 screenshots? If somebody complains about compyright laws just tell em you posted the wrong .gif/.bmp by accident!:D
 Lord JayVizIon
09-03-2001, 4:26 AM
#7
actually, the two pics are of screenshots we've already seen, such as this one:

http://gamespot.com/gamespot/images/screenshots/gs/news/010501/swgb_screen004.jpg)


however, the shots i saw were not blurred or distorted such as the ones found on websites. these pics had exceptional clarity, as if they were taken with a digital camera rite in the E3 convention, and they look great.....
 Paladin
09-03-2001, 10:48 AM
#8
The TA engine SUCKS!:mad:
 Clefo
09-03-2001, 5:28 PM
#9
I wouldn't say it sucked. I liked TA and TAK... It was just the way the engine was made, I mean you could just crank out units with no end and so Multiplayer games would consist of sending units into the middle and getting killed....

But if there is one thing from TA and TAK they should integrate its the Darian Crusades type thingy,

But I think AOK is a better engine all around...
 Tie Guy
09-03-2001, 9:25 PM
#10
Well, i wouldn't want the TA engine, its really too old IMO adn the graphics and all weren't exactly the greatest, which is important in a SW game, since alot people play it because of the units it has.

I really think that the RA2 engine would be the best choice. This is for a vast multitude of reasons but the main one is that the whole villagers and resource and gameply is much better suited toward the ancient/medeval times. RA2 has a more futuristic/modern setting, and the units and buildings and such fit in with that. An example is the thing with ranged units. Almost everything is ranged in RA2, and the same with GB. AOK only had archers and cannoneer type units. So RA2 just fits in better as a whole with the Star Wars universe IMO, but oh well, the AOK engine is good too, just not the best IMO.
 Kavam1
09-03-2001, 10:00 PM
#11
If you did a major engine revamp like SC got it would be so much better you get realist flight (banks, curves, bombing runs, etc) but I would say it would probably be better if Chris Taylor (who made TA) or his company Gas Powered Games (they have a lot of ex-Cavedog employees which is now closed) would just make a new engine. But a engine revamp would just need to have a free-floating camera program (3rd party teams for TA have already made these) (TA units already require 3D models to be used to make units), a revamped graphics engine (I guess that’s what it would be called) and TAK has one of those but only set to a fantasy style
But the speed LucasArts needed GB to be devolved they needed to revamp an up-to-date engine so they made the best chose plus Chris Taylor is very busy making another game right now so it would never have happened.
 Excaliber
09-03-2001, 10:03 PM
#12
Sorry guys but i have never seen AOK. Can someone please tell me where i could download a demo?

I still think the graphics would be better TA style instead of all cartooney like they are but i cant say nothin' about the engine
 Kuma
09-04-2001, 1:46 AM
#13
The AoK engine is solid. I think LucasArts have chosen well.
 Lord JayVizIon
09-04-2001, 1:51 AM
#14
Originally posted by Excaliber
Sorry guys but i have never seen AOK. Can someone please tell me where i could download a demo?

I still think the graphics would be better TA style instead of all cartooney like they are but i cant say nothin' about the engine

go to www.microsoft.com/games/age2/)
 Admiral Odin
09-04-2001, 9:09 AM
#15
The other reason is AoK engine is a proven one, that many people enjoy. TA seems to have mixed resusts.
 Darth_Rommel
09-04-2001, 1:53 PM
#16
I've never played TA, so AOK is the best engine for me...
 Droideka
09-04-2001, 1:57 PM
#17
Originally posted by Darth_Rommel
I've never played TA, so AOK is the best engine for me...
it is an older RTS that is an ok game except for the limited amount of units
 Excaliber
09-04-2001, 5:28 PM
#18
Where can i get the AOK demo?
 darthfergie
09-04-2001, 5:45 PM
#19
Originally posted by Excaliber
Total Annihilation. It is the greatest game in the world. Star Wars GB could be the greatest but it would be for sure if Lucas Arts had resurrected the crew of Cavedog the company that made TA.
That would have been the coolest ever.

