renegade empire mod

This is a discussion on renegade empire mod within the SW:EaW Modding, Mapping and Editing forums, part of the Star Wars: Empire At War category; to most of you, me and major A payne were fighting so a moderator closed the thread, please everybody that ...

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  #1  
Old December 30th, 2008
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Smile renegade empire mod

to most of you, me and major A payne were fighting so a moderator closed the thread, please everybody that wants to say crap about this mod, do it in another thread
Unit list:

empire ground:
Stormsniper: a unit that is very powerful but not cheap has a personal shield generator , a lot of health, and comes with a Stormspotter.
status: completed
Stormspotter: not very powerful, has large amount of health and can see long distances.
status: completed
Stormshotgunner: A unit that has a very less powerful type of tyber zanns shotgun has short range
status:not started
Stormflamer: has a flamethrower

empire space:

Acclamator hanger:
has 2 turbo lasers, a hanger, photon and missile launchers and launches fighters fast.
status:working on it

can build 2 more super star destroyers
status:completed

tie defender x2: has missiles

tie advanced x1: very less powerfull than darth vaders tie fighter

rebel land:
shotgunner: same as stormshotgunner.
status: not started
T-2c missile: shoots missiles
status: not started

Rebel space:
MC-200: a very powerful and big, ment to keep up with super star destroyers
status: not started

Zann land:
defiler shotgunner: same as rebs and empires
Status: not started
defiler sniper: same as stormsniper
status:Not started
Zann space:
super star destroyer: 2 buildable
kadable fighter:
aggressor frigate: has plasma burst satalites weapon
aggressor fighter: has turbo lasers and regular lasers
small fighter thats stronger than all other fighters, has 1 turbo laser, 2 laser cannons, and a photon and missile launcher.
status: not started

New planet(s):
damaged super star destroyer, in wild space, past mon calamari can manufacture star destroyers very cheap, is factory ship, has space and land maps
status: started, but not compleat

New Faction:
renegade empire
status: started, close to done
hero's:
ssdcommander, has large very powerful super star destroyer with huge hanger. faction leader
not started
space commander, has star destroyer with only turbo lasers with a large hanger
not started

Space:
unlimited buildable super star destroyers
not started
versions of each ship the empire has,
not started

land:
versions of each land unit
Not started

ok thats all i can think of right now
also recruiting for people that know how mod, and that have a creative mind contact me at:
stuka_bomber@yahoo.com
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  #2  
Old December 30th, 2008
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Default Re: renegade empire mod

Quote:
Originally Posted by ssdcommander View Post
please everybody that wants to say crap about this mod, do it in another thread
It wont be done in another thread, as it wont Continue. If it continues, Bad Things Will happen.
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  #3  
Old December 30th, 2008
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Default Re: renegade empire mod

OMG not again...
ssd commander - here's my suggestion: finish the mod, upload it on EaW Files and than make threads here. You know just to avoid that what happened to two other ones - one was closed immediately and other one became a flame war... It won't happen if the mod is released I think.
  #4  
Old December 31st, 2008
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Default Re: renegade empire mod

ssdcommander. Now before you go ignoring this reply, I'm going to offer you some suggestions:

Firstly, you really need to go back over your mod list and see where you can make changes:

- To begin with having unlimited constructable super ships will make for bad balacing issues (and in EVERY rts game you must have an element of balance).
- All these named ground units with "storm" in the title. All well and good but perhaps more unique names would be more appropriate. If you use the same model and just change its weapon your going to have a stack of people getting bored with seeing the same looking unit. Different looking units are always welcome, even if more than one provides the same function.
- Introducing new ships is all well and good, but if its non-canon then you have to get a completely new unit made. Using a well known canon, or stock unit your only going to invite complaints.
- The Zann have a semi decent set of units, but instead of making them mirror the other sides why not see what else is available and give some sort of variation on the theme??
- SSD planet. A useful idea, but whilst the space map would be easy enough you'll have a harder time with the ground map. Why?? Well simply put with ALL ships the corridors aren't much bigger than humanoid characters to move through, so you would need to make it so that ground based troops were the only ones that could move around the map to give a certain sense of realism (even a ship as big as the Eclipse wouldn't have ATAT's walking around them and flying a snow speeder would amount to suicide for the pilot).

