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Re: The Old Republic - 1.0
Posted: Wed Jul 04, 2012 2:54 pm
by xeliminatorx
Love the mod! Is there any chance you're gonna make a Galactic Conquest with this mod to?
That would be awesome!
Great work with the mod!
Re: The Old Republic - 1.0
Posted: Thu Jul 05, 2012 6:16 pm
by TheManWithNoPlan
I had a great time playing this! I didn't see many major problems at all and it played great on all the maps! I would like to see something done with space (be creative with that!) and maybe some new sounds for weapons.
Keep it up

Re: The Old Republic - 1.0
Posted: Fri Jul 06, 2012 12:42 am
by _=XL=_Danny
Great mod man, but i had a few issues with it

.
Whenever i loaded Mos Eisely or Kashyyyk, after the loading screen finished, i crashed to the desktop :vader2:
As i went through the screenshots of your modification, i noticed that it was the same faction on those maps. So i am wondering if there is an issue with that faction?
Re: The Old Republic - 1.0
Posted: Sun Jul 08, 2012 9:06 am
by PizzatheHutt
I played this mod for a while, and here's what I have to say:
First, this mod is really fun: the weapons do high damage,so it never gets boring, and I like the new effects very much. There is also a great unit and weapon variety .
Then, some criticisms: as stated by others , some units look too much like clones, adding a visor would fix this.
Some weapons are overpowered, like the Moff's machine gun that fires like... a machine gun, it's too deadly.
But these are minor criticisms, this mod is fun and very promising

!
Re: The Old Republic - 1.0
Posted: Wed Jul 11, 2012 4:27 pm
by _=XL=_Danny
Will future versions of this mod work on online? I tried yesterday and me and a couple of my buds could not play

Re: The Old Republic - 1.0
Posted: Wed Jul 18, 2012 7:46 am
by negah
I know you already mentioned that youre not going for more variety for the sith side, but still is there any chance to see these guys some day?
Re: The Old Republic - 1.0
Posted: Wed Jul 18, 2012 11:10 am
by Anakin
looks great and would be awesome to use. you coul use the republican roketeer as unit and simpely retexture them
Re: The Old Republic - 1.0
Posted: Wed Jul 18, 2012 1:10 pm
by AQT
That's just a red version of the Imperial Trooper, which Delta has already made the normal version of doing exactly what you wrote:
Re: The Old Republic - 1.0
Posted: Wed Jul 18, 2012 2:29 pm
by Lephenix
Yes, but that would bring some variant, i like the idea.
Re: The Old Republic - 1.0
Posted: Wed Jul 18, 2012 2:36 pm
by AQT
I was not opposing the idea of variation. I was merely pointing out to Anakin that all Delta had to do was recolor his pre-existing Imperial Trooper texture.
Re: The Old Republic - 1.0
Posted: Wed Jul 18, 2012 2:37 pm
by THEWULFMAN
A simple color change does not bring "variety" to me.
#EveryCloneWarsModEver
I say nay.
Re: The Old Republic - 1.0
Posted: Wed Jul 18, 2012 2:45 pm
by Lephenix
AQT wrote:I was not opposing the idea of variation. I was merely pointing out to Anakin that all Delta had to do was recolor his pre-existing Imperial Trooper texture.
Ah yes i didn't see his suggestion with the rocket trooper reskin

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THEWULFMAN wrote:A simple color change does not bring "variety" to me.
#EveryCloneWarsModEver
I say nay.
But it's a start

.
Re: The Old Republic - 1.0
Posted: Thu Jul 19, 2012 5:18 pm
by willinator
Usually with mods my favorite unit is pretty high up on the list of points to unlock. But with this mod, it isn't. My favorite unit is the Bounty Hunter Medic (the one with the jump pack). I like to go on Kamino, jump off the main platform onto the roof of the republic base, then just camp there blasting the base below with concussive shots

Re: The Old Republic - 1.0
Posted: Mon Jul 30, 2012 5:23 pm
by RevanSithLord
willinator wrote:Usually with mods my favorite unit is pretty high up on the list of points to unlock. But with this mod, it isn't. My favorite unit is the Bounty Hunter Medic (the one with the jump pack). I like to go on Kamino, jump off the main platform onto the roof of the republic base, then just camp their blasting the base below with concussive shots

CAMPER! :p
.......actually, yeah, legitimate strategy.
Re: The Old Republic - 1.0
Posted: Sun Aug 12, 2012 7:28 pm
by MidnightSpirit
Well I loved the mod, though no new modes were added.
Anyway I agree with a lot of the positive feedback so I'm going to get to the point and say what I had problems with.
1. When I was playing there was an audio issue, any sound at any random moment would repeat itself constantly for 2-5 seconds and that got on my nerves and happened a lot! (I don't know if I am the only one having those problems...)
2. The mod doesn't work on multi-player, there is simply no TOR era, I don't know if that is on purpose or not.
3. The Republic gunner is a little over-powered in my opinion. It is just to easy to kill everything in sight as that class. And if the mod ever went multi-player it would be a pain to deal with facing 4 players using the class.
Well minor complaints, other than that I love this mod keep up the good work!
Re: The Old Republic - 1.0
Posted: Wed Aug 15, 2012 6:46 pm
by timelow
This was too much fun. Not sure I'm feeling the colorful units on the Sith side though, and the yellow dude on the rep side looked out of place. Other than that this was pretty amazing. You gotta finish this mod man.
Re: The Old Republic - 1.0
Posted: Thu Aug 16, 2012 7:49 pm
by GAB
Really nice mod Delta. I really liked it. I just had one issue though.
I have Mav's Dark Times 2 mod installed and in all the maps where both DT2 and your mod are supported, Dark Times' name changes to
+123 Clone wars in the era list.

Re: The Old Republic - 1.0
Posted: Thu Aug 16, 2012 8:03 pm
by THEWULFMAN
GAB wrote:Really nice mod Delta. I really liked it. I just had one issue though.
I have Mav's Dark Times 2 mod installed and in all the maps where both DT2 and your mod are supported, Dark Times' name changes to
+123 Clone wars in the era list.

Yes that happens. There is a fix for it that Delta-1035 can implement, Mav sent me this in one of his beta reports.
Maveritchell wrote:-If you add the following to your addme.lua, you can ensure that you won't break Dark Times's icons:
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\dtshell.lvl") --wherever you load in the shell files
change = {
era_1 = { name="Dark Times", icon2="darktimes_icon" },
} --add the pieces of this to all your "change" parameters
change = {
era_1 = { name="Dark Times", icon2="darktimes_icon" }, mode_wea = { name="Duel", icon="duel_icon", about="Test your lightsaber skills against other Jedi!" },
} --add this to your Mos Eisley "change" parameters
Re: The Old Republic - 1.0
Posted: Fri Aug 17, 2012 11:53 pm
by kinetosimpetus
There's also this post by Zerted, which I believe is a better option.
http://www.gametoast.com/forums/viewtop ... 15#p350615
Re: The Old Republic - 1.0
Posted: Sat Nov 10, 2012 1:36 pm
by RedFaceofAwesomeness
I have a question about this. Is there a different skin for the republic on each stock map?