[Register] [731851 Members] [102221 Online; 1829 Members, 100392 Guests]  
Star Wars: Empire at War
File Search






 Picture of the Month

 Empire at War
 » Downloads
    - Maps
    - Mods
    - Skins
    - Videos
    - Screen Savers
    - Wallpapers
 » Submit Files
 » File Search

 The News
 » Latest News
 » News Archive
 » Submit News

 Features
 » P-O-T-M Archive
 » EAW-Files Clan
 Mod Centre
 » Introduction
 » Project Profiles
 » Recruiting

 Petroglyph
 » About Petroglyph
 » Petroglyph Podcasts
 » Petroglyph GameDays

 SW: Empire at war
 » Features
 » Press Release
 » Previews
 » Reviews
 » Release Date
 » Screenshots
 » System Requirements
 » Faction Tech Trees
 Rebels
 » Units
 » Heroes
 » Structures
 Empire
 » Units
 » Heroes
 » Structures

 Forces of Corruption
 » Features
 » Reviews
 » System Requirements
 Rebel Alliance
 » Additional Units
 » Additional Heroes
 Galactic Empire
 » Additional Units
 » Additional Heroes
 Zann Consortium
 » Units
 » Heroes
 » Structures

 The Community
 » Links
 » EaW Forums
    - General Discussion
    - Modding & Editing
    - Problems & Help
    - Clan Forums
    - General Star Wars
 » Submit PotD
 » PotD Archive
 » PotD Issues

 The Site
 » Latest Poll
 » Staff
 » Apply To Volunteer
 » Contact





  Weekly Poll Results - What do you think of the fact that Darth Maul was added to - Poll Results
  Posted by: codeuser on 04-02-2012 @ 22:31
This News Item has been viewed 5809 times!


What do you think of the fact that Darth Maul was added to the Clone Wars TV series?

I like Darth Maul in it. 55.8% (115)

I hate that they brought him back. 38.3% (79)

Other (Comment) 5.8% (12)

Total: 206
Start: 03-18-2012 22:52
Last: 04-02-2012 20:17


 #1 - Posted by: paulskywalker2000 (Member) on 03-25-2012 at 07:18
OK-this is an answer for the DARTH MAUL poll. If it ends up elsewhere, please don't look at me like I've gone batsh** insane-because I already have! big grin

Honestly, I DESPISE the fact that they decided to bring Darth Maul back!
At first, I thought, "Hey, if they did it right, then MAYBE it could be good..." Not so with this piece of crap.

Instead of seeing something cool, we were dumped on some planet that looks like (but for some reason isn't!) Raxus Prime, then have to undergo the painful transformation Maul underwent-from totally bada$$ Sith Lord who barely talked because he didn't need to into some whiny, overly talkative, sort of emo Sith Lord. And where are Maul's mad SKILLZ??? Rocks

Perhaps most irritatingly, they refuse to explain just how Darth Maul survived. He was sliced through the freakin' waist! mad Listen, I was mad that Maul died, but he had to for the sake of the prequel trilogy. And being sliced through the waist is pretty final-severing the spine like that would, at LEAST, cripple you-most likely kill you. And even if he somehow did survive, how in the Hell did he survive the fall to the bottom of the pit?? And even if he lived THAT, how the Hell did he climb back up???

Finally, the ressurection also ruins the character of Savage Oppress. Wasn't the entire point of this Darth Maul hack to BE a living Darth Maul? He was a Zabrak, has similar tattoos, and wields a double-bladed Lightsaber. Creativity win, Lucas Animation! And now that Maul IS alive and well, WHAT WAS THE POINT OF SAVAGE IN THE FIRST PLACE???

It's obvious why they brought Maul back-to capitulate on his popularity and squeeze more dollars out of him. Even if it mean completely ignoring his character, the story, and the laws of physics to do so...





  Weekly Poll Results - Which Star Wars game would you want to be remade with curr - Poll Results
  Posted by: codeuser on 03-18-2012 @ 22:52
This News Item has been viewed 7730 times!


Which Star Wars game would you want to be remade with current generation graphics?

Battlefront 44.1% (219)

Jedi Knight 14.3% (71)

Republic Commando 14.1% (70)

Galactic Battlegrounds 9.6% (48)

Rogue Squadron 7.8% (39)

Other (Comment) 6.2% (31)

Force Commander 3.6% (18)

Total: 496
Start: 03-04-2012 21:53
Last: 03-18-2012 20:13


 #1 - Other - Posted by: xXDestroya222Xx (Member) on 03-06-2012 at 09:16
All the above

 #2 - Posted by: frederickfred (Member) on 03-06-2012 at 12:32
tho not on the list, i would love them to release knights of the old republic.
It was the one game that, tho it had really bad graphics, and the gameplay was bad, was one of the best games ive ever played XD


 #3 - Posted by: Lord_Yves (Member) on 03-07-2012 at 00:28
KotOR 1 i 2 especially with restored content.

 #4 - Posted by: Lord_Yves (Member) on 03-07-2012 at 00:30
KotOR 1 and 2 especially with restored content.

 #5 - Posted by: slornie (Member) on 03-10-2012 at 15:13
X-Wing/TIE Fighter.

 #6 - Posted by: FekleyrTarg (Member) on 03-11-2012 at 01:30
The X-Wing games.

 #7 - Posted by: Shadow0 (Member) on 03-16-2012 at 17:09
Jedi Knight series, those where awesome games but the pixels where all blocky 'n shit, it made me cry inside stick out tongue(same with Galactic Battlegrounds, those where AWESOME games)

Republic Commando and Battlefront are graphic wise the best in the current list, so they don't need it THAT much wink


 #8 - Posted by: Thrawn46 (Member) on 03-17-2012 at 13:54
I'd say Republic Commando, that game really was cool smile

 #9 - Posted by: rattler20200 (Member) on 03-17-2012 at 15:35
I have to agree with 5 & 6. Gotta go with the X-Wing games.




  Weekly Poll Results - Do you agree with George Lucas' choice to stop making Star - Poll Results
  Posted by: codeuser on 03-04-2012 @ 21:53
This News Item has been viewed 8866 times!


Do you agree with George Lucas' choice to stop making Star Wars movies?

No 76.1% (223)

Yes 23.8% (70)

Total: 293
Start: 02-19-2012 22:13
Last: 03-04-2012 18:29


 #1 - NOOOO!!!!!!! - Posted by: grayo03 (Member) on 03-01-2012 at 20:13
NO HE SHOULD NOT STOP MAKING MOVIES!!!!!!




  Weekly Poll Results - How did you find out about EAW/FOC? - Poll Results
  Posted by: codeuser on 02-19-2012 @ 22:13
This News Item has been viewed 9843 times!


How did you find out about EAW/FOC?

Saw the initial game announcement news/trailer 28.8% (89)

Found out about it while randomly browsing the Internet 26.8% (83)

Other 18.7% (58)

Heard about it from a friend 13.2% (41)

Heard about the mods for it and decided to investigate 12.2% (38)

Total: 309
Start: 01-22-2012 23:08
Last: 02-19-2012 18:17


 #1 - Posted by: HammBoyTheDestroyer (Member) on 01-27-2012 at 14:17
Bought the Star Wars: Best of PC pack. Wanted more, so I got FOC.

