*** EaW: Total Realism 2.1.1 - THE COUNTDOWN *** -1 reply

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Athanasios

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30th March 2006

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#1 12 years ago

Long time no talk about 2.1.1, just some blur information "it's coming, we do it with our time, we have launch now and we can't type with dirt fingers...etc etc" that did nothing but outrageous some TR fans.....well, the reasons we were postponing 2.1.1 release are first of all because we wanted to assure full compliance with the coming 1.04 patch, beta-test it to death and add some cool innovating stuff mentioned below (as always....besides, who would like just a simple "patched" version :D) ? On the other hand, we've been pretty busy setting up a decent site to host our TR mods to come, tournaments and forums. Although the site needs some polishing yet (like the backround sound, easy with this one, it will be replaced shortly! :D), we have it running for everyone interested to stand by, take a look to it, grab some info about the coming versions, register to the forum and ofcourse, check the positions we offer. So, there ya go, the first candy of the day, [COLOR=blue]Total Realism mod team site [/COLOR]made especially for you! Some screenshot slots that are missing will be filled with some eye-candy 2.1.1 pics in due time ;). Relatively to the open positions, TR mod team is heading for something more general than just a "EaW mod team"; we're heading towards a geneal RTS mod team that will modify specific RTS games to come, preferably the "serious" ones, which means that spamfest-arcadish RTS will stay out of our hands. World in Conflict is already locked on in our targets and we're anticipating this one just like we were waiting for EaW -and way more. So, i won't babble anymore about hiring stuff, this is not the reason of this thread after all, but do take a turn from our "Contact us" site section ;). Now, into the main point, Empire at War: Total Realism 2.1.1 is settled to be released someday the coming week, with Friday being a rough estimation. Yes, contrary to other times, we won't give an official deadline, since we want to beta-test 2.1.1 to death as forementioned. Besides, last time we gave a deadline we were stack on a wall and given few minutes to pack everything and release it! And the outcome; a buggy 2.1 version (which btw, did nice job gathering over [COLOR=red]1.700[/COLOR] downloads, although we were suggesting people not to download this version but wait for 2.1.1 - mystery :))...In any case, as you will read in the "News" section of our site, the registered forum members will be aware of the active TR 2.1.1 download link one day before any other! Just some priviledges, along with the rest mentioned in the same message, for our community ;). And as you can read in the "Changelog" site section, v2.1.1 features plenty tweaks & modifications plus some pioneering job done concernign the camouflages of the units and buildings! Some units were also added and the 501st Legion was tweaked so that to be an Imperial Commando unit. In the lucky case that we get some modellers before the deadline, we might throw some new units in 2.1.1 but this one (adding new units) along with the full remaking of all GC maps, are to follow. Mind that 2.1.1 is intended as our "base" version, meaning that all the major coding is done, only minor fixes/issues and necessary code for new unit support will be added from now on, so, we move full speed on importing new models & remaking the maps. Anyway, there you go, the official 2.1.1 changelog is finally here and shiny. Some edits are luckily to happen during our beta test period, but you can get the most of what's coming here! Suggestions are also welcome and will be looked into, especially in our relevant sub-forums (without excluding PFF and LF ofcourse, which are the 2 main EaW forums).

