Thrawn's Revenge

Mod & Network News => News & Updates => Topic started by: Corey on August 02, 2016, 02:41:13 AM

Title: The 2.2 Manifesto
Post by: Corey on August 02, 2016, 02:41:13 AM
Information has been a little bit sparse on 2.2 and what it actually consists of, and I apologize for that. This is because we typically wait until features are 100% complete before announcing or discussing them too much, which in this case has been a little problematic. There are plenty of things which are progressing well, but which aren't quite finished. Most of them will also probably finish all at once, so instead of waiting to discuss different changes, here's a giant overview of most of what we've got on our plates for Imperial Civil War at the moment, finished or not, in no particular order. I won't cover the three new playable Warlord factions here, since they're getting their own posts.



Regime Change - Finished

Instead of having to go on annoying suicide runs, we've given Imperial players a new way to get through the era. You can see it in action and the reasons for doing so in this video.
https://www.youtube.com/watch?v=a2VUyDBWP3k

Particle Changes - Finished

Projectiles can sometimes be a bit overwhelming on screen, especially from larger ships. This is no longer a problem; lasers are considerably smaller and travel faster, meaning less clutter on screen. Depending on resource, we'd also ideally like to move towards getting some death clones and damage particles back ingame.


Era Progression vs Tech Progression - In Progress

One of the most common (and frankly, annoying) misconceptions about the mod is that era progression and technological progression necessarily mean the same thing, resulting in people saying "why should I have to kill my heroes to get better tech" when the only faction which gives up their heroes to progress chronologically is also the faction which tends to get hurt the most by doing so, the Remnant. There will be an even further divide between technological progression and era progression in the mod in 2.2. Instead of automatically getting ships when you progress eras, eras will be one factor among several. For example, upon reaching Era 3, the New Republic will have to complete tech upgrades to start constructing its new class ships, including the Sacheen, Nebula and, making its potentially-regrettable return, the Republic-class Star Destroyer. Research like this will be constrained to the Empire of the Hand, New Republic and Imperial Remnant for hardcoded reasons. This also gives the Remnant a greater incentive to stay within certain eras where it has invested money in upgrading its arsenal, and losing your leader now becomes an even greater setback.

For other factions, being the Pentastar Alignment, Greater Maldrood, Warlord Zsinj, and Eriadu Authority, there will be other prerequisites in place to give a feeling of progression even within single-era GCs. There will be some heroes available for recruitment only on certain planets, for example bounty hunters like Dengar and Bossk for most Imperial groups, or Rei'kas and Krassis Trelix for the Pentastar Alignment (more on that later). We've yet to say much about Maldrood, but a significant portion of their roster will be based on their pirate connections, including some unique units which will be both familiar and potentially unwelcome to some players.

Diplomatic Influence - Finished

Smallpox has mostly finished the Diplomatic influence system for GC. Here is basically how it works, in his words. Keep in mind there may be significant differences for this as it goes through testing.

The galaxy map is divided into sectors. Each planet gets assigned a value that represents your current influence on that planet. -If you lose a planet in a sector you lose influence on all other planets owned by you in the same sector. If you conquer a planet you gain influence on all other planets owned by you in that sector. You gain a little influence every day on each planet you own. If your influence on a planet drops to 0 you lose that planet (affiliation changes to neutral if no enemy diplomat or fleet is present). Every faction gets a diplomat unit with a build limit of one at a time. Diplomats have galactic stealth. If a diplomat is in orbit of a planet owned by another faction, the faction's influence on that planet will decrease every day. If the influence hits 0 while a diplomat is present the affiliation of that planet will change to the faction the diplomat belongs to. The diplomat also gets removed. Diplomats are also removed when the planet affiliation changes due to another faction conquering the planet.