NO!!!!!
Not even. I might have liked in the RA2 engine or AoK engine and that's about it.
 Admiral Odin
09-06-2001, 7:46 PM
#20
Originally posted by Excaliber
Where can i get the AOK demo?

Look above, Lord JayVizIon posted a link.
 HanSolo
10-05-2001, 2:46 AM
#21
Just incase anyone would be interested (Excaliber for instance), there is a TC in development for Total Annihilation.

Star Wars TA uses the TA engine, but will replace all of the units, maps and missions with SW. It is still in BETA development, but the lower-level units for the Imperials and Rebels are playable.

Please come and check it out...

SOLO
 jigga
10-05-2001, 3:49 AM
#22
I think the AOK engine is fine but I would have loved to see them use the starcraft engine. I think that it would look more furturistic then the Aok engine makes the game look. For those who play starcraft and are familar with the starcraft editor just imagine what you could do with all those extra units they are putting in the game. The Starcraft editor is the best I have seen.
 Lord JayVizIon
10-05-2001, 6:11 AM
#23
you have a point jigga. i just got ra2 today so i've seen that, aok, and sc's engine altogether. although i still think the aok engine rocks for swgb, there could have been some additions from sc that would make swgb even better. first of all, terran vulcans can set mines in sc. lurkers as well as hydralisk are able to burrow as well.

all i'm saying is that it would have been interesting to see if LEC had made use of underground tactics to add to the strategy of rts gaming such as starcraft. ra2 and aok didn't make use of underground tactics.
 Cadarn
10-06-2001, 6:18 PM
#24
Wow that's one of the top mods for a game I've played. The Total Annihilation engine still is theone of the best out there.

It actually feels like Star Wars, although the sounds are somewhat "familiar" ;).

The dog fighting Wings and Ties really rock.
 Necro
10-06-2001, 7:36 PM
#25
in my opinion, the starcraft engine would have been best :|
 Influenza
10-06-2001, 7:54 PM
#26
I really feel sorry for all of you that think the Total Annihilation engine is "horrible." I'm going to give you a list of reasons why the TA engine is better than either the SC OR AoK engines:

[list=1]
The real big one is true-3d units. No sprite animation here, boys and girls. All units in TA are rendered in real-time according to the *exact* angle and pitch that they exist at in the game. None of this we're-too-cheap-to-make-more-than-8-unit-angles bull**** that everyone seems to love. Yeah yeah, we all know graphics don't mean everything, but you really can't appreciate how much better units look in 3d than when sprite-based until you've seen it, as I have.
A true physics model. Ballistic-type weapons use effects of gravity (different on every world), firing angle, and shot velocity to calculate flight time and distance. I'm not aware of any other engine that supports physics on the level that the TA engine does. While it's true that the majority of SW weapons are laser-based and therefore not affected majorly by gravity, things like proton bombs and torpedos would greatly benefit from being rendered with TA's engine.
Sophisticated animation scripts. Because TA's units are 3d-modeled, making complex animations is much easier than using sprite-models. You will never find a sprite-based unit more beautifully animated than TA's Krogoth unit. Or, hell, the Beezlebub, a third-party unit which is perhaps the single-most-impressive achievement I've ever seen in third-party development for *any* game.
Ease of development and modification. The TA engine is very easy to learn and modify to do close to anything. Check out the SWTA conversion. We're (yes, I'm part of the team) doing things no one thought possible with the TA engine: restricting unit firing arcs; rechargeable shields; overheating E-webs which fire at a fast rate for a given time, then must "cool-down" before being used again; and a shield generator which acts true to its nature, stopping all fire within a certain radius, both friendly and hostile. And this is all fairly basic stuff. There are developers who have made things like teleportation systems, units with destroyable parts, transports which allow their cargo to fire while in transit, and map features that add strategy to the game with destroyable bridges, exploding barrels, meteor storms, and earthquakes. All this from a game that originally featured only turret-ed tanks and mechs with lasers.

