LHTC9 Transport unit - can carry troops and deploy Rebel Spec Force’s.
Rebel Light scout speeder - like a speeder bike - acts pretty much like one.
Hutt Faction replacement units
Corsec Frigate New addons-
YT2000 Frighter
Landunits - Huttfaction
Hag Repulsor Tank
Code Changes
Tech level advancement adjusted. (For Space Stations build times)
Spawn starfighters time ajusted.
Added much extra time to help reduce any lag.
MDU addon for mobile landing of reinforcement points.
Starfighters code removed from Skirmish starbases.
Starfighters will be moved instead to the Skirmish SpaceDock yard - you must capture it to be able to get more fighters ! -otherwise starfighters will be passed over to building capitalships and frigates to get them.
Starting units increased in skirmish to account for lack of fighters (as stated above). Included various starting units to get you started off in a skirmish battle. Most Mon Calamari war ships now have cluster bombs ability - as requested from shak - he tells me most of them carried these things. They will re spawn at 100s before being able to fire again.
Land maps have been made bigger on several sote maps.
Increased in size to between 8 and 10 GC Planet ground base previews should be fixed in GC mode when zooming in a sote planet as it should be in stock FOC game. (MikeNL) fix for ground base previews.
-GUI filter buttons added based on Sidious Invader and smallpox idea. As Alphablue members know, they can filter different classes of space units at the click of a button. I will be looking at adding buttons for land units too asap.
-Replaced Skirmish Merchant Dock yard with new model (Fighter yards X2 model)
-Added TIE Opressor (Empire)
-Added TIE Aggressor (Empire)
-Added Bloodstar Battlecruiser - Hutt Cartel faction
-Fixed LAAT Crash problem
-Fixed Victory Destroyer MKI Missing Texture
- Rebel Strike Cruiser - cant retreat - resolved by removing this ability - probably a conflict of interests with its interdictor ability.
- Rothana Passability re done buildings re positioned
- AI problems have been looked at and hopefully a fix is coming soon. I just need to do several tests
- SOTE Campaign - mini side mission “Executor mission” needs to be fixed. Its a minor issue with event code nothing more.
- Fixed Mara Jade Single unit Hyperspace
- Fixed Broadside Cruiser - Resolved missiles.
- New model for Mara Jade’s Z-95 replaced with modified model - with invulnerability particle
- 4 maps. Bakura, Sluis Van, Endor, and Hapes - all had passability re done
- 1 space map re edited for starting marker - (fixed) markers were off playable area.
- 1 Space map with starting markers facing direction out of the map - so units do not enter map facing the starbase - should be fixed.
Empire TIE Bombing run problem confirmed and fixed. Re tested by me in skirmish as working now.
*Hapes is a very challenging and difficult map to move around and has difficulty with being able to see land units properly. The way I did this map was to use the camera zoomed close in on the ground units to get under the tree tops. If this map proves to be too impossible for most people to play strategically then I will have to re do parts of this map too. But try it anyway.
Fixed*-The Bakuran Warship for the Hutts missles explode shortly after launching damaging the ship, not as bad as the Broadsides did but still to the same effect.
Fixed- the assualt frigate mk 2 has the petro symbol on the engine
-Particles with PG logo Fixed.
-AI completely re built
-New Model for Skirmish fighter yard
- New mini missions added For Historical GC campaigns.
OK, np. I have some land ones like a Juggernaut transport with the missile launcher and working LAAT and some tight TIE Fighters that can fly in a land battle. They are good against all but Anti Air guns and any unit that can shoot down a lancet.
So, do you think it is possible to have the playable public beta up before December?
Ultimus :
JC, I think it would be a lot less extra to just send us all the entire mod and not the shortened version. This is a not a demo right? That way we can actually test it and give better feedback.
What I meant by this was that Beta Tests arent exactly meant to be Demos, they were meant to test it and give feedback to the developers on anything from bugs to inbalences. I’m sorry if this sounded insulting to you or any of that.
#1 by admin at April 23rd, 2009
Alpha 9.05
Spaceunit replacements - Empire
Titan Destroyer
Preator Cruiser
Tyrant Cruiser
Admiral Giels SSD
Harrow Destroyer
Victory MKI Destroyer
XM Novawing
Assault Gunboat
Nebulon Frigate B2
Victory Frigate MKII
Spaceunit addons - NEW in Alpha 9.05
TIE Interceptor Scout
Spaceunit modifications on existing models
Victory Destroyer mk1
victory destroyer mk2
harrow destroyer
communications destroyer
Hunchback SD
Landunits (Empire) Addons
NEW - Imperial Storm Trooper with E11 Blaster
NEW - MovilArtillery unit
Spaceunit Replacements - Rebellion/New Republic
MC90
MC80-B
MC80A-Variant (wingless)
MC80
MC75
MC60
MC40
Bothan Assault Cruiser
Independance Defiance
Landunits - NEW (Rebellion) Addons
LHTC9 Transport unit - can carry troops and deploy Rebel Spec Force’s.