Ground Combat Changes - In Progress

There are a few different things we're playing with for ground. First off, we're removing some of our worse maps and sprinkling in vanilla ones where they fit again. This also means we've slowed down the unit movements back to their original speeds. Ground buildings are going to have defensive turret hardpoints built into them in order to add another layer to ground battles. I'm still playing with the turret types to make sure terrain affects them as little as possible, but for the most part the system is complete and in place. We're also playing with expanding hardpoint use on the ground, giving a bit more depth to your tactical choices and hopefully making one of EaW's better features more prominent. Infantry will all be gvien back the crouch-move ability as well. This is a good portion of what were doing, but not everything.

(http://media.moddb.com/cache/images/mods/1/8/7376/thumb_620x2000/swfoc_2016-06-24_21-50-40-77.png)

New and Redone Units- In Progress

This is a bit more difficult to talk about without just turning it into a list, so that's basically what I'll do. As usual, there'll be a few older units getting redone or updated in some way. There will also be plenty of new hardware in space and also on ground to get your hands on. There's probably two dozen units not present in 21, including the Bellator, Secutor, Gladiator and Allegiance to name only some of the triangular ones. There's also the ULAV and AT-TE on the ground. The Empire of the Hand will also get considerable attention in this respect, with three new capital ships and four new defense platforms.

(http://media.moddb.com/cache/images/mods/1/8/7376/thumb_620x2000/swfoc_2016-05-23_04-44-03-01.png)

This isn't quite everything in the mod, but hopefully it gives you an idea of our major goals with the mod for this version. More information, and more specific information, will come as we go. For those of you who would like to, I would also appreciate it if you gave this thread (http://thrawnsrevenge.com/forums/index.php?topic=5932.0) on one of my personal projects (which will hopefully help to allow me to focus more on things like modding) a read.

Follow Imperial Civil War

Forums (http://thrawnsrevenge.com/forums/index.php) - Facebook (https://www.facebook.com/thrawnsrevenge) - Steam Group (http://steamcommunity.com/groups/starwarsascendancy) - Mod DB (http://www.moddb.com/mods/thrawns-revenge)


Title: Re: The 2.2 Manifesto
Post by: Lord Xizer on August 02, 2016, 09:21:24 AM
Exciting stuff
Title: Re: The 2.2 Manifesto
Post by: Helix345 on August 02, 2016, 10:24:00 AM
Extremely exciting stuff
Title: Re: The 2.2 Manifesto
Post by: tlmiller on August 02, 2016, 03:14:14 PM
Yeah, this definitely sounds like it's going to be a totally new experience with all the changes and additions.
Title: Re: The 2.2 Manifesto
Post by: Pentastar Enforcer on August 02, 2016, 03:23:24 PM
Sounds amazing to say the very least.
Title: Re: The 2.2 Manifesto
Post by: Helix345 on August 04, 2016, 10:30:18 AM
Is the republic class really powerful or something?
Title: Re: The 2.2 Manifesto
Post by: tlmiller on August 04, 2016, 11:43:00 AM
No, just kinda ugly.  It's actually slightly less powrful than the Nebula, being about midway in power between an ISD-I and ISD-II, despite being smaller (~Venator sized).  It basically looks like a Mon-Cal Star Destroyer.  Although nowhere near as ugly as the Majestic Cruiser.
Title: Re: The 2.2 Manifesto
Post by: Helix345 on August 04, 2016, 11:44:58 AM
So is it a space turd like a mon cal, or something else?
Title: Re: The 2.2 Manifesto
Post by: tlmiller on August 04, 2016, 12:41:03 PM
No, it's got the general shape of a star destroyer, but all bulbous and rounded like mon cal ships.

(http://vignette2.wikia.nocookie.net/starwars/images/6/63/Rsd.jpg/revision/latest?cb=20060503131348)
Title: Re: The 2.2 Manifesto
Post by: Slornie on August 04, 2016, 12:42:52 PM
So is it a space turd like a mon cal, or something else?