 #2 - Posted by: Xterminator96 (Member) on 01-29-2012 at 12:26
I found a review of FOC in a games magazine (that doesn't exist anymore)

 #3 - Posted by: Keldabe_Cruiser (Member) on 02-01-2012 at 18:19
I was walking through like best buy and saw it or something

 #4 - Posted by: RGF_yamayo (Member) on 02-05-2012 at 09:15
I had never heard of it, until i saw it on a shelf in my mums study. For ages it sat there, until I finally took it in Jan 2010. It was last August/September that I finally acquired FOC

 #5 - Posted by: General_Carnage (Member) on 02-11-2012 at 01:46
someone got it for me for christmas :L




  Thrawn's Revenge: Imperial Civil War 1.3 Released - Mods
  Posted by: Enceladus1 on 01-29-2012 @ 23:07 - Source: Thrawn's Revenge
This News Item has been viewed 12592 times!
This requires a fully patched installation of Star Wars: Empire at War: Forces of Corruption.
Uninstall all previous versions of Imperial Civil War before installing.

1.3 Release Fleetshots

1.3 Release Fleetshots

...For Those New to Imperial Civil War...
New Era-Based Tech System
Play as the New Republic, Imperial Remnant or Empire of the Hand
Conquer Hostile Non-Playable Factions, Including the Hapans and Yevethans
10 New Galactic Conquests Scenarios
18 New Skirmish Maps
Over 60 New Planetary Maps for GC
Over 100 New Space Maps for GC
Redone Particle Effects and GUI

...Major Changes in 1.3...
A New Tutorial GC Introducing the Gameplay of Thrawn's Revenge
2 New Galactic Conquests
9 Completely Redone Units
10 New Units
Bonuses for Capturing Planets
6 New Planet Maps for GC
Hundreds of Changes and Fixes
[Click Here for a Full List of Changes]

...Mirrors...
[Installer - Mod Database] http://www.moddb.com/mods/thrawns-revenge/downloads/imperial-civil-war-13
[Rar Archive - Mod Database] Mirror is not active yet
(Rar suggested for Steam users)
[Installer - Strategy Informer] http://www.strategyinformer.com/pc/empireatwarforcesofcorruption/mod/41970.html
[Installer- EAWFiles/Gamefront] http://empireatwar.filefront.com/file/Thrawns_Revenge_Imperial_Civil_War_13;120514

1.3 Release Fleetshots

If you have a question about the mod, suggestions for future versions or would like more information on the mod, please follow us on our site and forums (http://gutr.swrebellion.com/), Facebook page (http://www.facebook.com/pages/Thrawns-Revenge/20781119569) or Mod Database profile (http://www.moddb.com/mods/thrawns-revenge).

We're looking for a modeler and texture artist to help with 1.4,
so if you're interested in the either or both positions please email ThrawnsRevenge@gmail.com . We also need a German translator, so if you're interested in that position, email the same address.

User Rating: 10 (1 Votes)
No Comments | Read / Post New


  Weekly Poll Results - Do you own both EAW and FOC? - Poll Results
  Posted by: codeuser on 01-22-2012 @ 23:08
This News Item has been viewed 11954 times!


Do you own both EAW and FOC?

Yup, I own both 90.7% (325)

Nope, just Empire at War 7.5% (27)

I own neither of them 1.6% (6)

Total: 358
Start: 01-08-2012 22:04
Last: 01-22-2012 21:39

User Rating: 10 (1 Votes)
No Comments | Read / Post New


  Legacy Era: Two Years, 250k Hits and Counting - Mods
  Posted by: Enceladus1 on 01-08-2012 @ 22:07 - Source: http://www.moddb.com/mods/legacy-era-mini-mod
This News Item has been viewed 13988 times!
A late Happy Holidays to everyone!

So, the last article was half a year ago and it's time for a new one. I've been extremely busy with senior year of high school and getting a job, so I've had to cut back on the time I spend modding (don't worry, it will be completed though).

While it may be a couple months late, but the mod is now two years old! Starting all the way back in September of 2009 I started this crazy thing by myself and my tiny bit of modding knowledge. Now it's become something bigger than I ever imagined, and I've met some amazing people. And not to forget, the mod's now reached over 250,000 views! Thanks to everyone in the community who has contributed to helping me get this far.

So to give an idea of the differences between then and now, let's do some comparisons.

[B]Before:[/B]


[B]After:[/B]



[B]Before:[/B]
[IMG]http://media.moddb.com/images/mods/1/14/13819/ISDIon.jpg[IMG]

[B]After:[/B]


Major things are different from the beginning, like new starbases, projectiles, units, and amazing planet textures and nebulae like this (thanks to Burntstrobe):


And so on. Anyway, now for the main portion of the article. Let's talk space stations.

--------------------------------------------------------------------------------

First off is the [B]Y-12 Orbital Garrison[/B]. This little thing is built by the Krayt Empire as a defensive supplement to your space forces. As the name implies, it holds a garrison of fighters and bomers as well.



The station is designed as only providing support to your defenses and should not be treated as the backbone of your fleet. It is about equal in strength to a System Defense Station (level 2 starbase) and thus can stand up to multiple ships up to fighters, corvettes, and a frigate or two, but not much more.

Armament is as follows:
8 Medium Concussion Missile Launchers
6 Point-defense Laser Cannons
4 Medium Ion Cannon Batteries
4 Medium Turbolaser Batteries

Garrison:
12 [I]Predator[/I]-class Fighter squadrons
10 [I]Neutralizer[/I]-class Bomber squadrons
6 [I]Fury[/I]-class Starfighter squadrons
4 [I]Reaper[/I]-class Assault Fighter squadrons
2 [I]Blitz[/I]-class Assault Bomber squadrons

This station will prove to be a very useful asset in defense against raids typical of the Galactic Alliance and is important for adding defenses to worlds where you are limited to smaller starbase sizes.

Credit to [B]Warb [/B]for creating the station.


[B]The Wheel[/B]

The Wheel is the other new space station, located in the Besh Gorgon System of the Mid Rim. The outer section of The Wheel, which gives the station its name, is a sprawling city with an untold number of casinos, including the Crimson Casino and the Grand Casino, which are two of the Wheel's star attractions. The Wheel is an enourmous hub, with thousands of vessels coming to and fro weekly.



Obviously such a station could attract unwanted individuals, and so it is armed and has its own security force.

The armament of The Wheel includes:
10 Medium Turbolaser Batteries
8 Point-defense Laser Cannon Batteries
10 Medium Ion Cannon Emplacements
Tractor Beam Emitters

Additionally, this station also has its own private patrol fleet. During the reign of Palpatine's Galactic Empire there were just 10 [I]Guardian[/I]-class Light Cruisers, but now it has expanded to include starfighters, shuttles, gunships and frigates.

The patrol fleet contains:
10 [I]Guardian[/I]-class Light Cruisers
10 [I]Gladius[/I]-class Light Freighters
6 [I]Besh[/I]-type Personal Starfighter Squadrons
6 A159 Invader Close Support Starfighter Squadrons
6 [I]Nemesis[/I]-class Patrol Ships
1 [I]Victory II[/I]-class Star Destroyer
2 EF76 Nebulon-B Escort Frigates
1 418 Immobilizer Cruiser

While this fleet can defend against smaller-scale attacks, it cannot protect from an onslaught consisting of capital ships and the like.

Many thanks [B]Warb_Null [/B]who created it, and to [B]z3r0x[/B] and the [B]RaW team[/B] for permitting it to be used in the mod! It's very much appreciated.