AND all this came from third-party developers who did it for fun. With LA's budget and staff, who knows what could have been developed? Probably something on the order of [shameless plug]Star Wars: Total Annihilation (http://tauniverse.com/swta)[/shameless) plug] :D.
Aircraft which actually move and dogfight. I'm sorry, but aircraft that hover a la SC and BG are just crap. That is so incredibly pathetic (strangely, they only occur in engines that are fairly unsophisticated, too). BG would be *FAR* better if we actually saw real dogfights between starfighters. SW:TA will have this, as does the original TA game. The difference it makes is HUGE. If you think that having two aircraft hover in midair and fire at each other like SC and BG is "cooler" than actual movement and dogfighting, then I'm sorry, but you're WAY past help.
Expandability. It's insanely easy to make add-on units, structures, and even races for TA. LucasArts COULD have and SHOULD have taken this fact and run with it. Cavedog used to release new units on a weekly basis, as well as maps, AI's, and missions. All from a small startup company releasing its first game. With LA's team and resources, they could have REDEFINED what "supporting" a game means. Too bad .
[/list=1]

That's part of my general "why TA is cool" list. Now on to some of your comments and showing why they're just plain wrong.
TA was good for its time, but that times gone.Nonsense. TA's engine, as I've just partly-shown, is still lightyears beyond the vast majority of today's games. Everyone just assumes that Good Graphics+Good Gameply=Good Engine. That is NOT the case. SC had fair graphics and good gameplay, yet its engine was a joke.
RA2 has a more futuristic/modern setting, and the units and buildings and such fit in with that. An example is the thing with ranged units. Almost everything is ranged in RA2, and the same with GBOk. Guess what? EVERY unit in TA has a ranged weapon. Not that melee weapons aren't possible or anything. Like I said before, Just About Anything is possible with the TA engine. And again, TA's engine is superior to RA2's. If you want an example, take aircraft that can actually shoot down other aircraft.
The other reason is AoK engine is a proven one, that many people enjoy. TA seems to have mixed resusts.It seems so few people know what an engine actually is. No one enjoys playing the AoK engine. They enjoy playing AoK. If you enjoy an engine, it means you really like if statements, while loops, file input/output, physics calculations (unless it's the AoK/SC engine), etc etc. An engine is what interprets game files under a certain set of game rules and runs/displays the game itself. Good gameplay can exist without a good engine. Just look at Windows Solitaire.
The TA engine SUCKS!Wow. I am utterly speechless from your incredible depth, observation, and persuasiveness. Pat yourself on the back. Your ignorance has served you well.
they want detail to be incorporated into this game b/c let's face it, the universe of star wars is pretty detailedIn context, I have to take that to mean that you think the TA engine is incapable of detail. In which you're completely wrong. The TA engine will display anything you want in terms of map and feature visuals. The SWTA conversion has Hoth, Tatooine, and Dantooine tilesets to make maps with. And a number have fans are developing tilesets for Bespin and Endor.