Rebel Light scout speeder - like a speeder bike - acts pretty much like one.
Hutt Faction replacement units
Corsec Frigate New addons-
YT2000 Frighter
Landunits - Huttfaction
Hag Repulsor Tank
Code Changes
Tech level advancement adjusted. (For Space Stations build times)
Spawn starfighters time ajusted.
Added much extra time to help reduce any lag.
MDU addon for mobile landing of reinforcement points.
Starfighters code removed from Skirmish starbases.
Starfighters will be moved instead to the Skirmish SpaceDock yard - you must capture it to be able to get more fighters ! -otherwise starfighters will be passed over to building capitalships and frigates to get them.
Starting units increased in skirmish to account for lack of fighters (as stated above). Included various starting units to get you started off in a skirmish battle. Most Mon Calamari war ships now have cluster bombs ability - as requested from shak - he tells me most of them carried these things. They will re spawn at 100s before being able to fire again.
Land maps have been made bigger on several sote maps.
Increased in size to between 8 and 10 GC Planet ground base previews should be fixed in GC mode when zooming in a sote planet as it should be in stock FOC game. (MikeNL) fix for ground base previews.
Planets - Addons
Maps Finished :
1.Endor
2.Nar Shadda
3.Fondor
4.Muunlist
5.Mandalore
6.Atzerri
7.Yavin
News Maps-
Russan
Ossus
GUI Changes
-GUI now will support up to 15 hero icons-GUI filter buttons added based on Sidious Invader and smallpox idea. As Alphablue members know, they can filter different classes of space units at the click of a button. I will be looking at adding buttons for land units too asap.
#2 by admin at April 23rd, 2009
Alpha 9.06 Change Log-
-Replaced Skirmish Merchant Dock yard with new model (Fighter yards X2 model)
-Added TIE Opressor (Empire)
-Added TIE Aggressor (Empire)
-Added Bloodstar Battlecruiser - Hutt Cartel faction
-Fixed LAAT Crash problem
-Fixed Victory Destroyer MKI Missing Texture
- Rebel Strike Cruiser - cant retreat - resolved by removing this ability - probably a conflict of interests with its interdictor ability.
- Rothana Passability re done buildings re positioned
- AI problems have been looked at and hopefully a fix is coming soon. I just need to do several tests
- SOTE Campaign - mini side mission “Executor mission” needs to be fixed. Its a minor issue with event code nothing more.
- Fixed Mara Jade Single unit Hyperspace
- Fixed Broadside Cruiser - Resolved missiles.
- New model for Mara Jade’s Z-95 replaced with modified model - with invulnerability particle
- 4 maps. Bakura, Sluis Van, Endor, and Hapes - all had passability re done
- 1 space map re edited for starting marker - (fixed) markers were off playable area.
- 1 Space map with starting markers facing direction out of the map - so units do not enter map facing the starbase - should be fixed.
Empire TIE Bombing run problem confirmed and fixed. Re tested by me in skirmish as working now.
*Hapes is a very challenging and difficult map to move around and has difficulty with being able to see land units properly. The way I did this map was to use the camera zoomed close in on the ground units to get under the tree tops. If this map proves to be too impossible for most people to play strategically then I will have to re do parts of this map too. But try it anyway.
Fixed*-The Bakuran Warship for the Hutts missles explode shortly after launching damaging the ship, not as bad as the Broadsides did but still to the same effect.
Fixed- the assualt frigate mk 2 has the petro symbol on the engine
-Particles with PG logo Fixed.
-AI completely re built
-New Model for Skirmish fighter yard
- New mini missions added For Historical GC campaigns.
#3 by Ultimus at October 5th, 2009
Do you want a Mediator class starcruiser for the rebels?
#4 by Jedi_Consular at October 6th, 2009
I got all the models I need - but thanks anyway
#5 by Ultimus at October 10th, 2009
OK, np. I have some land ones like a Juggernaut transport with the missile launcher and working LAAT and some tight TIE Fighters that can fly in a land battle. They are good against all but Anti Air guns and any unit that can shoot down a lancet.
#6 by Ultimus at October 10th, 2009
Also, do you have a new XX% number for the Mod Development Status: XX% - till Beta 1 thingy?
#7 by Jedi_Consular at October 11th, 2009
The mod has all those in we have Juggernaughts and land TIE fighters and more. And a pretty good anti air defence.
The mod development status will be updated on the next build release.
#8 by Ultimus at October 24th, 2009
So, do you think it is possible to have the playable public beta up before December?
What I meant by this was that Beta Tests arent exactly meant to be Demos, they were meant to test it and give feedback to the developers on anything from bugs to inbalences.
I’m sorry if this sounded insulting to you or any of that.