Alexandus

Alexandus

Joined Member # 3029206
0 Posts 0 Replies 324 Reputation

[quote who="mOoEyThEcOw" reply="23" id="2046636"] if the game engine could be tweaked to allow for more grunts... The engine was made for many many units (it's based off of supcom, a game that can have thousands of units per player), it's easily doable.[/quote] were the graphics this good though? I've noticed the game slow down a bit towards the end when full groups are clashing with each other...which is what i would want to see right from the start.

64 Replies 51,866 Views

[quote who="WarlokLord" reply="22" id="2046628"] I like this idea as something exclusive to a specific Demigod. It would be a good peculiar trait; smething for a Demigod we have not yet seen.[/quote] agreed...this should be for a specific general, like the queen of thorns..

64 Replies 51,866 Views

[quote who="Trigeminal" reply="20" id="2044371"] I do enjoy more carnage. I think giving a smaller number of stronger creep creatures is an option, but let's not forget this should feel like an epic battle. To me this means, I should see a lot of creep creatures on screen. [/quote] thats exactly what im talking about...if the game engine could be tweaked to allow for more grunts on the field, but make it incredibly unbalanced as far as numbers go...many mor

64 Replies 51,866 Views

Ok...3 things that I had pop up in my mind: 1- this mod needs a FAQ (if there wasn't one already) 2- because I didn't read all of these posts...will the rebels have an incredibly strong building for spreading culture? (aka a propoganda broadcast station that will convert many nearby planets to the rebellion) 3- Will there be separate mods for different timelines? (Clone Wars/New Hope/ROTJ etc.)

1,324 Replies 1,502,064 Views

I knew of the Star Wars mod which I'm eagerly waiting for...just didn't know if the Clone Wars factions were gonna be options, and if not was there going to be a separate project for it :)

5 Replies 4,934 Views

We had a small team going before but it died due to lack of tools to make it easily done...i at least had stats done and a map made...

2 Replies 4,731 Views

I know the ships were just brought into the mod...and this post is too long so i didn't read everything feedback wise..so I wanted to throw in my 2 cents. The models look great ingame, the ship speeds however were way too fast (I'm sure somebody mentioned that or its been acknowledged already). At first I was thinking that maybe the build time for the ISD II's was too fast but..considering the Empire had tons of them, maybe its good that they can be built quickly.. As far as th

1,324 Replies 1,502,064 Views

[quote]The issue has been acknowledged, but locating the cause is proving tricky AFAIK.If you see this, save the game and send it to [email protected], they might be able to make something of it. Make sure to note what the save is for, of course[/quote] It wouldn't do much good considering if the game is saved and reloaded it looks fine...it would appear to me that the system is removing the particles in a hope to keep the framerate the same, its just a theory.

13 Replies 6,936 Views

After playing a game for a while, no matter how many units are on the screen at one time...EVENTUALLY the visual effects will vanish, aka guns will fire, will hear the sound, the enemy will take damage but the shot itself will be invisible, also when ships explode the explosion will be invisible..the ship will just disappear. If I save the game at that point and load it again...it will return to normal only to vanish again after I'd say 20-30 minutes into the game. Any suggestions

13 Replies 6,936 Views

Hey everyone, Alexandus here...I'm working with a few others on a Freelancer Total Conversion mod... One thing that I've caught a snag in is the entities themselves that define how the ship will act...since there are more fighters than there are cap. ships in freelancer, it was decided to make it that individual fighters are made as SOASE's version of frigates...now the problem I'm seeing is in the Frig entity files the first line: entityType "Frigate" Now this is countered

2 Replies 3,582 Views

I know..but its this ONE feature that me (and a lot of other modders) need to make some of these scenarios for mods come to life!

8 Replies 7,816 Views

One simple suggestion I want to make: Fix the forge so that you can dictate who starts well. This would be I think easily done by the devs...instead of choosing which race to be, choose which faction to be as is dictated in the forge... its nice in theory anyway!

1,040 Replies 560,129 Views

Is anyone able to confirm/deny if it will be allowed to dictate which point players start at? Kind of tough to setup maps based on lore if you cant say who starts where!

8 Replies 7,816 Views

If you could let me know what you did to change the AI so they dont focus fire that would be great. the mod i'm working on is much more "tiny ship" based... -Fighters per squad increased -Fighter Squads per carrier (cap. ship and light carrier as well as planetary defense hangars) increased -Number of Trade Ships per station increased (from 5 to 15, makes for much more realistic looking traffic when you have large chains going)

258 Replies 124,903 Views

I've been looking in a couple of the files but haven't found the lines that jump out at me for showing how to increase the number of squadrons a carrier can have...can somebody point it out to me? Also as a side question if somebody could tell me where you have to go to increase the number of fighters in a squad? I'm trying to mod it so there are HUGE fighter battles in the game, i think it would make things more fun to watch and would make the flak frigates actually worthwhile to buil

18 Replies 13,084 Views

[quote]The the text files will be up tonight and I'll post here as soon as they are. [/quote] [quote]Great. Now for the big question since I apparently missed something; what is the URL for your personal site?[/quote] read the quote..they'll be posted here...you've missed nothing

66 Replies 35,172 Views