And if you're referring to unit and not map detail, then rest assured that a *good* modeler and texture-er can create anything imagineable in the TA engine. Cavedog's units weren't the greatest imaginable, although the Krogoth unit comes close. HANSOLO, lead developer of SWTA, is just brilliant when it comes to modeling/texturing/scripting/gameplay in general. His/our models are waaaay more detailed and better-looking than GB's. It's almost funny, that three college students can produce higher-quality material than an entire team of paid professionals. Oh wait, that IS funny.
...all the units look so much better in 2D. 3D wouldn't do them justice.Oh, whatever. That's like saying that a picture of my 1967 Ford Mustang does more justice to the car than seeing it in person.
The Total Anihilation game engine sucks! It's worse than the Warcraft II engine and that's old old. It a totally top down perspective, not even the isometric halfway top down perspective like Warcraft II and Starcraft. You cant see good unit detail with a perspective like that!It's almost pointless to respond to your first comment. Hopefully you'll read and comprehend everything I've said thus far. As for perspective...WCII *was* top-down, so I don't know what you're smoking. Yes it had a *very very very slight* angle to it, but so does TA, if you look closely. Go to www.tauniverse.com) and ask "does TA have a top-down perspective" and you'll get 3000+ people saying "NO!"
(TA) is an older RTS that is an ok game except for the limited amount of unitsLimited amount of units?!? Are you insane?!? Original TA shipped with 150 units, and the Core Contingency expansion pack added 75 more. 225 units. By my calculations, that's more than RA2 and SC combined. And that's because TA doesn't need 500 animations per unit. Just one script and one 3d model.
Total Annihilation. It is the greatest game in the world. Star Wars GB could be the greatest but it would be for sure if Lucas Arts had resurrected the crew of Cavedog the company that made TA.
That would have been the coolest everThat's exactly correct :D.

If my abundance of facts and direct examples have overwhelmed you, it's ok. Admittance is the first step towards the cure. But be sure to actually play Total Annihilation and really learn its engine before you start blindly bashing it next time.
 Tie Guy
10-06-2001, 8:43 PM
#27
With all the facts you gave you make it sound like TA is the best game ever, and it makes me wonder if you've every played. Of course you have, but with everything you've been saying....

Two things really get at me that i find impossible to miss while playing the game

1. Its not fun

2. it doesn't look good

BUT.....if i hadn't played this game i would think that it was some kind of super awesome game that won't be beaten for years and years to come. But i just can't believe that when i play, and those are the only facts that i need.
 EndSub
10-06-2001, 8:46 PM
#28
thats alot of good points......but I still don't think TA is the right engine.....

ok TA was WAY ahead of its time, and was one of the greatest RTS's ever....but it still proberly isn't the right engine to do SW:GB......

1) The view.....it IS a top down view.....and don't give me any bull**** about it having a slight angle.....because that angle ain't big enough to give us a good perspective.......

2) The landscapes.....there bland.....

as always, don't flame me, prove me wrong....lets see a screenie of a nice detailed map, or something giving us a nice perspective of an AT-AT.....

Note: Just a question, my C++ skills are pretty much limited to cin>> and cout<< so I don't know.......but my VB skills are "ok" and in my experiance sprite based animation is hell easier than 3D animation........
 Influenza
10-06-2001, 9:21 PM
#29
The TA engine will display anything you want in terms of map and feature visuals.Read that. It's true. If you can render it in Photoshop, Terragen, PaintShopPro, or any other pixel-based graphics program, TA can and will display it. Hands down, no questions asked. So as long as LA created some nice looking tilesets, they would work with TA. Check out www.tamec.org) for some examples of outstanding TA tilesets made by 3rd party developers.

Also, did you play the Core Contingency add-on? While the original TA tilesets were fairly bland, the maps in CC were absolutely stunning. Especially the Crystal and Lusch tilesets. I don't have any screen shots, but if you really want one, I suppose I have no coice.


And re: pixel vs. 3d animation. There's no contest here. To do pixel animation, you have to physically DRAW EVERY FRAME OF ANIMATION. That's in inordinate amount of animation frames if the units are going to look half decent. But with 3d-based animation, all the animation calls are script-based. Here's an example from TA's "COB" scripting system:
aimprimary(heading, pitch){
turn turret to z-axis <heading> speed <50>;
turn barrel to y-axis <pitch> speed <10>;
wait-for-turn turret about z-axis;
wait-for-turn barrel about y-axis;
}That function right there tells the unit to turn its turret to face its target, then elevate the barrel in order to provide a proper firing solution. That's it. Instead of making a series of frames to show the turret turning (which they don't even DO in BG, IIRC), which is MUCH more work (just ask any computer graphics artist).

