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ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
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 Re: GALACTIC EMPIRE 1.05 R4.5
The general's arms Freak out and shake around his upper body, I installed the update and all but it still flips out EDIT: it happened a few times when i order him in the buy menu, the arms move to his mid back.
Last edited by ryanbob1 on Wed Feb 13, 2013 2:50 am, edited 1 time in total.
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Wed Feb 13, 2013 12:31 am |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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 Re: GALACTIC EMPIRE 1.05 R4.5
There will never be a perfect baby
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Wed Feb 13, 2013 2:18 am |
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ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
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 Re: GALACTIC EMPIRE 1.05 R4.5
Are you going to add different ranks of imperial guards too? (Imperial Sovereign Protector, Emperor's Shadow Guard, Imperial Senate Sentinel, etc.) The regular imperial guards shouldn't have any powers and basic attack and poor block while i guess the others could have a faster swing and deadlier attacks. There could also be hero units for this division such Carno Jax..god i love this mod. I'm a huge star wars fan and a fan of this mod, i love you dude.
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Wed Feb 13, 2013 2:52 am |
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Izak12
Joined: Fri Dec 14, 2012 5:44 am Posts: 201
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 Re: GALACTIC EMPIRE 1.05 R4.5
If I payPal'd you $100 what could you make for me? ofc I'd release it to the public... Hmmm there is a bug for the storm troopers spawned during campaign, the E-11 comes out like a lightsaber attack lua scheme and 200 ammo... cant see what the problem is...  the brains E 11 is fine, but the storm troopers is messed
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Sat Feb 16, 2013 4:17 am |
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lordxacre
Joined: Sun Jan 27, 2013 4:34 am Posts: 1
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 Re: GALACTIC EMPIRE 1.05 R4.5
And Boba Fett? ):
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Mon Feb 18, 2013 3:52 am |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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 Re: GALACTIC EMPIRE 1.05 R4.5
Quote: Hmmm there is a bug for the storm troopers spawned during campaign, the E-11 comes out like a lightsaber attack lua scheme and 200 ammo... Whoah, that is weird. Has anyone else had this problem? Why you frownin? I actually have a Fett somewhere that i could clean up and add in to the pack. Give him some time to percolate.
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Mon Feb 18, 2013 10:48 pm |
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ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
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 Re: GALACTIC EMPIRE 1.05 R4.5
Some times the jedi's force grip is turn into an invisible light saber on gotcha's space maps.
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Mon Feb 18, 2013 10:59 pm |
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Izak12
Joined: Fri Dec 14, 2012 5:44 am Posts: 201
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 Re: GALACTIC EMPIRE 1.05 R4.5
 if only i could figure out how to get his movement to work like Mehman's original runner....
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Tue Feb 19, 2013 7:42 am |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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 Re: GALACTIC EMPIRE 1.05 R4.5
DudeAbides wrote: Quote: Hmmm there is a bug for the storm troopers spawned during campaign, the E-11 comes out like a lightsaber attack lua scheme and 200 ammo... Whoah, that is weird. Has anyone else had this problem? Yeah, I did. It happens with lots of guns, but they still shoot IIRC. Although with infinite ammo.
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Tue Feb 19, 2013 7:37 pm |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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 Re: GALACTIC EMPIRE 1.05 R4.5
EMPIRE 1.05R5 -Stormtrooper/Clone troopers take more damage from each hit. -Sith Lords take more damage from each hit. -Blaster Damage amplified. -Lightsaber Damage amplified. -Jedi healing nerfed down from insane to reasonable. -Some General Grievous bugs hammered out. Now with less crashing maybe. Have no idea how many more bugs will crop up because the damn thing is so complicated. -Sith Training flow modified to fit new damage adjustments. -My favorite new change, 99% Lightsaber Block. In Lightsaber/Lightsaber combat, having enough stamina and having your sword in the right place guarantees blocking of all physically occuring lightsaber damage. Lightsaber now do 'cheese' damage to blocking opponents- meaning that successfully blocking multiple lightsaber strikes ends with a jedi/sith unit taking single digit damage rather than randomly accruing stray damage in the double digits (or just dying). -Still haven't dealt with blasters exhibiting lightsaber behavior because I have no idea how it is happening.\ DOWNLOAD http://www.mediafire.com/download.php?dz5lv3eadvx5pue
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Tue Feb 26, 2013 11:14 pm |
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ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
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 Re: GALACTIC EMPIRE 1.05 R4.5
Well, after the last update the sith have become absolutely weak, for some reason lightsabers can no longer can block all incoming fire only about 90% and since they're more vulnerable to damage..they're just useless when taking on more than one enemy especially if they're packing automatic weapons.