[COLOR=red]----------------------------------[/COLOR] [COLOR=red]||| Version 2.1.1 changelog |||[/COLOR] [COLOR=red]----------------------------------[/COLOR] --------------------------------------------------------------- ||| GALACTIC MAP & MISCELLANEOUS modifications ||| ---------------------------------------------------------------
  • Fully compliant with patch 1.04
  • Merged low and high-end installations for tourney compliance reasons
  • Original TEXT files included (omitted from v2.1)
  • Removed description of "can capture reinforcement points" from infantry/heroes
  • Enhanced costs/build times for 501st, infiltrators, build time not reduced by multiple factories
  • Tuned down a bit the AI for hard level
  • New GC mode "[COLOR=red]The Siege II[/COLOR]" added
  • Galactic Conflict & The Conflict begins (43/21 planets) gc modes [COLOR=red]starting forces reconfigured[/COLOR]
  • Increased skirmish max starting credits (20k -> 30k)
  • New icons for 501st, spacetroopers, scout trooper (on foot)
  • Home One given to "The Siege I & II" GC modes when playing Rebels
  • Various updates to readme files and installers
  • Unistall instructions instructions added to readme files
. . --------------------------------------------------------------- ||| GRAPHIC & SOUND ENHANCEMENT modifications ||| ---------------------------------------------------------------
  • Laser graphics tweaked appropriately
  • Zoom in max distance decreased a little
. . ----------------------------------------- ||| GROUND major modifications ||| -----------------------------------------
  • [COLOR=mediumturquoise][COLOR=red]Camouflages[/COLOR] [/COLOR]implemented for all vehicles & infantry
  • Special [COLOR=mediumturquoise][COLOR=red]"dirt"-camos[/COLOR] [/COLOR]made for buildings
  • 501st Legion troopers are now buildable as [COLOR=red]Imperial Commando units[/COLOR] (stealth/spy)
  • [COLOR=mediumturquoise][COLOR=red]Scout tooper (on foot)[/COLOR] [/COLOR]is now build as a cheap reckon unit
  • [COLOR=mediumturquoise][COLOR=red]Rancor[/COLOR] [/COLOR]is buildable in Hutt Palaces (with a build limit ofcourse)
  • Sniper riffle damage further increased against artillery
  • Increased infiltrator bomb attack against buildings
  • Scout trooper sticky bomb damage further increased against artillery
  • Lowered T4B health
  • Lowered T4B damage against ATAT
  • ATAT/T4B max speeds and rotate speeds tweaked up
  • Ground units ATAT, ATST, T4B, T2B temporary rescaled until bigger maps are finished
  • ATST damage against infantry accordingly adjusted
  • Rancor health and damage were adjusted accordingly
. . --------------------------------------- ||| SPACE major modifications ||| ---------------------------------------
  • Space units (except fighters) temporarily rescaled to avoid system crawlings due to map issues
  • [COLOR=mediumturquoise][COLOR=red]Splash damage[/COLOR] [/COLOR]effect implemented in space ships and their debris
  • New unit added: [COLOR=mediumturquoise][COLOR=red]Shadowclaw[/COLOR] [/COLOR]buildable in skirmish through space docks
  • New unit added: [COLOR=mediumturquoise][COLOR=red]Space troopers[/COLOR] [/COLOR](Zero-G troopers) buildable in GC and Skirmish as Imperial Space Commando units
  • Z-95 Headhunter is now buildable in space skirmish
  • TIE Scout is now buildable in space skirmish
  • Space stations health/shield points and fire recharge/accuracies times tweaked up
  • Tartans, Corvettes, Gunboats, Boron missiles made stronger against fighters
  • Ion Cannon laser shield damage slightly increased
  • Missile and Laser Space Defense Turrets shields/health/damage enhanced
  • Enhanced Boba's seismic bomb damage
  • Removed SD/MC planet build limitation
  • Restore SD/MC pop cap to 4
  • Moldy Crow tweaked up
. . ------------------------- ||| CRITICAL fixes ||| -------------------------
  • Fixed english [COLOR=mediumturquoise][COLOR=red]"without GM" installers[/COLOR] [/COLOR]that had incorrect original files
  • Fixed interdictor/moldy crow/virago 1 unit for allies parameter on MP
  • Y-Wing formation decreased to 5 bombers/squadron due to incomplete V-formation bug
  • Fixed the problem that Moldy Crow death clone wouldn't be removed when destroyed
  • Spawn squadrons of some capital ships do not launch all at once when there is high capacity

. And no, no images this time. Everything in due time...;) Stay tuned in our frequency as always - now easier with our forum registration.




Primarch Vulkan VIP Member

For the Emperor! Knights of Caliban!

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#2 12 years ago

Can't wait sounds really Good. I love this mod and you too?


[color=#000000][size=2][b][i]Heralds of the coming doom, Like the cry of the Raven, we are drawn, This oath of war and vengeance, On a blade of exalted iron sworn, With blood anointed swords



Athanasios

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#3 12 years ago

It's over 2 days of the TR 2.1.1 announcement and we already got 3 modellers and 4 skinners.

What is left is guys with good skills in animations, especially on ground units with different rotating parts (ie. tanks).

Skinners and modellers are also welcome. Mind that we have a whole library of models ready, and they only need code support and bones attached to function in game.




Athanasios

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30th March 2006

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#4 12 years ago

Well, it's Friday but no EaW:TR 2.1.1 is out? So....what happened? Actually, many things happened. First of all, we're proud to announce that (once again) we pioneered in implementing [COLOR=red]friendly damage[/COLOR] into EaW! Yes, you heard well, FF (friendly fire/damage) is 99% here, both in ground and space and we have some nice mini-videos proving this in our site (under "Trailers" section, you'll need mpeg2 coder). If you noticed, we say "FF is done by 99%" and not 100%, since we're still working on applying FF on bombing runs too....which should be easy if we have no LUA script blocking our way. Apart from this, we finished the camouflages we mention in the changelog. Some sweet images are posted here, but you can find over +20 images on our "TR priviledged" forum...which has some of the coming models that will be included in the coming version as well. Yep, that is correct, since we have access to Warlords' awesome models, we cant exclude these from TR. In coming version, which is changed to 2.3 (due to many additional changes, hence the title edit), we'll include full working fighters and on later versions (or maybe 2.3....we'll see), along with remade maps, we'll include bigger vessels with breakable hardpoints and debris floating around (as they should have). So, grab those images, jump to our site to check both the first-to-see FF in EaW and register to the forums for more eye-candy screenies. Mind that the FF has been tweaked for show-off purposes ;). And do note that even exploding debris damage nearby units... [COLOR=red]T4B - swamp camo[/COLOR] Resize%20of_T4B - swamp camo (ingame).jpg [COLOR=red]T4B - snow camo[/COLOR] Resize%20of_T4B - snow camo (ingame).jpg [COLOR=red]T4B - desert camo[/COLOR] Resize%20of_T4B - desert camo (ingame).jpg [COLOR=red]MPTL - swamp camo[/COLOR] Resize%20of_T4B - swamp camo (ingame).jpg [COLOR=red]MPTL - snow camo[/COLOR] Resize%20of_MPTL - snow camo (ingame).jpg [COLOR=red]MPTL - desert camo[/COLOR] Resize%20of_MPTL - desert camo (ingame).jpg [COLOR=red]T2B - snow camo[/COLOR] Resize%20of_T2B - snow camo (ingame).jpg [COLOR=red]T2B - desert camo[/COLOR] Resize%20of_T2B - desert camo (ingame).jpg Stay tuned in our frequency... ;)