[B]New Units[/B]

You may have noticed two new ship classes listed in that line-up: the [I]Gladius[/I]-class Light Freighter and the [I]Guardian[/I]-class Light Cruiser. There are also a couple other new ones to show you guys.

[B][I]Guardian[/I]-class Light Cruiser[/B]

Well as it may or may not be known, I've been trying to keep the usage of pre-Legacy Era vessels to a minimum by limiting their amount and role in the mod. Despite this, I decided to include this ship class but made it only available as a garrison from The Wheel, as following canon. It won't be buildable anywhere or at anytime, even at The Wheel itself; instead it just spawns in limited numbers during a space battle there.



These cruisers are quick, tough, hard-hitting ships which are intended to patrol remote systems without the immediate fear of destruction. The [I]Guardian[/I]-class is quite capable of handling common freighter and smuggler traffic, but cannot hold up to an average large warship. Now essentially an outdated design, The Wheel still has 10 of these cruisers like during the time of Darth Sidious, but they've been slightly modified with improved weapons, which include [B]4 Point-defense Laser Cannons and 4 Light Turbolasers[/B].

Credit to [B]EvilleJedi[/B] for this model and [B]Phoenix Rising[/B] for rigging it.

[B][I]Gladius[/I]-class Light Freighter[/B]



Unlike the [I]Guardian[/I], the [I]Gladius [/I]is able to be built and is not just a garrison unit. A KDY design, the [I]Gladius[/I]-class light freighter is a sleek, fast and nimble craft often used by defense forces as a scout vessel or system patrol craft. It is armed with [B]2 impressive [/B][B]Advanced Quad Laser Cannons[/B], but does not possess enough shielding to withstand attacks by heavily armed assailants. Its fast engines and hyperdrive allow the vessel to escape from most attackers and reach safety. It makes for a very effective anti-starfighter craft. Furthermore, being a freighter, it also brings in some extra income for whatever planet it is in orbit over.

Credit to [B]Warb [/B](are you surprised?)

The [I]Gladius [/I]is buildable by all factions at planets that have a Trade Port in orbit.

In addition to those two units there are a couple other new units that have yet to be fully explained or disclosed. Here they are!

[B][I]Crix[/I]-class Assault Shuttle[/B]



Just as the Nune Shuttle replaces the older imperial models such as the Lambda Shuttle, the [I]Crix[/I]-class outphases the Alliance's Gallofree Transports. Named after General Crix Madine, it displays certain characteristics of both CEC designs as well as some Mon Calamari features, given their cooperation on the design. Also known as A-2s, they are heavily armed and shielded and possess significant firepower. The shuttle is armed with a pair of Laser Cannons and also has a Blaster Cannon Battery.
Thanks to [B]Warb [/B]for creating the model... are we seeing a recurring theme?

[B][I]Vortex[/I]-type Patrol Craft[/B]



The [I]Vortex [/I]is a new design from CEC. Armed with [B]2 Heavy Laser Cannons[/B], [B]2 Repeating Blasters[/B], and [B]2 Medium Ion Cannons[/B], it is deadly against fighters and bombers. Being more of a dedicated warship than the [I]Gladius[/I], the [I]Vortex [/I]is popular with pirates, privateers, fringers and military elements alike. The greater firepower, coupled with stronger shields and hull plating make for a more expensive craft. It is a much more dedicated military vessel than the [I]Gladius[/I], and as such fares much better in combat but does not generate any revenue. While lethal to starfighters and smaller craft like shuttles or transports, they are vulnerable to corvettes. This is the ship class that Hondo Karr uses... a hint at what you'll see in the future. Also, expect Morrigan Corde, a possible few more new ships, and other things to influence strategy and tactics.
Credit to [B]Warb [/B]once again! Let him know how much you appreciate him.

I hope you enjoyed this update. Big things are planned for the future!

User Rating: 9.7 (3 Votes)
1 Comments | Read / Post New


  Weekly Poll Results - How was your New Year's Eve? - Poll Results
  Posted by: codeuser on 01-08-2012 @ 22:04
This News Item has been viewed 13082 times!


How was your New Year's Eve?

Good 40% (48)

Awesome 29.1% (35)

Boring 15.8% (19)

I can't remember much of it 10% (12)

Awful 5% (6)

Total: 120
Start: 01-02-2012 10:44
Last: 01-08-2012 19:01



  Weekly Poll Results - Are you going to vote in the Top 100 round of ModDB's 2011 - Poll Results
  Posted by: codeuser on 01-02-2012 @ 10:44
This News Item has been viewed 13524 times!


Are you going to vote in the Top 100 round of ModDB's 2011 mod of the year competition?

Yes 53.9% (89)

Mod of the what? (I didn't bother to google it after the last poll) 28.4% (47)

No 17.5% (29)

Total: 165
Start: 12-11-2011 21:15
Last: 01-02-2012 10:07



  Thrawn's Revenge: 1.3 Progress Report - Mods
  Posted by: Enceladus1 on 12-11-2011 @ 21:54 - Source: http://www.moddb.com/mods/thrawns-revenge
This News Item has been viewed 16690 times!
Last time I promised an explanation of the two new Galactic Conquest scenarios, which will be covered at the end of this update, but first some other changes.

...Website Changes...

As many of you who follow the mod will no doubt have noticed, Beesden has redone our site and revamped the forums to bring them more in line with the mod visually, as well as make the information on the site more useful, so make sure to check those out.

New Ascendancy Model Ingame

New Ascendancy Model Ingame

...1.3 Progress...

As far as what's been done and what's left to do for 1.3, we've made some significant progress. The Galactic Conquest changes are mostly finished, which includes (we're pretty sure, but we could be wrong on this considering how small of a test group we have) circumventing the freezing issue in larger GCs, implementing the two new ones to be explained later, updating the starting forces (ie the Yevetha now has a couple dozen thrustships in addition to some Imperial Black Fleet ships), and a few other changes. The Au'riette and Ascendancy of the Empire of the Hand have been redone and can be seen in our gallery, and the new EotH artillery unit is almost finished. We have also fixed the bugs which limited Golan production (among other things). We've completed several maps for 1.3, including Corellia, Yag'Dhul, Abregado-Rae and Ession. All that's left is some changes to the ground portion of the mod, touching up a few skins and some other minor changes.

Moreover, as promised the optional Flak removal patch has been released due to popular demand. This is a completely optional patch which removes the "random" explosions after a ship fires. It is compatible with all existing versions of Imperial Civil War (it hasn't been tested with the FotR minimod, but it should work fine), and should work with all future versions although it will require reinstallation when you change mod versions. It can be downloaded here.

Into the Cluster Layout

Empires at War Layout

Expanded Hunt for Zsinj GC

...New Galactic Conquests...

Part of the goal for the new scenarios was to give people some shorter options for GCs. As it was, we had several very long GCs which could be very time consuming, but nothing for people who just wanted a relatively quick GC like some of those offered in the base game. We decided to center these around some of the minor factions, so here's the first two in the new series. The Hunt for Zsinj GC has also been modified to eliminate awkward gaps in territory and to balance out starting forces.

Into the Cluster:
Playable Factions: Imperial Remnant, New Republic
Non-Playable: Hapes Consortium
Size: 22 planets
Eras: Daala, Pellaeon

Empires at War:
Playable Factions: Imperial Remnant, Empire of the Hand
Non-Playable: Warlords, Yevetha
Size: 26 planets
Era: Isard

Borleias

Corellia

Abregado-Rae Map

Yag'Dhul

...New Maps...
Several new maps have also been added to the mod for the 1.3 release. These include Yag'Dhul, Abregado-Rae, Corellia and Borleias.

