I lol'd No seriously, it looks great, it's a shame we never gave you the chance to get on the dev team and make us some awesome models.
Thats true. If Empires is ever ported to another engine, it should be one designed to handle FPS/RTS gameplay (i.e. NS2).
NS2 is indoor. Switching engines is like -1M points from the start. Potentially bigger maps are +1k points. POM in UT3 is another +1k points. You need quite a lot to make the switch worth doing. All the trolls in the topic are talking about engines because they think they know something about them. I wouldn't get too excited about the switch, especially if it won't happen.
Dude I know so much about engines. There is like the piston n shit and it goes up n down. Then like spark plugs make the gasoline go BOOOM.
Actually Demented, that was exactly what I was thinking. Releasing Empires over steam could be a massive opportunity, but it would be a wasted one if it was released in its current form. You misspelled "Death". Also, what simon (emp_recruit) said.
Yeah I agree with a lot of other people on this one. After coming this far on the Source engine moving to the Unreal engine really would sound like a pain. But it sounds like your really into this Unreal engine so yeah making your own mod would be cool to. Maybe some of us can play it and there will be lots of
well i was wrong then, thankyou for correcting me, i always thought it was deth, well thats what you get for being a ork and polygon wise the megadread is 10,000 polygons the guardsman is 6000
Shaun, why don't you help us with a FPS<>RTS spiritual successor, in UDK, which is *worth* making? http://www.battlezone3.com See you soon :D
NS 2 is still a WIP. Also, it's designed to work on very low end machines, which would help keep 90% of the current community XD. as for the indoors only, the engine is still partially in the development, and the devs are VERY actively working on it. With a please and thank you you might be able to ahve a chat with them directly to see how the engine might handle a mod like empires, or if they would put some effort towards making the engine work with out doors with some sort of clever adjustment to sight range and draw distance and low poly models etc. http://www.unknownworlds.com/ns2/engine lastly but not least, Natural Selection is NOT on the source engine. They wrote their own engine. a nice little pic that compares what a map normally renders as to how their engine will render: http://www.unknownworlds.com/ns2/news/2009/03/occlusion_culling
I'm downloading the NS2 editor right now. I'll see if it has good functionality for outdoor environments. Also, the U3 engine is not that hard to run, depending on its implementation. In my experience it's not a much bigger deal than source to run.