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Posted: Sun Jun 18, 2006 9:46 pm
by (GT)superfobio
i found cp 2 if someone will tell me how i'll post a pic
Posted: Sun Jun 18, 2006 9:53 pm
by Squirrel7Hunter
look at the top, bottom , left , and right arrow keys, now look up all the way to the top and u should see a button called, prt scrn or print screen, open up photoshop, or paint , past it and save
Posted: Sun Jun 18, 2006 9:57 pm
by (GT)superfobio
i dont get it i took a picture on xfire now wat
Posted: Sun Jun 18, 2006 10:12 pm
by Squirrel7Hunter
wellI'm not familiar with xfire, did u use the button prnt scrn ?
Posted: Sun Jun 18, 2006 10:15 pm
by pss_2002
I liked the map, but could you make the units like they were in 1.5. The units in 1.7 seem to not fit well to me. Having a Commander with a rapid firing rifle that reloads quickly as before seems to fit more into the map and game play.
When I played though for a short while overlooking the map and how it went along. It looked to me that some of the units took their time (or sat for a period of time) before fighting.
Also I saw a republic cap ship in the sky. What are you going to do with that.
About the sounds, I know Teancum helped Stager00 with his sfx sounds on his map. Maybe he can help you.
Posted: Sun Jun 18, 2006 10:41 pm
by eRAGONE
When I said "standard" I meant you should use a REGUALR clone trooper, but add the 212th attack colors to it, so it will look like a 212th clone trooper.
Posted: Sun Jun 18, 2006 11:45 pm
by Droideka88
Nice job giving a fair number of the locked units...but improvements are needed. The CIS's units, fair enough. Now many here (not me) would instantly become afraid because you allowed up to 15 droidekas... My recommendation is to tone the droideka to make it balanced by checking its odf file for the droidekas and the droideka shield. When you find those, I will be glad to help you suggest some toning. Again everyone, don't become scared of 15 droidekas appearing in a map. Haven't we already been scared of seeing 15 SBDs in the field too?
You also have some minor issue with the Clones. With one of them, you allowed up to 20 of them to appear. Why? With the other clone, you forced players to unlock him with 30 points. I'm just letting you know in case you make new versions in the future.
Posted: Mon Jun 19, 2006 4:23 am
by AlPhA29
hope u can fix the map up with sounds...a map is never complete without all the sounds in

Posted: Mon Jun 19, 2006 8:55 pm
by Jeteye1
i know i'm being picky but look at this link squirrelhunter.
http://starwars.wikia.com/wiki/Battle_of_Utapau
Posted: Mon Jun 19, 2006 10:09 pm
by Squirrel7Hunter
dont worry, your not being picky, your supose to give me advice and stuff, but I was wondering, was there somthing specific in the link u wanted me to look at?
Posted: Tue Jun 20, 2006 3:33 pm
by Jeteye1
republic Forces
Strength
1 Jedi Master
1 Varactyl
Clone troopers
Detachments of the 501st Legion
212th Attack Battalion
2nd Airborne Company
Utapau Shadow Troopers
Utapaun Porax-38 starfighters
BARC speeders
AT-AP walkers
AT-TE walkers
AT-RT walkers
HAVw A6 Juggernauts
LAAT gunships
HAET-221 gunships
Hovertanks
Jadthu-class landing ships
Venator-class Star Destroyers
Vigilance
Seeker droids
CIS forces
Over 10,000 B-1 battle droids
B-2 battle droids
Droidekas
IG-100 MagnaGuards
Octuptarra droids
LM-432 crab droids
Hailfire droids
1 Tsmeu-6 personal wheel bike
Vulture droids
Mankvim-814 light interceptors
1 Modified Geonosian Dreadnaught
Spider droids
Posted: Tue Jun 20, 2006 6:58 pm
by EraOfDesann
Not that those statistics matter but there was more than 1 wheel bike. Just watch the sequence in the hangar carefully. Also, how could they have fit juggernauts?
Posted: Tue Jun 20, 2006 7:28 pm
by Squirrel7Hunter
Juggernauts eh? mabey they rode them on the surface

PLus, if u look in the movies the caves they enter ar alot bigger in the movies than the game can probably handle so I wouldnt doubt if there were a couple
Posted: Tue Jun 20, 2006 8:08 pm
by (GT)superfobio
so does anyone now how to get a pic from Xfire to be posted on here

Posted: Tue Jun 20, 2006 11:33 pm
by Squirrel7Hunter
(GT)superfobio wrote:so does anyone now how to get a pic from Xfire to be posted on here

I think your in the wrong toppic buddy, I dont know how to anyway
Posted: Wed Jun 21, 2006 2:00 am
by Lord_Wyrven
I found a bug in V 1.7, if you fire the clone engineer's chaingun and then stop firing, you cant fire again until you switch weapon.
Posted: Wed Jun 21, 2006 8:17 pm
by (GT)superfobio
and it overheats i thought it was unlimited

Posted: Wed Jun 21, 2006 8:23 pm
by DeathRow
Good job with V1.7 Squirrel, but is it possible to have LAAT Gunships Flyable? I have a suggestion for the bottom of the sinkhole, you might be able to fill abit of it with water.. Like the water on Yavin in the fountain CP
Posted: Wed Jun 21, 2006 9:42 pm
by AlPhA29
maybe just make the LAATs hover above the CIS forces or maybe make them go in circles around them.And make the pilot fire anti-infantry bolts.

:biggs:
Posted: Thu Jun 22, 2006 7:33 am
by Squirrel7Hunter
I tried to make them flyable, I made a cp in the rep ship above, too many units spawned there and would for some reason go to this one point and run into a wall.Now what i did was I created many passenger seats for the ai, but when the ships fly down, the ai keep spawning in the ship and dont fight in the battle. I had planned to make the LAAT fly down. land, then go back up to gt the rest. But since the LAAT's are on animations, when you get into the LAAT, you cant get out. since theres this whole problem with the landing and taking off buttom. You dont have to take off but the LAAT will still go down into the sinkhole.
It would be hard to have the LAAT fly above the cis since there is little room,I myself tried it and no AI or even carefully placed animation couldn't go through.
the chaingun just takes alongtime to "reload" when it overheats , and then takes awhile to restart up, ill change it