EvilleJedi

EvilleJedi

Joined Member # 2408531
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Do you even realize how much acceleration is needed to get off a planet? and I wouldn't say turn on a dime is remotely accurate, especially since every show or movie I've seen has them at point blank range when they are manuvering (same goes with targetting) Going to hyperspace takes a while because of the calculations, you could jump instantly if you wanted to, just wouldn't have a good idea of where you would end up, the warp spool up is the same way. Ever think that the manual targ

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9 billion dollars seems like a lot of money to spend on a science experiment until you consider that if the complex needed only 10 years to build (the super collider tunnel was installed in the mid 80's so the effective cost would be much higher when adjusted!) 4 billion dollars would simply pay for the people that constructed and operated it to date (leaving 5 billion for materials, preperties, taxes fees etc which is equiavlent to building a nuclear power plant) remember 10

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quick update then, here's what I'm planning for the alliance Corellian corvette scout/envoy (incites rebellions) blockade runner, special abilities for culture Corellian gunship light scout frigate Marauder Corvette <table style="border-co

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The can easily use z95's cloakshapes and then a huge number of other fighters ranging from y-wings to preybirds as for progress I am getting close to having the alliance ships in so it shouldn't be that much longer.

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there's not a singe thing on that list that would even remotely threaten most NR or Imperial warships unless it was massed in such ridiculous numbers to be silly What I am going to do is give the pirates a decent selection of heavy hitting ships (dreadnaughts, possibly some other older vessels) so that thier raids actually amount to somehting (unless IC allows us to change the AI for the pirates which looks really unlikely)

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I probably will disable the stock races when I get a few more SW races in (I've been talking to some people to get the clone wars era stuff in soon) as for pirates they will be getting dreadnaughts and nebulon B's and probably some special abilities.

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Hack78, I won't be giving them Imperator/Imperial ships, but they will have the nebula and eventually more.

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since Ironclad has not fixed the fighter bug on a per ship basis I decided that different ships will get different fighters, for example the MC80 will have xwings and ywings, but the Home one will have bwings and awing,s the MC90 will get ewings and bwings.

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the version that will come out to be compatible with 1.1 final should have the New republic implmented as well as a complete rebalance, I'll make a new thread at that point and ask for this one to be closed.

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at this point I am concentrating on the New Republic, If a skilled modder is willing to do the rigging work we can expand out to the clone wars factions very easily and the Vong would be easy as well (all the art exists, it is just a lot of work to get it in game)

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because of how sins works, ISDs will be capital ships, but primarily because the cruisers are at least 1/4th as powerful and you cannot tie certain in game abilities to non-capital ships. ISDs are basically force projection, they are the battleships when a real battle ship isn't around. I will be eliminating the free capital ship and then rebalancing the costs of the capital ships to be directly proportional to their offense and defense. This should eliminate any issue with the SSD bein

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I have the palleon partially modelled for another project and I have some shots of the corellian dreadnught in the WIP gallery, though no gaurantees

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Remember palpatine also sat atop a minimum of 1000 years of sith machinations, plots and collected research (not to mention anything that could be salvaged from before Bane's time) Most of the other sith lords were were actively trying not to be wiped out by other sith (remember even Revan was taken out by malaks treachery and then mindF***'d by the jedi and actually played nice for a few years without even knowing it, some big bad ass sith that can't keep is own name straight...) there is nothi

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camera is being fixed naming issues are being addressed the other three races are not meant to be balanced with the mod (seriously if you it so bad volunteer to HELP instead of whining) neb-b had a crash error, the file is there but it would cause yo uto crash to desktop so no dice for now desriptions will be added

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most of the range and visibility problems are fixed so it shouldn't be a problem. If you want more epic battles you can move the ships closer manually, there is a risk and a benefit to this, you get to use more weapons and abilities, but so does your opponent (ISD main guns are for stand off attacks and long range, there are a lot more guns that open up at medium range) the problem is that sins does not have a real accuracy system, so at long range you don't miss, you simply ratio the damage (th

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because of copywrit issues I will not be including any music with the mod [link="http://swmods.swrebellion.com/downloads/modules.php?name=Downloads&d_op=getit&lid=2"]http://swmods.swrebellion.com/downloads/modules.php?name=Downloads&d_op=getit&lid=2[/link]

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I'll make the change for the Imperial II I don't see any reason why not to and honestly couldn't find an official way of justifying it.

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don't forget that wedge and the associated books are hero characters, what you forget is the hundreds and thousands that die with less than a single word mention (occasionally thrown in to make something dramatic) hero characters of course will be able to do silly things, but when every mission rogue squadron goes on is considered suicide I think it's because of plot shield that any of them succeed (remember in the movies fighters get evaporated with a single well placed hit and very fe

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black sun is a very insignificant naval force by the galactic standard (and the zann consortium represents the upper end of what they could afford) besides the only worthwhile star viper was Xixors personal model. All of the other star vipers were purposely crippled because of his personal involvment. leaders are up to code changes by the developers because of the limited ship count already (personally I'd rather have characters that could be put in command on ships that would give

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I personally have a theory about the tactics used by dreadnaughts given how they are designed. They are very long skinny ships and amazingly enough their main gun blisters can all see dead forward at a range greater than 10km. This means they can fire forward and present a very small target profile. Additionally the forward hull is significantly sloped which would maximize the surface area that can be hit without actually increasing the profile. This is important because it would allow

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