Redone Golan I

New Victory Star Destroyer Model

...Re-done Models...

Several units are in the process of being re-done to improve their overall quality. Pictured above are the new Golan I and Victory Star Destroyer.

...Conscription...
It's Mod of the Year time, so if you think we'd appreciate any votes we get on our Mod Database profile ( http://www.moddb.com/mods/thrawns-revenge ). Also, feel free to sign up on our forums or like our page on Facebook ( http://www.facebook.com/pages/Thrawns-Revenge/20781119569 )if you have a comment, criticism or general suggestion for the team.

That's all for now,
-Corey

Mod of the Year Awards

In addition to material for 1.3 here's a little sneak peek at what's to come for versions after 1.3:

Vision of the Future

User Rating: 10 (3 Votes)
No Comments | Read / Post New


  ModDB: 2011 Mod of the Year Awards Top 100 Mod - Community
  Posted by: Enceladus1 on 12-11-2011 @ 21:38 - Source: http://www.moddb.com/events/2011-mod-of-the-year-a
This News Item has been viewed 16124 times!
First off I'd like to apologize for not having a news post at the beginning of ModDB's Mod of the Year competition. I haven't had a ton of time on my hands due to finals etc. Anyways, the first round of voting has ended and the following mods (see below) have made it into the Top 100 mods. Be sure to vote for the mods you like (you can vote for multiple mods) and no account at ModDB is required for the voting process.

Vote here: http://www.moddb.com/events/2011-mod-of-the-year-awards/top100

Released Mods:

  • Thrawn's Revenge: Imperial Civil War
  • Republic at War
  • Phoenix Rising
  • Halo:The First Encounter


Upcoming Mods:

  • HALO: Campaign Commander
  • Star Wars - Clone Wars
  • Stargate - Empire at War: Pegasus Chronicles


Mod of the Year Awards

User Rating: 10 (1 Votes)
No Comments | Read / Post New


  Ultimate Empire at War: December 2011 News - Mods
  Posted by: Enceladus1 on 12-11-2011 @ 21:29 - Source: Ultimate Empire at War
This News Item has been viewed 16359 times!
A wonderful winter dear fans,

well, the winter may be wonderful, but in terms of news, UEaW doesn't seem to be this too. So first I would like to apologize for the lack of news in the last month – and for the content of this news as well.

I'm sure, "Get to the point“, you all will say now. So here the news are:
We're announcing a hiatus until next year January.
So there the bad words are. No, the words aren't „UEaW is dead“. The words are just: We're taking a deep breath, getting some distance and reevaluate our situation.

Why, you may ask now.
To be honest: UEaW isn't going on well. We have been stuck to the same point of progress for around two months now. This has a huge amount of reasons and the most of them are Real Life issues. For example, Chris is very busy with his university education and I'm very busy too, as a grade 11 student. Some exams are coming in for both of us, or are already just a few days away. However, this leads to the very unappreciated situation, that our free time is too limited to continue modding.
And far too limited when you consider, that we have a lot of other things, we have rather to do in our free time. Additional, a sort of "burn-out“-phenomenon has arrived in the team.

Your next question will probably be: Have they tricked us? Wasn't UEaW shortly before it's finishing?
Well. It was and is. In fact, we have just around 5%-10% missing – this includes a big part of the Galactic AI, the GUI, some balancing and the VA, as well as some testing and adding missing text entries of course. But if you consider the amount of time spent by working on UEaW (should be in total around 1000-2000 working hours now), the amount of 5%-10% isn't that less anymore. And it is definitely not less when the whole team is busy with education and real life.

So what is going to happen after this hiatus?
We really don't know. In the worst case, UEaW will be canceled, sadly as it is. In this case, we will release the actual version and give the rights to everyone who would like to use our stuff, who is asking and crediting us. In the best case, we will be able to continue our work and finish it soon after the winter.
In the very best case, we will get more support, who is able to do high-level coding, needed for the AI or a texture artist/modeller, who will finish the GUI and do some textures which are left (or optional).

So, these are the bad news of this month. I hope we will have better ones the next time.

Until then, have a nice Christmas time
Shimrra

User Rating: 1 (1 Votes)
No Comments | Read / Post New


  Stargate - Empire at War: Pegasus Chronicles November News 2011 - Mods
  Posted by: Enceladus1 on 12-11-2011 @ 21:26 - Source: http://www.moddb.com/mods/stargate-empire-at-war/n
This News Item has been viewed 16424 times!
Hallo folks, Like every year Christmas is nearly there and the whole team is searching for presents so we can't work on the mod as much as we want to. But we still found some time to create something new:

Pegasus Cyborg Mothership W.i.P.

Pegasus Cyborg Mothership W.i.P.

This is the mothership of the Pegasus Cyborgs you may have seen in the Atlantis episode "Daedalus Variations". As you can see this ship is still W.i.P.!

The same 3D Artist who is working on this ship might be somebody who doesn't celebrate Christmas...or maybe he already got all presents he need...because somehow he found the time to throw a fundamental concept of modeling out of the window!

Usually new models are created like this:
Theme -> Concept -> Base-model -> Texture -> Finished Model

He started at the very end of the line... With this texture...

Goauld Props Texture

...he created the following Goauld Props:

Goauld Props

To stick with buildings we will now present you the new Anti-Fighter/Anti-Bomber satellite of the Wraith:

Wraith Anti-Fighter/Anti-Bomber Satellite

Wraith Anti-Fighter/Anti-Bomber Satellite

With some slightly other colors this would be a good Christmas tree ball didn't you think? Your SGMG wish you the best luck at the Christmas present hunt to fill the big space under the Christmas tree!

Please vote for us at the Mod of the Year Award!:
http://www.moddb.com/events/2011-mod-of-the-year-awards

User Rating: 7.7 (3 Votes)
No Comments | Read / Post New


  Phoenix Rising: New Maps Part Two - Mods
  Posted by: Enceladus1 on 12-11-2011 @ 21:23 - Source: Phoenix Rising
This News Item has been viewed 15793 times!
As promised, here is the second news post about the new maps coming to Phoenix Rising with the release of version 1.2. I hope you'll enjoy fighting on them as much as I enjoyed making them!

Denon

We begin with the grey ecumenopolis of Denon. Situated in a strategically important hyperlane intersection, this is an important world to control in many campaigns.



The landing zone at Denon offers a number of paths to the main base, and provides ample space for heavy equipment to be landed.



The long, wide streets are excellent for walkers and speeders alike. Infantry can shelter between some buildings to keep them out of the line of fire.

Champala

Altogether a nicer planet than Denon, Champala is an oceanic world, home to the Changrian species. Its rapidly changing tides meant that the native coastal cities are adapted to being partially submerged for extended periods.



One of the coastal cities of Champala nestles below an eroded cliff face.



Repulsorlift vehicles are recommended for attacks on Champala and all oceanic worlds, though walkers and wheeled tanks can ford some of the shallow sand banks.



The base on Champala is set on massive concrete foundations with heavy drainage pipes to keep the worst of the tides away from the main structures.

New Alderaan

Far in the Outer Rim, New Alderaan is, as the name suggests, the homeworld of Alderaanians who escaped their planet's destruction. Much like Alderaan, it is a temperate world, though with strong seasonal variation.