The new faction you've listed would be way over powered and therefore would cause alot of complaints from players who would normally use the regular sides (see my comment about concerning balance issues). Adding a new faction is all well and good, but you need to look carefully over the way your implementing your units.

If you choose to ignore this advice then thats your choice but I've been modding for long enough to know whats good and bad in a mod.

Filo. I wouldn't be so sure of that as flame wars happen far more in the comments sections for files than the forums.
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  #5  
Old December 31st, 2008
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Default Re: renegade empire mod

@Major A Payne: C'mon let him finish it and we'll see then. Flame wars may begin in EaW Files comments but from the other side many n00bs in there seem to like every crap (flat maps with 4 used textures and they say "Great!!!11 10/10!")

ssdcommander - you should read Major's post. They were making fun of you in previous thread but now he's really talking with sense.
  #6  
Old December 31st, 2008
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Default Re: renegade empire mod

Quote:
Originally Posted by Major A Payne View Post
ssdcommander. Now before you go ignoring this reply, I'm going to offer you some suggestions:

Firstly, you really need to go back over your mod list and see where you can make changes:

- To begin with having unlimited constructable super ships will make for bad balacing issues (and in EVERY rts game you must have an element of balance).
- All these named ground units with "storm" in the title. All well and good but perhaps more unique names would be more appropriate. If you use the same model and just change its weapon your going to have a stack of people getting bored with seeing the same looking unit. Different looking units are always welcome, even if more than one provides the same function.
- Introducing new ships is all well and good, but if its non-canon then you have to get a completely new unit made. Using a well known canon, or stock unit your only going to invite complaints.
- The Zann have a semi decent set of units, but instead of making them mirror the other sides why not see what else is available and give some sort of variation on the theme??
- SSD planet. A useful idea, but whilst the space map would be easy enough you'll have a harder time with the ground map. Why?? Well simply put with ALL ships the corridors aren't much bigger than humanoid characters to move through, so you would need to make it so that ground based troops were the only ones that could move around the map to give a certain sense of realism (even a ship as big as the Eclipse wouldn't have ATAT's walking around them and flying a snow speeder would amount to suicide for the pilot).

The new faction you've listed would be way over powered and therefore would cause alot of complaints from players who would normally use the regular sides (see my comment about concerning balance issues). Adding a new faction is all well and good, but you need to look carefully over the way your implementing your units.

If you choose to ignore this advice then thats your choice but I've been modding for long enough to know whats good and bad in a mod.

Filo. I wouldn't be so sure of that as flame wars happen far more in the comments sections for files than the forums.
all of these are good points, but there is more than i am listing,
first the new faction is only on one gc map but you have to play them in order for them to be there, second the new faction has a story line other than what you think, it has to do with the ssdcommander, sense him and a few of his Friends go renegade, they have a limited number of people to pilot, so they have to go largely automated limiting what the power of each unit has. they are actually less powerful in most cases and the ssdplanet has more of a background than you think it has to do with that being the real first prototype and it being outside of Mon calamari were it was ambushed all of the weapons were destroyed but it was a factory ship and had a green dome area in it that whatever ambushed it never thought to destroy
for unlimited super star destroyers these are less powerful than regular because of a lack of people to pilot them
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  #7  
Old December 31st, 2008
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Default Re: renegade empire mod

Do you have a model of the Mc-200, or are you using an existing model?
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  #8  
Old December 31st, 2008
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Default Re: renegade empire mod

exsisting but you wont know it
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  #9  
Old December 31st, 2008
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Default Re: renegade empire mod

So where did you get it from?
  #10  
Old January 1st, 2009
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Default Re: renegade empire mod

Filo. I think what ssdcommander means is that he's using a currently existing other mon calamari ship (probably somehting like home one with revamped weapons os something similair).
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