Men of war 2 star wars
While reviewing the content of the alpha, I realised that I felt more was missing than my perfectionistic nature will tolerate. Sadly, this has not happened but for the very great reasons I mentioned above. Right now!! So I promised a while ago that the next, complete version would be out right now. But for now, let us focus on the immediate future.
#Men of war 2 star wars how to#
It will basically allow us to create detailed interior missions directly inside our favorite 3D software packages (like 3D studio max and Maya) and export them directly into the game.Īlso, now that the combat in the mod is deepening and becoming more complex and nuanced, I have thought of a fun way to showcase the new features that will give the artists that are helping now a chance to put all of their skills to use and simultaneously providing you with educative narrative entertainment that will teach you how to play the game and go in detail about all the new features, so look forward to that J Its my excitement that causes me to spill all my beans, but I have so many great ideas that I want to share with you. The way buildings worked inspired me to develop a new way of creating interior missions that will look perfect and very detailed ingame.
I have made great progress and while I have not yet truly tried to make destructible buildings, I am confident that we can do it and do it well. One interesting experiment spawned out of my research into how buildings work in Men of War. My dream is to create the ultimate star wars game! My dream is to implement features that not only immerse you in the star wars universe, but make sense lore-wise and add real depth and interesting gameplay. Next to the new armor penetration system, things like practical ion shielding and an actual difference between rayshields and particle shields and 5 new classes of explosive weapons are but a small taste of all the amazing features that will be in the mod in future versions but I’ll talk about those in greater detail later. This new armor penetration system is based on armor temperature and heat dissipation and while still a prototype, currently features over 17 weapon classes, ranging from various classes of infantry small arms blasters to working vehicle-mounted ion cannons to ray-shield-ignoring mass drivers, all the way up to super-heavy turbolasers, each with their own characteristics and nuances. I've been glued to my computer these last couple of weeks programming a completely new and in-depth armor penetration system that is closer to the films and more accurate to how the weapon systems of Star Wars would actually work. In these last two weeks I have learned how to export vehicles almost perfectly, have gained a much better understanding of the details and workings of Men of War's armor system and programming language and I am very very proud to admit that I have made more progress in these last two weeks than I have with the original Men of War in the last five years. I haven't been spending a whole lot of time organising the people that are helping me with making this glorious mod for the simple reason that I've been totally sucked up into learning more about Assault Squad 2. Ironically, the first reason is partly a symptom of the second reason, if that makes any sense. I promise you that the next version, and trust me, it won't be thaaat long, will be alot more interesting! The first reason is that I don't have alot of active playtesters. There are two primary reasons for this, one of which is really amazing. So there hasn't been a new version released yet, while I claimed there probably would be by now. Today I wish to bring great news and to discuss some exciting things.