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Posted: Tue Mar 13, 2007 11:11 pm
by authraw
Darth_Z13 wrote:All right my input:
only a couple of things to adress;
1. AI like to run into the corner in the small spiral ramp thing.
2. Spar was killed WAY too easily, he needs to be more powerful.
3. Get rid of some of the flamethrowers. Not all Mando's used them.
Other than that it was amazing!

Great!

1. Still? Really? I thought I had fixed that, darn...
2. Yeah--I noticed that too. Spar and Bacara need more health
3. Well, I was basically just using the flamethrowers as an alternative to the pistol. I think I'll leave them in cause I want them to be different from the clones.
Glad you liked it!

Posted: Tue Mar 13, 2007 11:42 pm
by t551
Flamethrowers are memory hogs, which is another reason to take them out. Not having 20 people using them at once will free up effects memory for other cool stuff.
Posted: Wed Mar 14, 2007 12:48 am
by Protector_Pulch
So, what should the Mandos' backup firearm (that isn't a pistol, since Authraw wants them to be different) ? Hmm, the only thing I could think of is a most effective close combat weapon (vibroblade), but I dunno whether it possible to have both firearms and close combat weapons on a single character without crashing a lot.
Posted: Wed Mar 14, 2007 12:54 am
by t551
It's possible, lots of people have done it, and I don't see any reason why it would crash more.
Posted: Wed Mar 14, 2007 12:58 am
by Protector_Pulch
So that's no problem? I didn't really know, but I could stick to the great rule of modding: The cooler something it, the more likely it will crash.^^
Posted: Wed Mar 14, 2007 1:07 am
by t551
Especially true in this engine, I know.
But no, people have done it a lot, for instance the wookies in ROTE 4.
Posted: Wed Mar 14, 2007 9:15 am
by Teancum
That's true... sortof.
1-People always make 15 changes and then get a crash. Make one change, test... repeat
2-Usually crashes are something small for me. Just something I forget to do and three days later I figure it out. I then precede to smack myself on the forehead.
Posted: Wed Mar 14, 2007 10:18 am
by XxDepredationxX
Teancum wrote:Just something I forget to do and three days later I figure it out. I then precede to smack myself on the forehead.
Lol welcome to the club

Posted: Wed Mar 14, 2007 4:58 pm
by authraw
Teancum wrote:That's true... sortof.
1-People always make 15 changes and then get a crash. Make one change, test... repeat
2-Usually crashes are something small for me. Just something I forget to do and three days later I figure it out. I then precede to smack myself on the forehead.
Yeah--I've found that it isn't too hard to get stuff working without crashing--as long as you only make small changes and test often.
In any case, I could take out some of the flamethrowers if they really are memory eaters, but I'm not sure I want to add in the vibroblade as the secondary weapon--it's a little too strong to give to every unit. Any other ideas?
I haven't really encountered any lag or crashing with the flamethrowers--are they really a problem? Has anyone else had problems with them?
Posted: Thu Mar 15, 2007 12:11 am
by XxDepredationxX
authraw wrote:In any case, I could take out some of the flamethrowers if they really are memory eaters, but I'm not sure I want to add in the vibroblade as the secondary weapon--it's a little too strong to give to every unit. Any other ideas?
Vibro knife?
Posted: Thu Mar 15, 2007 1:56 pm
by t551
In especially hectic battles, flamethrowers tend to disappear, because they take so much memory compared to other weapons.
You could give the mandos a stun gun, maybe a weak continuous lightning.
Posted: Thu Mar 15, 2007 2:42 pm
by dipstick555
Is the flamethrower the same thing the boba nad jango have? i hate how when you press the fire onec and it fires the hole clip.
and maybe for the secondary weapon you could give them a high rate of fire, badly accurate wrist blaster
Posted: Thu Mar 15, 2007 10:14 pm
by authraw
XxDepredationxX wrote:authraw wrote:In any case, I could take out some of the flamethrowers if they really are memory eaters, but I'm not sure I want to add in the vibroblade as the secondary weapon--it's a little too strong to give to every unit. Any other ideas?
Vibro knife?
Did somebody release a vibroknife? I'd love to try that if it's out there.

Posted: Fri Mar 16, 2007 11:15 am
by XxDepredationxX
authraw wrote:XxDepredationxX wrote:authraw wrote:In any case, I could take out some of the flamethrowers if they really are memory eaters, but I'm not sure I want to add in the vibroblade as the secondary weapon--it's a little too strong to give to every unit. Any other ideas?
Vibro knife?
Did somebody release a vibroknife? I'd love to try that if it's out there.

I don't think so, since the animation for stabbing is not in SWBFII
Posted: Fri Mar 16, 2007 1:51 pm
by authraw
XxDepredationxX wrote:authraw wrote:XxDepredationxX wrote:authraw wrote:In any case, I could take out some of the flamethrowers if they really are memory eaters, but I'm not sure I want to add in the vibroblade as the secondary weapon--it's a little too strong to give to every unit. Any other ideas?
Vibro knife?
Did somebody release a vibroknife? I'd love to try that if it's out there.

I don't think so, since the animation for stabbing is not in SWBFII
Hmm... well, that's a really good idea, but I haven't really started trying to model stuff, so I don't see a vibro knife happening any time soon (unless somebody else releases one!) I think I'm going to leave in the flamethrowers and see what people say about them when I release the public beta (in a couple of weeks, I hope!)
Speaking of betas, where are the rest of my beta testers?
EDIT: I have just fixed every single missing weapon/droideka sound. I have no idea what I was doing wrong before, but I just started it all over and I managed to get them working. Woohoo!