A landing zone directly outside the main base, this should be held by defenders for as long as possible. It provides an excellent flaking route for attackers.



Deep in the mountains, this pass can be used to ambush attackers or flank round heavy defenses.



AT-ATs emerge from the mist to assault the New Republic defensive line. The forest can provide cover for ambushing infantry.


Ord Biniir

A relatively unimportant world in the Outer Rim, Ord Biniir was covered in canyons and as a result, favoured by podracers.



The initial landing zone on Ord Biniir gives attackers a number of different canyons to choose from, some leading to the enemy base, some going to more hidden corners of the map.



The main base on Ord Biniir, built on one of the plateaus separating the winding canyons. Part of the rear base wall has collapsed, giving attackers an alternate route and providing defenders with a way to reinforce their ramp if necessary.



The main canyons surrounding the base. If turbolaser defences are present, heavy vehicles or anti-vehicle infantry are a must!

Well, that's all from me for a while. I have plenty more maps in the pipeline. Other big map changes in 1.2 include revamped structure positions in Galactic Conquest: now your ISDs can navigate those station defences! All space skirmish maps have been scaled up too, so starbases can no longer bombard each other as soon as the battle begins and ships can pathfind much more effectively.



  Weekly Poll Results - Are you going to vote in ModDB's 2011 mod of the year comp - Poll Results
  Posted by: codeuser on 12-11-2011 @ 21:15
This News Item has been viewed 15428 times!


Are you going to vote in ModDB's 2011 mod of the year competition?

Yes 54.2% (45)

Mod of the what? 30.1% (25)

No 15.6% (13)

Total: 83
Start: 12-04-2011 22:54
Last: 12-11-2011 20:16


 #1 - Posted by: HammBoyTheDestroyer (Member) on 12-05-2011 at 07:58
Halo: Campaign Commander! The mod looks epic! Especially after the disappointment of H:TFE and the falling apart of H:FO.




  Halo: First Offensive Release!! - Mods
  Posted by: Enceladus1 on 12-11-2011 @ 21:00 - Source: http://www.moddb.com/mods/halo-first-offensive/dow
This News Item has been viewed 16155 times!
Here's something for all the fans we've had over the years and all the people who are still checking here now and then to see if there's new content.

This release marks an end to, what I have always considered, a great Halo mod. I'm afraid I just can no longer afford the time to work on this mod since I have my own Halo mod to care for, several other projects, school and work all together. I've always enjoyed working on this mod and seeing as I still do but do feel a decline in it, I have decided to stop before I simply hate working on H:FO.

I'd like to extend an enormous thanks to Ds, who originally allowed me to come on the team, with whom I've worked very closely later on and who eventually gave me the entire mod to finish. Furthermore I'd like to thank all the people who contributed to this mod, especially HammBoyTheDestroyer who's been really busy with scripting and putting all models we've made over the years ingame. And finally I'd like to thank all the fans and followers of this mod. We've always tried to make this mod for you guys and often we've had the pleasure of hearing your opinions so we could make adjustments to make this mod even better.

I think that covers about everything. Now, I'd like to wish you all fun playing with this release and I'd also like to advise you all to check out and support the other Halo mods out there like you've done with this mod.

For now(?), goodbye!

Abyssinian, signing out.

Check it out here: http://www.moddb.com/mods/halo-first-offensive/downloads/hfos-release

Screenshots:
Click to enlarge


  Phoenix Rising: Prepare For Ground Assault - Mods
  Posted by: Enceladus1 on 12-04-2011 @ 23:07 - Source: Phoenix Rising
This News Item has been viewed 15853 times!
In December 2009, I received an unexpected message from a fellow mod leader here at Revora that would alter the path of v1.2 development. Nertea, from The Dwarf Holds ( http://www.moddb.com/mods/the-dwarf-holds ), offered his expertise on vehicle modeling. This set in motion a course of events that would come to define the release. What v0.1 was for space combat, v1.2 will be for land combat. In effect, this will be our Land Mini-Mod.




The last version was a false start for ground battles, more raw specs than mechanic. While there is still much work to be done before we can declare a PR v2.0, the essence of Land is here now. We have a robust framework in place that is just waiting to flourish into a complete game mode. Our goal? To bring epicness and accuracy planetside. And to do it even better than we did for space.

There are obvious drawbacks in our decision to delay ground development, but one of the benefits is veterancy: we're all better at this than we were five years ago. Given the opportunity to start again essentially from scratch, I'm certain we can craft a superior experience.




The difference between land and space, however, is more than a matter of gravity. There is a real dichotomy here for a number of reasons, at the root of which is the science fiction axiom of "why bother with land battles when you can fight in space". We know relatively little about ground combat during the Galactic Civil War - it just isn't written about. This leaves us with a fairly open canvas.

While depictions of army battles in our era are few, we fortunately have some phenomenal roleplaying material from which to draw individual units - great concepts that have been perpetually trapped in stat blocks and two dimensions. Given the movie models we had on-hand already from EaW, our most dire need was clear: the Armored Freerunner. That was the unit Nertea first set out to recreate that winter, thus commencing our renewed take on land combat.




The Freerunner is the product that put its manufacturer, Kelliak Arms and Armor Company, out of business. This nefarious distinction had little to do with battlefield performance - the medium repulsortank features great speed and fire coverage. Rather, it was the result of walker bias beginning to take hold on the Imperial Army following the Clone Wars. The Armored Freerunner never entered general deployment with the Empire and KAAC went bankrupt, forcing the units to be sold off to anyone who would pay. Ironically, the versatile Freerunner quickly showed up in the hands of dissidents, where it would become the foundation of the Alliance cavalry.

As the model neared completion in February 2010, I began jotting numbers down on my whiteboard, starting with damage values and recharge rates for blaster archetypes. The roleplaying literals used in v1.1 failed for us because that genre is handicapped for player characters; the new format would be customized and exclusive to PR. Small arms got weaker, while cannons became more powerful. Recharge times, which used to mimic relative cyclic rates, would return to the familiar two-second cooldown of space combat, with two notable exceptions: carbines and repeating blasters fire 50% faster; turbolasers fire 50% slower.




The next step was to come up with armor and shield classes. Normally, this is where EaW applies its rock-paper-scissors logic, but that's not us - our armor works by subtracting from damage received, while shields offer protection in terms of percentage. The mistake I made last time was allowing units to become invincible if armor exceeded damage, so a half-point minimum is now in place for any regular hit. The exception to this is special damage, which is tied to armor type: Organic, Droid, or Vehicle. An Organic attack, such as a poison, ignores armor reduction when used against Organic armor; however, it does no damage to other armor types and generally should not target them, in practice. Non-lethal effects, such as stun, are also largely based around armor type.

Ranges then rapidly fell into place. From v1.1, it was clear that literal distances and speeds would not work in a game that rarely represented more than 200 meters of a planet using its own scale. Authentic values could still be used for small arms, but they would need to be condensed. The range of cannons, which can even exceed the size of our biggest land maps when done exactly, would best be planned around the camera and how much can fit on-screen at a time. Once I decided that blaster accuracy should be inclined towards infantry and laser accuracy should be inclined towards vehicles - similar to the laser/turbolaser dynamic of space - the basis of combat was established.