I'd respond to Tie Guy's post, but I'm leaving right now for a football game. #1 vs #2 high school football teams in the country. GO LONG BEACH POLY!!!
 Tie Guy
10-06-2001, 9:32 PM
#30
there's nothing to respond to in my post. Its simply my opinion, and can't be proven right or wrong, so don't waste your time. However, i think that it is an opinion that many of the people on this board share, i just wanted to state it outright.
 EndSub
10-06-2001, 10:35 PM
#31
yeah rotaion is a b**ch in DirectDraw.......but I still don't think Microsoft did us any favours by taking it out of the DX8 SDK (VB only here.....don' know about c++ ;) )

and there are ways of doing rotation with DD....they all envolve quite abit 'ol code though.....so I won't post it ;) ...but my point is that if SW:GB was just top-down then the artist would only have to draw one sprite........


luckely I ain't the artist so all I have to do is go.....


DrawSprite(Height as single, Width as Single)

for frame = 0 to NumFrames
X = numframes * width
Y = numframes * height
ddsbackbuffer.bltfast(X,Y,width,height....


wait a sec this isn't a programming board :D
 Tie Guy
10-06-2001, 10:48 PM
#32
well, VB isn't really made for avanced programming stuff like that, thats why its so hard to do. I know some VB and am learning alot more in another VB class i'm taking this year. Its best off to use either C++ or a "homemade" code for doing games and the like.
 Maul403
10-06-2001, 10:55 PM
#33
%%*^%##%*% NO!!!!!!!!! AOE2 ENGINE KICKS @$$!!!!
 EndSub
10-07-2001, 12:49 AM
#34
Originally posted by Tie Guy
well, VB isn't really made for avanced programming stuff like that, thats why its so hard to do.

Not true. making games in VB is alot EASIER than C++ (made This (http://www.geocities.com/endsub95/SW.zip) in about 15 minutes..), but using graphics C++ kicks its ass speed wise (thats why alot of people opt to make there graphics DLL in C++)

but with the release of the DX SDK for VB its catching up ;)

But VB is not for making games (I just do alittle of that for fun :) )
Its for making applications. now lets get back on subject......

TA engine vs AOK engine :D
 jigga
10-07-2001, 1:27 AM
#35
The thing is you could make points why and why not this game should have been made with any of these, starcraft,AOK and TA because they all have features that are appealing and disapointing. Its what game you prefer. I would have liked to see this game made with the starcraft engine personally, but I have played Redalert 2 and AOK and they both have some great features and some that really suck, I am just glad to see this game made. I never played Force C and I have been waiting a long time for a RTS based on starwars.
 HanSolo
10-07-2001, 4:43 AM
#36
Ok in response, here are some screenshots of the TA engine in action.

http://www.tauniverse.com/swta/ubb/atst.jpg)

That shows the perspective; it is not entirely top down. What must be taken into account however is the fact that TA's maps are entirely 3d, so slopes and multi-level hills are common-place, altering the perspective of the unit.
Note: I realise the ATSTs look a bit blurry, but that is where we are developing custom textures, and they are not shaded as yet. There's an example of TAs willingness to display anything you draw...

As far as landscapes - touche, that's a common mis-conception. The original tilesets distributed with the game weren't the best looking, but some amazing stuff has been contributed by the community since.

Here are a couple of images that show one of the TA:K tilesets, which has been backwardly converted to the TA engine. This is just an example of how good things can look in this 4-year old engine:

http://www.tauniverse.com/swta/ubb/zhon4.jpg) and http://www.tauniverse.com/swta/ubb/zhon5.jpg)

I think that it is also worth noting that the TA engine is capable of displaying high resolutions. Because the game uses 3d models, and not sprites, the res support is large.

