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Posted: Tue Aug 15, 2006 5:18 pm
by xwingguy
This is what he said about it when I asked him.
Lord-Bandu wrote:Yea I will be doing...tho i need to sort thro all my files 1st..so gimme abit of time.
That was July 10th

Posted: Wed Aug 16, 2006 12:24 am
by Ace_Azzameen_5
Of course, credit needs to given to the original maker, and you should probably ask first. Someone posted on the xwuap forums that it's ok to use all them if credit is given, it's best to make sure. The XWA community is for the most part located here the XWA Upgrade forums. Also, some xwa opts are conversions from Warlords models made by Eville Jedi.

Posted: Wed Aug 16, 2006 1:51 am
by Chamboozer
*removed*

Posted: Wed Aug 16, 2006 4:51 am
by delta_602
nah not a good idea maybe we will be caught in a web of warnings. well i really want lord bandu to release his tie defender this map wouldnt be great without that ship!:D

Posted: Wed Aug 16, 2006 7:18 am
by Teancum
Stop spamming the thread guys. Posts are going to start getting deleted. If it's not about the map, don't post.

Posted: Wed Aug 16, 2006 9:22 am
by Protector_Pulch
As to that B-Wing thing - now that we've got a tut for converting XWA ships to BF II, we could export XWA's B-Wing and convert it.

Posted: Wed Aug 16, 2006 10:59 am
by Silent_Decimator
XWA ships convertible to BF2? nice, if i remember right(or maybe i don't) there is a millenium falcon there too with cockpit and all the stuff, plus there should be some TIE's.
or maybe i'm talking about the wrong game.
and by the way, the problem with those rep gunships in GCW, did those get fixed?

Posted: Wed Aug 16, 2006 4:22 pm
by Schizo
... I thought minilogoguy made a B-Wing already...

Posted: Wed Aug 16, 2006 4:40 pm
by Rekubot
Yeah he did, you can fly it in the BF1 Conversion Pack. (Or is that top-secret? LoL.)

Posted: Wed Aug 16, 2006 5:08 pm
by xwingguy
...Wow, I was totally left in the dark about all the fighters in the conversion pack.

Well, I can say one thing about when this map will be released:

It won't happen before the release of the 2.0 version of the BF1 Conversion pack.

Posted: Wed Aug 16, 2006 6:32 pm
by timusafa
woh, a map in the BF1 Conversion Pack has the b-wing in it??? :o
which?

Posted: Wed Aug 16, 2006 7:38 pm
by Sniper_eye
timusafa wrote:woh, a map in the BF1 Conversion Pack has the b-wing in it??? :o
which?
Not sure, maybe to all space maps

Posted: Wed Aug 16, 2006 7:42 pm
by xwingguy
*cough*

*cough*

spamming

*cough*

Posted: Wed Aug 16, 2006 8:08 pm
by Alpha
*cough*

Excuse me. :)

So....*attempts to start conversation* is there anything in particular you are working on now, xwingguy?

Posted: Wed Aug 16, 2006 8:08 pm
by yoyam
eh its getting there again...
anyways if this hasent already been answered im just wondering if you have figured out what the exact function of the command deck will be. I never really saw it get talked about much and all I know is that its there, so what does it do exactly?

Posted: Wed Aug 16, 2006 8:16 pm
by xwingguy
I've had a little trouble working it out but the main idea is to control the heavy guns. stupid AI problems.

I got some of the tantive doors working again thanks to astute. (so they don't crash the map.)

I've also been working out stuff so (hopefully) AI flyers don't run into as many things.

Something I meant to say....can't remember though...

Posted: Wed Aug 16, 2006 9:10 pm
by Schizo
One thing I think would be really cool, if you could somehow implement it, is have each critical system affect some element of gameplay. For example, right now, you've got it set up so that destroying life support will slowly drain the health of the people onboard the ship. I think it'd be cool if you could make it so if say, the communications array is destroyed, the radio messages and stuff you hear in your fighter stop transmitting. Or if you destroy the sensors array, then the mini-map goes all static-y and you can't see any ships or anything. That'd add a really cool element to the gameplay, and make the critical systems seem more... important. Because right now, since none of them do anything (aside from the auto-turret mainframe and shield generator), and they just seem useless. Giving them actual functions that affect the gameplay would make them worth defending/attacking. Of course, I'm not sure whether any of it is possible, it would definitely be cool.

Posted: Thu Aug 17, 2006 12:01 am
by Protector_Pulch
And destruction of the Engines would cause the main reactor to overload, so there're explosions, lightining and plasma everywhere in the corridors around the corresponding system, blocking the way from one half of the ship to the other.

PS:
I think it would be useless to disable radio messages and so on, for they don't affect gameplay at all.

Posted: Thu Aug 17, 2006 12:33 am
by Chamboozer
My Two Suggestions:

One: Make the Heavy Guns nearly impossible to destroy on the outside, so you have to do it on the inside to get any real results.

Two: Perhaps destroying the Comms array will make it impossible to use squad commands?

Posted: Thu Aug 17, 2006 1:21 am
by Jedi_Trooper
Chamboozer's ideas make sense.. as for making each critical system affect something may be a little much.. especially the engine idea by Protector_Pulch.. too much to do there i think.. but Schizo's idea about destroyer the sensor array and making the mini map all screwy actually makes alot of sense i think..