Athanasios

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30th March 2006

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#5 12 years ago

The TR Priviledged content is made public, 3 days after the first content. No offence taken, but we follow this strategy to gather people for upcoming tourneys ;). Anyway, you read about Friendly Fire in the News page, you saw the FF trailers, you were stunned of the images about the camos but.....you saw nothing ! Here's is what's coming up in our 2.3 version (and not 2.1.1 as planned). Enjoy and guys... [COLOR=red]MPTL camos[/COLOR] Resize%20of%20MPTL%20-%20desert.jpg Resize%20of%20MPTL%20-%20forest.jpg Resize%20of%20MPTL%20-%20swamp.jpg Resize%20of%20MPTL%20-%20snow.jpg Resize%20of%20MPTL%20-%20urban.jpg [COLOR=red]T2B camos[/COLOR] Resize%20of%20T2B%20-%20desert.jpg Resize%20of%20T2B%20-%20forest.jpg Resize%20of%20T2B%20-%20snow.jpg Resize%20of%20T2B%20-%20urban.jpg [COLOR=red]T4B camos[/COLOR] Resize%20of%20T4B%20-%20desert.jpg Resize%20of%20T4B%20-%20forest.jpg Resize%20of%20T4B%20-%20swamp.jpg Resize%20of%20T4B%20-%20snow.jpg Resize%20of%20T4B%20-%20urban.jpg [COLOR=red]M2-Repulsor camos[/COLOR] Resize%20of%20M2%20-%20desert.jpg Resize%20of%20M2%20-%20forest.jpg Resize%20of%20M2%20-%20swamp.jpg Resize%20of%20M2%20-%20snow.jpg Resize%20of%20M2%20-%20urban.jpg Volcanic camos and some others will be released shortly. In the meantime, here are some of the coming models (they are nothing to the whole model library we have on hands)...




Athanasios

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#6 12 years ago

[COLOR=red]B-Wing[/COLOR] Resize%20of%20B-Wing.jpg [COLOR=red]E-Wing[/COLOR] Resize%20of%20E-Wing.jpg [COLOR=red]TIE Avenger[/COLOR] Resize%20of%20TIE%20Avenger.jpg [COLOR=red]TIE Defender[/COLOR] Resize%20of%20TIE%20Defender.jpg [COLOR=red]Harrow[/COLOR] Resize%20of%20Harrow.jpg [COLOR=red]Dominator[/COLOR] Resize%20of%20Dominator.jpg [COLOR=red]Escort carrier[/COLOR] Resize%20of%20Escort%20Carrier.jpg [COLOR=red]Lancer cruiser[/COLOR] Resize%20of%20Lancer%20cruiser.jpg [COLOR=red]Carrack cruiser[/COLOR] Resize%20of%20Carrack%20cruiser.jpg [COLOR=red]Strike cruiser[/COLOR] Resize%20of%20Strike%20Cruiser.jpg PS: We're working on applying FF on bombing runs and artillery shots.....it's more tricky than we guessed...




Athanasios

I don't spend enough time here

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#7 12 years ago

A small update people, concerning TR mod team and the site. Jump in our news section to check them out.

PS: To moderators, can you change the thread title from 2.1.1 to 2.3? Thanks in advance :)




Athanasios

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#8 12 years ago

Yes, yes and again yes! FF is[COLOR=red] totally (100%)[/COLOR] in game! We've just managed to apply it on bombing runs and shortly most important projectiles will have it such as: 1. Bombing runs 2. Death explosions 3. Missile detonations 4. Grenade detonations 5. Artillery shots Stay tuned for the coming mini-video showing the awesome new bombing runs (with enhanced graphics too) - only in the TR Priviledged forum for the coming 2 days! [COLOR=orange][COLOR=red]FF - another innovation only from EaW:TR.[/COLOR] [/COLOR]




Primarch Vulkan VIP Member

For the Emperor! Knights of Caliban!

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#9 12 years ago

well how long till the Mod is done...you guys are very good Modders...I whish I was that good!


[color=#000000][size=2][b][i]Heralds of the coming doom, Like the cry of the Raven, we are drawn, This oath of war and vengeance, On a blade of exalted iron sworn, With blood anointed swords



Vaders_legion

NO U

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17th December 2005

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#10 12 years ago

but still is it possible to add in general dodnona from bailknights mod? it will even things out a bit. a suggestion lancers have 4 nonstop anti fighter cannons along with a heavy cannon 2 shots each round and the other one like it has 2 heavy turbos 2 per round and 3 anti fighter guns has at least 8 tie fighters inside and 2 tie bombers