SOLO
 Luke Skywalker
10-07-2001, 12:19 PM
#37
VB is a horrible language, thats why windows is so crappy and every other OS is better because there all based on UNIX kernels.
 Tie Guy
10-07-2001, 12:28 PM
#38
Originally posted by Luke Skywalker
VB is a horrible language, thats why windows is so crappy and every other OS is better because there all based on UNIX kernels.

Hey, Vb is a great language. It is easier to use, and is very usefull in making applications for businesses and things, just as EndSub said. Just because it doesn't make advanced games very well doesn't mean its crap, and just because windows has VB doesn't means its crap.
 Luke Skywalker
10-07-2001, 12:35 PM
#39
I didn't mean to imply that just because windows uses VB means its crap, Windows is infact crap but thats not just because of VB, theres alot of other factors. Sorry bout the confusion, and I was talking about VB implemented in OS's it just doesnt work well.
 Booya2020
10-07-2001, 5:57 PM
#40
There are 2 total conversions for stacraft into star wars:
http://www.wizard.net/~rcpcacmc/)
http://swv.camsys.org)

the one at camsys.org is set entirely in space
 Admiral Odin
10-07-2001, 6:42 PM
#41
those TA screens have proven to me that it would be terrible for GB. I would hate to look at a battle that way.
 Luke Skywalker
10-07-2001, 10:25 PM
#42
TA is a great game in all and the graphics are great but it just wouldnt fit with GB:(
 jigga
10-07-2001, 11:30 PM
#43
Those screen shots were terrible its hard to make out the units the evironments are boring I dont think using that engine based on those screens would be wise.
 jigga
10-07-2001, 11:40 PM
#44
Booya2020 are there any finished conversions of starwars or any other type out there
 EndSub
10-07-2001, 11:53 PM
#45
Don't bash vb, or I'll put a cap in your ass :P :D

and just out of pure curiosity what OS do you use?
 Influenza
10-08-2001, 12:58 AM
#46
Those screen shots were terrible its hard to make out the units the evironments are boring I dont think using that engine based on those screens would be wise.Well, either you're blind, running at 99999X99999 resolution (yes, this is a joke), or arguing for the sake for arguing. I just forwarded those URL's to about 40 people on my AIM buddy list, and not a single person expressed the complaints you did. Tell me...which units are hard to make out? Which environment is boring? If it's the first one with the AT-ST's, that's a Cavedog environment, not to mention a VERY OLD picture of the 'ST. And if you meant the other pictures...well, I can't imagine anyone saying those are "boring" with a straight face. I have yet to see a more detailed environment in either RA2 or SC (can't say yes or no to AoK, haven't played much of it), which tend to have environments based on repeating flats, cliffs, more cliffs, even more cliffs, and some repeating rocks, buildings, and trees for good measure. The only game I've seen which produces better-looking terrain than the TA engine is Earth:2150.

Time for me to go on the offensive. Why does everyone think the AoK engine is perfect for GB? I've heard a lot about the iso-view, and I see your point about that. But what else? Do you really like aircraft that hover in midair indefinitely, making Star Wars-esque dogfights impossible? How about infantry and tanks that can't fire while moving? Isn't that pretty lame? The buildings look very nice, but don't the pixelized units look, well, like they could've been done better? And how about scale? Doesn't SW-accuracy matter in a game like this?
 EndSub
10-08-2001, 1:55 AM
#47
AoE enviroment is one of the best enviroment for RTS's (alot more "exciting" than that....)

The units arn't pixalated.....I'll try and dig up some screenies for you.......

Yeah the aircraft hovering isn't the greatest.....but I have gotten over it.....

yeah the moving\firing units are pretty cool.....

Still don't think the TA engine is best for the game though......