Before anything could be put in data though, it would be prudent to go back to the source materials and reevaluate mechanized armaments under our new framework. Problematically, different titles use "blaster" and "laser" interchangeably, or seemingly at random. On top of that are RPG damage values, which tell another story of how the gun works, separate from the caliber descriptor. These inconsistencies were largely mediated by role and context, so while our armaments may not match every official claim, we stand behind their legitimacy.

At this point, I began updating the damage-to-armor matrices, projectile code, and hardpoints - enough to get vehicles running. By March, the new ground mechanic was ready for its first real test. I built Freerunners and headed for Brentaal. The ensuing battle was one of the most rewarding moments I've had as a developer. Land was playable again. And, for the first time ever, we had an exclusive unit that we alone took from paper to game, fighting on a map made for this mod.




With vindication came distress: the number of land models available to us was still terribly limited, perhaps unbalancingly so, and there was no quick way to remedy that. The best option, we decided, was to delay the release and commence work on upgrades, essentially adding the functionality for what we dub a "mini-mod". That meant that Ghostrider would more or less have to scrap the ground portion of the campaigns that were already finished. Nertea moved on to the next model and I went back to the whiteboard.

Just as space upgrades were originally metered by the prolific X-wing series, the AT-AT would serve as our gauge for land. Everything we needed to accomplish with a unit - both historically and for depth of gameplay - could be done in four variants. Breakthroughs for armies seemingly progress at a slower rate than they do for navies, so this represents only half the improvement of a fully upgraded space unit, but also costs half as much.

Once again, I've tried to ensure a niche role for each faction unit; however, in a departure from space, abilities are no longer mostly class-based. Instead, we have some innovative powers that might only be available to a single unit: self-healing armors, repulsorlift jammers, point-blank EMPs. Pure combat abilities in the style of Power to Weapons are less common and have been reserved for true battlefield juggernauts.




Dealing with upgrades gave me a chance to clean up unit tooltips as well. Obviously anything would be an improvement over the non-descriptions in current use, although the space unit block text isn't ideal either. I had naively thought that EaW would parse newlines for popup strings when I first started writing them for space; of course, it doesn't, and the format just stuck. The only way to get text on different lines is to use multiple strings, so I trialled a modular format this time to take advantage of that. The stat blocks are much more clean and readable now and buildable land units have even begun to show prose descriptions, for those that prefer words to numbers. Progress!

Hitpoints took a while to calibrate. We've normally used strict conversions from official figures to determine the amount of punishment a unit can take before it's considered destroyed. Those numbers were in place from the previous release and were immediately quadrupled for all vehicles. That gave them the longevity that was missing, but certain units still felt off during testing. On paper even, some of the canon stats just didn't make sense - speeder bikes were rated tougher than skyhoppers. It became necessary for us to find our own way. So, while I haven't abandoned our sources if they can fit, I will supersede anything that does not with a value that works in the engine. And the game plays better for it.




The vehicle focus up to this point is intentional, as infantry had suffered from longstanding coding complications dating back to retail EaW, when most land units and all infantry had perfect aim by virtue of non-working XML accuracy tags. This is the default implementation and was never acceptable to us. The alternative is to use hardpoints, which were not meant to go with containers, the "circles" that form infantry into squads, since they create a disconnect in targeting, among other issues. The jury-rigged fix for the previous release was to use the simplest container possible, but that meant that individual troops were doing their own pathfinding, were uncohesive, and were getting stuck all over the map. When I sorted out team targeting and locomotion in April and infantry started firing on their own, all the intricacy and nuance of our small arms design from v1.1 became apparent for the first time.




Is Han the same character without his DL-44? We think not: blasters are too varied in terms of damage, range, and capacity to simply call two pistols equal. Although lacking art and tooltips, our soldiers have always used specific weapon models where it counts, in data. And not just a single weapon like vanilla - thanks to hardpoints, combatants can brandish as many arms as they can realistically carry. In fact, we've simulated almost every weapon in existence for this era, down to the esoteric, from power hammers to wrist rockets to shatter guns, with special care taken to preserve connotation and rarity in how they are used.

These were essential in correcting my previous oversight of indigenous units and structures. Due to release expediency, many files were simply left in their original state. These have since either been converted or met the delete key, with the most noticeable changes for players being to indigenous. Houses are still in place on the maps, but nothing spawns from them, there is no associated bounty, and they're not destructable. Essentially, they're just ordinary props now, with mobs being placed exclusively through starting forces. 19 alien species were added under the civilian archetype, which will be the standard way of representing non-Humans to prevent excessive variantation. Civilians are also unique in that they come in double-strength platoons of 80 to showcase their numerical advantage.




Unfortunately, no one was ever missing in a firefight. I'd always thought of in-game accuracy as an angle and thus was sitting around doing trigonometry trying to figure out better values to use, until Ghost mentioned in May that it's actually a measurement of spread between a group of shots at maximum range. The last point is key, since that's what ultimately determines the fire cone. All land hardpoints were redone to account for the mistake. Infantry were divided into accuracy groups - civilian, military, elite, and hero - with each group using a consistent angle, irrespective to range to simulate shooting with the naked eye. In other words, at 100 meters, a pistol and a rifle are equally inaccurate, even though rifle fire likely has triple the effective range. The opposite approach was taken with vehicles: we've assumed that targeting computer quality is proportional to weapon range, so all mounted cannons are just as inaccurate at 50% of their respective maximums.

With ground combat in excellent shape for testing, my focus shifted to aiding Ghostrider with Operation Shadow Hand, which hadn't been overhauled since v1.0. By June, Nertea had completed his second vehicle, the Heavy Tracker.




The Mekuun Heavy Tracker is a repulsorlift support vehicle designed to house an omniprobe sensor array. This technological breakthrough in the wake of the Clone Wars allows for ground-level detection unimpeded by terrain, a blind spot for existing omnidirectional sensors. Long-range scanning is used to great effect with the topside artillery laser. Trackers typically double as command units for the Rebellion, where they are able to set up rogue reinforcement points with the aid of a landing zone beacon repeater. Although very well armored, the abundance of electronics makes them fat, somewhat fragile targets.

Much of the remaining year was consumed by countless attempts to implement a custom AI, although I continued to expand our projectile roster and convert vanilla units that had been missed. In total, five previously unused troopers, three droids, and eight vehicles were adapted from Petroglyph assets, while the T-16 Skyhopper, Luxury Sail Barge, B1 Battle Droid, B2 Super Battle Droid, Low Altitude Assault Transport, and Mygeeto land map were assimilated from community releases.




One of the last major changes was to reinvent the bombing run for PR. When bombardment was added in FoC, little was done to differentiate it from the carpet-bombing runs of EaW: both were indiscriminate area attacks. Additionally, there was only nominal difference between bomber types. Given our emphasis on statistical transparency, this grew intolerable in the new mechanic, so I devised a way to reliably bridge space and land. All ground bombers were afforded the same characteristics as their orbital counterparts, including weapon systems. There is now a huge difference between supporting an invasion with TIE Targeters and Scimitar Assault Bombers, although in case both are present, the game will automatically pick the better unit. Pilots strafe with energy weapons and actively target enemies with warheads - no more dumping the bomb bay. This is accomplished with conventional land projectiles; the only special case is for reloads: bombers can't launch more warheads on a run than they can carry.