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Sat Mar 02, 2013 5:23 pm |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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 Re: GALACTIC EMPIRE 1.05 R4.5
Quote: Well, after the last update the sith have become absolutely weak Me and the guy who test most of the stuff decided that more danger from using Lightsabers was the right idea. -Already carrying a weapon that can deflect bullets and cut through metal. Does it really need to be fullproof? -If you are trying to block at point blank then you are doing it wrong. Keep some distance and wait for the enemy to start reloading before closing it. -Lightsabers aren't going to block from every direction so don't get flanked. Try and keep the hilt near your vulnerable points and the sword should handle the rest. I promise you that Lightsaber deflection works just as well if not better. I think what you're experiencing is the increased blaster damage, heightened damage that the characters take from incoming projectiles, and the softer materials I used for their body parts all compounding together. I think that in Cortex Command we are used to a dichotomy of adamantine invincibility or glass fragility. Why not a finely controlled mixture of both? I like the idea that Jedi and Sith characters can both be brittle little people who take lots of damage from lasers and explosion, but also untouchable killing machines if applied correctly.
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Sat Mar 02, 2013 8:26 pm |
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Izak12
Joined: Fri Dec 14, 2012 5:44 am Posts: 201
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 Re: GALACTIC EMPIRE 1.05 R4.5
Being a vet of both Jedi Academy and SWBF2, and the movies, I have to say I ENJOY the changes. You got it down pretty good. Lightsabers are not invicible defense weapons. They are skilled tools of a civilized nature that Jedi have been able to manipulate to deflect incoming projectiles through the force. The most masterful of the Jedi/Sith don't even need Lightsabers to deflect incoming projectiles (Vader did this in Episode 4). And as for the Blaster Bolts, I think more damage is a GOOD thing, they're not a joke. Getting hit by one can totaly stop vital functions of a fully armored trooper let alone a cloth wearing Force Adept. This mod just needs lightsaber throw.. or Darth Revan... I would sprite you some darth revan stuff but I'm sure you can do better than me. Now if you'll excuse me I'm raging cuz some dood named lordfuzzle memberlist.php?mode=viewprofile&u=29557 sent me a PM: " remember to add a link to the orginel mod when posting patchs K? as in add a link to the mod your patching like the that one patch you didn't do that on k?" Don't know what the f*ck he is talking about I can tell you that after going through my entire post history. How many crazy people PMs do I gotta get in mah life. As for my requests, if you could create the Sarlaac, or tatooine, that would be AWESOME!!!
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Sun Mar 03, 2013 4:52 am |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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 Re: GALACTIC EMPIRE 1.05 R4.5
There already is technically a Sarlaac All it is is an invincible pit with a vine that pulls you in and destroys you
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Mon Mar 04, 2013 11:47 pm |
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The.Parasite
Joined: Mon Mar 11, 2013 1:42 pm Posts: 14
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 Re: GALACTIC EMPIRE 1.05 R4.5
Hey, This is by far my Favourite mod, but i was just wondering if there was anyway to make the clonetrooper in the sith training level into the actual tech, cuz i love clonetroopers just as much as stormtroopers, and i would love to be able to spawn them aswell  I have no knowledge of lua or scripting, so its gotta be incredibly simple 
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Fri Mar 15, 2013 10:53 am |
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