:)
 Fes2001
10-10-2001, 12:18 PM
#48
:x-wing:
SWTA 0wns, 100%
This game will suck, due to the 3d Engine type, and the blatent lack of SW detail
I am one of the SWTA fans making maps, having already made Hoth.
1. TA will run on a minimum of 100/166mhz and 16mbs
2. You can have up to 10 players in multiplayer
3. It is very easy to add 3rd Party Units
4. SWTA looks better than GB already :P
5. also there is Star Wars Total Annihilation: War In Space (http://www.planetannihilation.com/are) still in alpha stages, but It has the Captial Ships of Star Wars in there
6. Some people want the Starcrap engine used, I say, what have you been smoking?! SC sucks, the game is a joke
 Duncan
10-10-2001, 1:14 PM
#49
I think I'm going to have to agree with all the posts that say AOK is not the "best" engine that LA could've used. I think the SC engine would have been good but they would have had to jack up the resolution a bit. SC is stuck at 640x480. The TA or RA2 engines would have been better choices. Given the fact that LA was trying to get away from 3D in their RTS then I guess they could go with RA2. RA2 is nice as it supports lighting effects, deformable terrain (actually this is in TS but RA2 uses the same engine), aircraft that actually look like they are flying, units that still fire while they move (is it really true that the SWBG units can't fire while moving?). On the other hand, TA would have been nice due it the various features (see previous long post on TA). Either way TA or RA2/TS would have been better.
 rshc
10-10-2001, 1:16 PM
#50
I don't wish to be mean or whatever, but I've just logged onto the TA sites to find out if their "dead", but to my surprise their still running and I know what the AoK engine is like, I haven't play BG yet, but I wasn't that interested in it (the screenshots didn't look great) the reasons are as follows:

I remember Age of Empire's engine DIDN'T look that good and the isometric view is annoying, whenever possible in any RTS I would go top down unless I'm showing off the GFX (as I had a geforce card when my mate didn't). Now if I remmeber correctly units occupied exactly the same amount of space in AoE, what about star destroyers? Will they feature in BG? If not there's no way I'm going to buy it, but if they do will they hover about in midair? There can be no collisions from other craft with the stardestroyer (I know TA doesn't support this but it looks a lot worse on 2d games :-)) which will make it look terrible if I am correct, and I also think I'll be right in saying that'll be 1 weapon assigned to the star destroyer. And the same goes with other CAPTIAL ships.

Now the TA engine IS more advanced than the AoE engine by far, so stop thinking cos AoE was made after TA that it's better (talking about the engine). TA uses 3d & a 2d landscape, I admit a 3d landscape is better and is what TA is lacking, but I can't believe the cr*p I'm reading here. Good RTS engines? Well warzone 2100 & earth 2150 & the moon project & ground control have full 3d engines and the only one that looks a lot better than TA's units is ground control. All 2d top down (or iso-view, but it's the same thing really :-p) games have worse engines than TA, why? what about hills? (2d games use gfx to make it look like there's hills while TA actually uses depth of the landscape in the game). TA also allows units to have multiple weapons too.

I'm not saying TA is the best engine made for RTS but I'm trying to get across the msg that TA IS still fun & that BG sounds like it'll be terrible, it sounds like a cash in attempt :-). The pro of the AoE engine is that it can support more units than TA (or so I've heard). TA also keeps crashing on my machine :-(.

Yes the SWTA is right, MOVING dogfights sound a lot more fun than floating ships which never land. Moving carriers sound fun (I have they put a landing pad on the capital ships of SWTA if possible) and floating ships sound boring. Don't get me wrong I like AoE due to it's medival feel & mass carnage, & starcraft is extremely good due to it's gameplay & balancing. But I really don't like it when people put up agruements that are just PLAIN WRONG!! (no quotes cos I'm lazy, but I've read the other SWTA guy's message and it makes more sense than what anyone else's message I've read)

Ban me for all I care I'm not going to post on this forum again I think :-) I know I'm flaming =] but at least I have some comments that are correct and don't make TA sound like it's out of date cos of it's "engine" when ur comparing it to an engine which is a generation behind! what total bull*!&@

unflame:
Thanks for reading this far
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