The rest of the time was spent collaborating, documenting, experimenting, implementing, testing, fixing, balancing, and optimizing - the daily grind that often isn't newsworthy. Special thanks must go out to the testing team for a year and a half of silent toil. I put off announcing the land revamp this long to avoid a repeat of the last release, where when it came time to wrap up, land was barely a concept. This time, we ended up with something tremendously polished, yet still very much incomplete. Whether or not we can see this through to the end partially depends on fan and community support, so after you download the upcoming release, tell us what you think about it on the forums, and if you like it, tell a friend! That friend might just be the next member of our team.

There's a really easy way for us to get all the talent we need to complete v2.0, and that's to be awarded Mod of the Year. Well, maybe it's not easy to win, but it does only take five seconds of your time to vote. Just follow the red button to Mod DB and click the green "Vote For This Mod" box on our profile.

Look, awards are nice and all, but the real goal here is to increase our exposure. If one person downloads PR because they saw a vote for us on the live scoreboard, then that's a success. So please vote for us if you can spare five seconds, and if you can spare ten, hit up The Dwarf Holds ( http://www.moddb.com/mods/the-dwarf-holds ) as well. Cheers.

Mod of the Year Awards

User Rating: 6 (2 Votes)
1 Comments | Read / Post New


  Weekly Poll Results - What is your favourite Star Wars gas giant? - Poll Results
  Posted by: codeuser on 12-04-2011 @ 22:54
This News Item has been viewed 15450 times!


What is your favourite Star Wars gas giant?

Bespin 61% (160)

Endor 15.6% (41)

Yavin Prime 13.7% (36)

Taloraan 3% (8)

Other (Comment) 3% (8)

Kril'Dor 1.9% (5)

Genarius 1.5% (4)

Total: 262
Start: 11-21-2011 06:19
Last: 12-04-2011 15:23


 #1 - Posted by: JA_394 (Member) on 11-21-2011 at 09:47
Bespin. Not because of EP5 or anything like that, but just the idea of living in a place like that.

 #2 - Posted by: starfox1701 (Member) on 11-21-2011 at 15:59
Yavin ate the Knight HammerRock

 #3 - Posted by: Yammka (Member) on 11-24-2011 at 22:22
Definitely Bespin, especially since I don't know any of those gas giants from what I presume is the EU. Bespin's got a wicked view, from on the floating city. I bet sunsets and sunrises are among the best anywhere in the galaxy.




  Weekly Poll Results - How often do you submit POTD? - Poll Results
  Posted by: codeuser on 11-21-2011 @ 06:19
This News Item has been viewed 16295 times!


How often do you submit POTD?

Never 42.8% (42)

Sometimes 18.3% (18)

Rarely 18.3% (18)

All the time 12.2% (12)

Often 8.1% (8)

Total: 98
Start: 11-06-2011 21:19
Last: 11-21-2011 03:33


 #1 - Posted by: JA_394 (Member) on 11-06-2011 at 22:01
Never, as I don't have EaW installed anymore. And I despise the ridiculous reasons people give for rating something low, like, 'I'm having a bad day,' or, more importantly, the miniature flame wars that constantly break out in the PotD sections that only last a couple of comments. Happens every two or three days. If I had EaW installed, I wouldn't submit any for those reason alone.

So, in case you are too lazy to read that small wall of text, my answer is never.


 #2 - Posted by: General_Carnage (Member) on 11-11-2011 at 09:24
If this means just this site then never but i do for JK3 and SWBF2 files.smile

 #3 - Posted by: SDJLoosecannon (Member) on 11-13-2011 at 14:00
I don't always submit POTDs, but when I do, they're 10/10

lol not exactly... I can't even remember the last time I submitted a potd

@JA394: My thoughts exactly... regarding the flame wars that is...





  Weekly Poll Results - What are your favourite types of POTD? - Poll Results
  Posted by: codeuser on 11-06-2011 @ 21:19
This News Item has been viewed 16982 times!


What are your favourite types of POTD?

Big Battles 54.8% (91)

Funny Pictures 21.6% (36)

Scenic Shots 13.2% (22)

Glory Shots 9% (15)

Other (Comment) 1.2% (2)

Total: 166
Start: 10-23-2011 23:19
Last: 11-06-2011 19:00


 #1 - Posted by: JA_394 (Member) on 10-23-2011 at 23:42
I prefer funny ones, myself. I need humor in an otherwise dull life.

 #2 - Posted by: Yammka (Member) on 10-24-2011 at 16:28
Scenic shots, definitely. I say here, under oath, that Burntstrobe's screenshots are among the best I've ever seen.

 #3 - Posted by: JA_394 (Member) on 10-24-2011 at 20:48
I like Burntstrobe's pics, too. I rate them 1/10 for two reasons;

1, the horrid, grainy textures.

2, its Alliance Mod. I hate Alliance Mod. I hate everything about it, and I hate everyone involved in it, especially that troll Nomada. He shouldn't be allowed on here.


 #4 - Posted by: Johnyboy1 (Member) on 10-25-2011 at 13:44
FUNNY MWHAHAHA!! Um Hi. Anyways I love comedy and cannot get enough of it

 #5 - @3 - Posted by: AK151 (Member) on 10-26-2011 at 15:16
JA, not all of Burn's work is for Alliance. Nomada may be a bit unlikeable, but Burnstrobe is not the same way. Don't judge him by the mod he works works on, and keep in mind that he doesn't do the skins, but the nebulae, which are normally the main focus of the picture.

 #6 - @5 - Posted by: JA_394 (Member) on 10-26-2011 at 19:17
I would argue thar Burnt is pretty unlikeable... and I love his nebulae. Its the best I've ever seen for any game. Its just the horrid textures and the stench of Alliance Mod take away all the respect I have for his work.

 #7 - Posted by: cheezecake (Member) on 10-28-2011 at 09:26
I prefer scenic or big battle shots, probably lean more towards scenic though.

As for as Burntstrobe goes, I know for a fact that he is very likable and easy to get along with, because I've personally been collaborating and communicating with him over the past few months. What happened in the past does not show what he is actually like.


 #8 - @7 - Posted by: JA_394 (Member) on 10-29-2011 at 09:37
http://empireatwar.filefront.com/potd/133922x#2039726

That change your mind? Read through all the comments and tell me how Burntstrobe, or anybody even remotely involved with that disaster, is likeable.

That PotD is where my hatred for Nomada, Burnt, and Alliance Mod got started.


 #9 - Posted by: General_Carnage (Member) on 10-30-2011 at 12:03
JA, i totally agree. I just got trolled like that on BF2 files.frown

 #10 - Posted by: JA_394 (Member) on 10-30-2011 at 18:43
Yeah. I saw that on BF2Files. 'Tis a shame.

 #11 - @9 - Posted by: Yammka (Member) on 10-31-2011 at 02:44
I never saw much after my call for 042's redemption, which he ignored. >.>. I don't think mods would allow details to be shared, but was it bad? And for the record, I'll defend you again, if need be. wink

 #12 - @11 - Posted by: JA_394 (Member) on 10-31-2011 at 09:11
His exact words were

'hey yammka, go ***** yourself'

After that, I e-mailed Mav and reported him. That's the, what, fourth time 042's done something like that?


 #13 - Posted by: General_Carnage (Member) on 10-31-2011 at 11:22
Thanks guys! ill be sure to return the favour in the future!smile

 #14 - Posted by: JA_394 (Member) on 10-31-2011 at 13:03
No problem. I used to deal with that kind of thing everyday, so its no biggie for me.

