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*** EaW: Total Realism 2.3 - THE COUNTDOWN ***


Athanasios

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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, Total Realism mod team site 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 1.700 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).

 

 

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||| Version 2.1.1 changelog |||

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

 

 

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

||| 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 "The Siege II" added
  • Galactic Conflict & The Conflict begins (43/21 planets) gc modes starting forces reconfigured
  • 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

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||| GROUND major modifications |||

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

  • Camouflages implemented for all vehicles & infantry
  • Special "dirt"-camos made for buildings
  • 501st Legion troopers are now buildable as Imperial Commando units (stealth/spy)
  • Scout tooper (on foot) is now build as a cheap reckon unit
  • Rancor 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

.

.

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||| SPACE major modifications |||

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  • Space units (except fighters) temporarily rescaled to avoid system crawlings due to map issues
  • Splash damage effect implemented in space ships and their debris
  • New unit added: Shadowclaw buildable in skirmish through space docks
  • New unit added: Space troopers (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

.

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||| CRITICAL fixes |||

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

  • Fixed english "without GM" installers 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 (ok, this is copy & paste from the site, i don't decline this, it's just over midnight here so, anything that saves typing helps :D) !

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We'll be updating this thread (and the site ofcourse) with some nice screenshots, just to heat up the place a bit ;).

 

[edit] Btw, i don't know if you noticed, but we're planning to hold serious tourneys within the community with even goodies for prices. Yet, we need people to go into this (for EaW tourneys talking now). So, spread the word out and lets have this moving!

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It's over 3 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.

 

 

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

@ezze16: We pulled down EaW:TR 2.1, since we're preparing the place for the coming version :). Visit our home page for more info on how to keep in touch with TR updates.

 

@Kallath: Numbers are numbers and they never lie. And as far as for "other mods that exceed your", we'll see this is near future.......through numbers.......all mods try to offer the best to the community. Biased opinions like yours are not regarded as unbiased by anyone....especially if we have numbers on the back......Moreover, a user can have mutliple mods installed due to patch 1.04 mod support.

 

Same applies for the "views". Just scan the PFF and LF forums to check their authenticity.

 

So, if we "brag", we do it because we have good reasons to do it. If we had 5 downloads and no community applause, we wouldnt form up a team and move on something serious.

 

No offence taken.

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Just wanted to give you a heads up, I could access your site fine yesterday but today when if i try to go to the site my anti-virus throws a fit saying that the site is infected. I'm using Avast and i'll post what info it gives me below. Can't wait for your new mod, keep up the good work.

 

-NacNud

 

http://users.auth.gr/~atsiolas/1a_Navigation_News

JS:Feebs-H [Wrm]

Virus/Worm

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Yep, it's probably the counter :). Neither Zonealarm says anything. Try to visit the rest pages too (Downloads, Screenshots etc) and see if you get the same message. The counter is placed only in the first link.

 

Just a update, I added the main url to my exempt list in order to get the page to load. After it finsihed loading i got a local virus alert. I also tried the other pages, FAQ, downloads, ect and got the exact same error on every page i tried, i didn't try them all, exept for the forums.

 

:confused:

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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 friendly damage 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...

 

 

T4B - swamp camo

Resize%20of_T4B - swamp camo (ingame).jpg

 

T4B - snow camo

Resize%20of_T4B - snow camo (ingame).jpg

 

T4B - desert camo

Resize%20of_T4B - desert camo (ingame).jpg

 

MPTL - swamp camo

Resize%20of_T4B - swamp camo (ingame).jpg

 

MPTL - snow camo

Resize%20of_MPTL - snow camo (ingame).jpg

 

MPTL - desert camo

Resize%20of_MPTL - desert camo (ingame).jpg

 

T2B - snow camo

Resize%20of_T2B - snow camo (ingame).jpg

 

T2B - desert camo

Resize%20of_T2B - desert camo (ingame).jpg

 

Stay tuned in our frequency... ;)

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Thats cool but that will make things a heck of alot harder i mean what do u do if your at st keep killing the infantry infront of them? and how do u find a place for a bombing run with out using a unit to find the spot u want to bomb i hope u are planing on making ff a optional thing.

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Thats cool but that will make things a heck of alot harder i mean what do u do if your at st keep killing the infantry infront of them? and how do u find a place for a bombing run with out using a unit to find the spot u want to bomb i hope u are planing on making ff a optional thing.

 

Hehe. FF will be tweaked but what this means is that if you call in bombing run on ennemy and your units are mixed with the ennemy units you will loose those units if you don't retreat them at time. It is only a normal sens. Projectiles don't make difference between black and white they see all in grey.

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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...

 

 

MPTL camos

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

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We need uninstaller. I mean even as I remove the XML content there are still some modded maps stuck in GC.

 

We made no modded maps in 2.1......... yet, we'll see if that unistaller is feasable with the free installer-creator program we use.

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