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Re: Talay: Tak Base Version 1.0
Posted: Fri Jan 11, 2008 12:15 am
by RevanSithLord
I'm hoping that too, AQT. It's going to be so awesome once it does obtain those.

Re: Talay: Tak Base Version 1.0
Posted: Fri Jan 11, 2008 8:45 pm
by NullCommando
Ok ok I get it, giver it a sword. I can't do a shield without having someone make it in XSI as an Addon mesh.
Re: Talay: Tak Base Version 1.0
Posted: Sat Jan 12, 2008 3:42 am
by Guest
how about giving just a sword which could block too
Re: Talay: Tak Base Version 1.0
Posted: Sat Jan 12, 2008 3:53 am
by Maveritchell
NullCommando wrote:Ok ok I get it, giver it a sword. I can't do a shield without having someone make it in XSI as an Addon mesh.
You may just want to give it a single one of the clone assassin's blades (made by Aman/Pinguin, recently reuploaded to SWBFFiles) as a sword. Modeling the shield wouldn't be difficult, and it could just be an addon mesh.
Re: Talay: Tak Base Version 1.0
Posted: Sat Jan 12, 2008 11:04 am
by Caleb1117
There is a Gungan shield in Teancum's infantry assets, you could just reskin it.
Re: Talay: Tak Base Version 1.0
Posted: Tue Apr 15, 2008 1:05 am
by JackTHorn
Is it just me, or is the Empire side WAY more powerful than the Rebel side?
When I play in SinglePlayer as the Imperials it's total easy slaughter with hundreds of kills, but when I play as the Rebels I'm lucky if I can get the enemy's reinforcements down to half before they whomp me into dust. Plus the rebels don't seem to have any units that are nearly as interesting as the Imperial side does. Is it just me?
In any case, this is a great map, good looking, fun to play, and well made, no glitches that I noticed -- and even with the deeply imbalanced sides, I like it, because my gaming buddies and I can all jump onto the Rebels side and actually have a challenge while working together against AIs for once.
Assuming it works in MultiPlayer -- I haven't tried that yet...
Anyway, great map!
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