 #15 - Posted by: Geroenimo (Member) on 11-01-2011 at 08:34
Let me say dear JA, you are dumb, ignorant, and overall totally incorrect.

What he wrote that day on the potd he has explained many times that he had a little to much to drink that day. His work is great, better than any of the kind in the community, the person is a great guy who gets stuff done and is great talking to aswell.
If you're ignorant and stupid enough to jugde someone on affiliations you're just a 13 year-old child.

The very fact you base your oppinion on one potd is stupid, one should only form a thought of any subject when multiple stories have been heard, and considered. Which you didn't do either of.


 #16 - Posted by: Geroenimo (Member) on 11-01-2011 at 08:37
I voted funny pictures btw, when done good they can be the best.

 #17 - @15 - Posted by: JA_394 (Member) on 11-01-2011 at 10:51
I am, am I? Oh, I feel so sad. Some troll thinks I'm dumb and ignorant. Oh, whatever will I do? Cry

 #18 - Posted by: AK151 (Member) on 11-01-2011 at 15:14
JA, while that POTD was one of the first arguments (of many) that I participated in, and it did solidify a disliking of Nomada and of Burn, Burn at least showed some more maturity in a later argument (which he really didn't even take part of). He really isn't that bad. But I will not argue about Nomada...

 #19 - Posted by: JA_394 (Member) on 11-01-2011 at 15:26
@18, Yeah, he's not quite as bad as I make him out to be. But he's still bad. One has to be held accountable for his or her past actions. Otherwise, there would be no such place as jail, which our society desperately needs.

@15, Again, but I'm sorry, your comment did not offend me like it was intended to, and I did not flame and troll you back as you expected me to. I am typing this to inform you that I found your comment funny, rather than offensive. So, next time you want to start a flame war in an attempt to get someone you don't like banned, try harder. Have a good day. smile


 #20 - @19 - Posted by: AK151 (Member) on 11-01-2011 at 20:28
You are very correct in your statement, I am just saying that recently, he seems to be much more friendly (didn't even sound hostile when I was arguing with Nomada, just came in to give me a bit of advice [FRIENDLY advice]). But yeah, he was pretty bad. Now... not so much.

Also, it seems really awkward talking about people when they can see everything we're writing about them. Anyone else ever find that strange?


 #21 - @12 - Posted by: Yammka (Member) on 11-01-2011 at 23:16
Oh, was that it? Yeah, I saw that just before I conked out for the night. When I got back, it looked like some people may have continued the argument during the time I was asleep, but I guess that wasn't the case?

And JA, you know who I think is a complete jerk? AK15---O.O AK151! Er . . . when did you get here?


 #22 - @21 - Posted by: AK151 (Member) on 11-02-2011 at 05:19
Douche. And yes, I just called you a shower in French.

stick out tongue


 #23 - Posted by: Geroenimo (Member) on 11-02-2011 at 06:10
@JA

I find it funny to begin with you're thinking I'm trying to flame you, if I would try to expect a different kind of comment from me. I am stating you're basing your jugdement on burntstrobe on things that are irrelivant, and I'm attacking that stupidity and not you, even though you host it, this hasn't gotten so much to do with your username as it has with the incorrect statement that was made by it.


 #24 - @23 - Posted by: JA_394 (Member) on 11-02-2011 at 15:22
Ok, in all seriousness, you can stop shoving your opinions down my throat now. I'm not going to tolerate that anymore, especially from someone I don't know.

 #25 - Posted by: Geroenimo (Member) on 11-02-2011 at 23:57
Ohhh poor muffin'
I'm not shoving anything down your throat, I'm giving you a piece of truth which you are unable to accept as it seems big grin


 #26 - Posted by: Yammka (Member) on 11-03-2011 at 04:02
Fact: Geroenimo's post was directly meant to raise a heated argument. To think JA would roll over and accept Geroenimo's attack is foolish.

Supposition: JA recognized the bait, called it out and does not wish to fight. However, he will counter any threat launched at him. Geroenimo will not likely back down if JA remains on the defensive.

Proposed Resolution: Drop it, both of you, because nothing you guys say is going to affect the other in any satisfactory way.

Threat: Yammka will go to the mods if this continues. Geroenimo has clearly broken rule 5 of the site and one can argue that JA is toeing the line of rule 5 in return.


 #27 - @26 - Posted by: JA_394 (Member) on 11-03-2011 at 12:24
Thank you. I've said all I want to say, and then some. If Geroenimo would stop with the personal attacks- agh, nevermind. I've learned something from dealing with folk like him, Darkon, Nomada, and many others;

DO NOT FEED THE TROLLS.

big grin


 #28 - Posted by: Geroenimo (Member) on 11-03-2011 at 13:02
Haha, can't see how you compare me to either darkon or nomada, but sure big grin I have to say yammka said it as it is except I was defending burntstrobe rather than trying to flame someone wink But enough with the argumentations already




 Latest News
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Thrawn's Revenge: Im..
 » Weekly Poll Results ..
 » Legacy Era: Two Year..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Thrawn's Revenge: 1...

 Latest Files
 » FocWallpaper (1.0)
 » REP&IMP; Icon Pac.. (1.0)
 » 1. REP&IMP; Clan .. (1.6)
 » 1. REP&IMP; Clan .. (1.0)
 » 501st Skins for .. (1.0)
 » DC HUC Higher Un.. (v.1)
 » Rebel and Empire.. (0.2)
 » Hutt Units (1.0)
 » Atack the Castle
 » A Galaxy Divided V3 ..

 The Network
 » Gaming News
 » Game Demos
 » Game Patches
 » Trailer Videos
 » Gaming Forums

 Game Portals:
 » Age of Empires 3
 » Aliens vs Predator 2
 » America's Army
 » ArmA 2
 » Armada 2
 » Battlefield 1943
 » Bridge Commander
 » Brothers in Arms 2
 » Call of Duty 4
 » Command & Conquer
 » Company of Heroes
 » Crysis
 » Counter-Strike: Source
 » Dawn of War Series
 » Day of Defeat: Source
 » Diablo 3
 » Doom 3
 » Elite Force
 » Enemy Territory
 » Fallout 3
 » Far Cry 2
 » F.E.A.R.
 » Flight Simulator X
 » GTA San Andreas
 » Half-Life 2
 » Halo
 » Jedi Knight 3
 » Knights of the Old Republic
 » Left 4 Dead 2
 » LOTR: Battle 4 Middle Earth
 » Medal of Honor
 » Operation Flashpoint
 » Quake 4
 » Red Faction: Guerrilla
 » rFactor
 » Silent Hunter 4
 » Sins of a Solar Empire
 » Soldier of Fortune 2
 » S.T.A.L.K.E.R.
 » Star Trek: Legacy
 » Star Wars Battlefront 2
 » Star Wars Empire at War
 » StarCraft II
 » Starfleet Command III
 » Supreme Commander
 » Team Fortress 2
 » The Elder Scrolls IV
 » The Sims 2
 » TrackMania United
 » Unreal Tournament 3
 » Warcraft III
 » World of Warcraft
 » X3: Terran Conflict

You got served by in 0.6094 seconds using 9 MySQL queries and 10 includes
Copyright © 2012 FileFront, Inc. All rights reserved.
Design by Jos Jongejan aka Pro-Filer & Blumenkohl. Use of Empire at War Files materials is subject to certain Terms & Conditions.
TM & © 2012 LucasArts. All rights reserved. Empire at War and related marks are trademarks of LucasArts.