It's this: http://starwars.wikia.com/wiki/Republic-class_Star_Destroyer

As you can see (from Wookieepedia or the image tlMiller posted) the source material is rather unflattering.

In terms of weaponry and power it's not that much different from the Nebula; pretty much a case of "six of one, half a dozen of the other":

WeaponNebulaRepublic
Turbolaser40N/A
Heavy TurbolaserN/A40
Heavy Dual Turbolaser4040
Ion Cannon2020
Concussion Missile Launcher20N/A
Title: Re: The 2.2 Manifesto
Post by: Revanchist on August 04, 2016, 03:17:53 PM
No, just kinda ugly.  It's actually slightly less powrful than the Nebula, being about midway in power between an ISD-I and ISD-II, despite being smaller (~Venator sized).  It basically looks like a Mon-Cal Star Destroyer.  Although nowhere near as ugly as the Majestic Cruiser.

Funny. I always liked the Majestic design better myself. The team has done a good job I feel of making it look good.
Title: Re: The 2.2 Manifesto
Post by: Helix345 on August 04, 2016, 04:05:56 PM
Sounds like a solid addition to the republic sum's fleet
Title: Re: The 2.2 Manifesto
Post by: Lord Xizer on August 04, 2016, 08:01:53 PM
Funny. I always liked the Majestic design better myself. The team has done a good job I feel of making it look good.

Even with those hideous rebel rousers at the helms?
Title: Re: The 2.2 Manifesto
Post by: Revanchist on August 04, 2016, 08:43:41 PM
Even with those hideous rebel rousers at the helms?

All the more to entench them with
Title: Re: The 2.2 Manifesto
Post by: Lord Xizer on August 05, 2016, 08:05:38 PM
All the more to entench them with

Clever girl...
Title: Re: The 2.2 Manifesto
Post by: turtle225 on August 08, 2016, 09:36:35 PM
I'm a bit confused about the new era/tech advancement.

So the way I understand it is that when you progress eras, your unit roster gets stripped to something barebones while you have to individually research (produce) the new ship designs one by one? I don't really understand how this disproportionately hurts the Remnant if everyone (hardcoded) has to spend time producing new designs.
Title: Re: The 2.2 Manifesto
Post by: Corey on August 08, 2016, 11:33:56 PM
It doesn't get stripped down. We're not taking away things you already have from previous eras unless those things already got removed in the already-existing era system, and not everything requires research. For example, when you get to tech 3 as the NR, you research the New Class Project Phase I to get access to some era 3 ships. Then, when you get to era 4, you don't need to re-research them. They're still there. The only thing the NR loses are things like the Nebulon-B when it gets old, or the Liberty-class. The difference with the Remnant is that if you research the Sovereign for example, that's a ton of resources. But then if you lose Palpatine and end up in Era 4, you've lost all that investment because the Remnant /does/ lose some of its good tech between eras in a way that other factions do not.


It's essentially one of a couple ways to add progression within an era instead of being 5 completely separate steps, which is especially useful in single-era GCs.
Title: Re: The 2.2 Manifesto
Post by: Helix345 on August 08, 2016, 11:53:38 PM
that actually sounds really cool
Title: Re: The 2.2 Manifesto
Post by: Eclipse on August 24, 2016, 08:24:16 PM
2.2 is going to be a huge update probable the most remarkable one because of the new features. Great work!
Title: Re: The 2.2 Manifesto
Post by: c7x8z4 on August 25, 2016, 11:26:09 PM
2.2 looks very promising. 
Title: Re: The 2.2 Manifesto
Post by: Lord Xizer on August 26, 2016, 06:53:59 PM
liking a lot of the new features previewed
Title: Re: The 2.2 Manifesto
Post by: Vathrain on September 05, 2016, 03:22:00 PM
Do you have an idea of how soon 2.2 will be released?
Title: Re: The 2.2 Manifesto
Post by: kucsidave on September 05, 2016, 03:40:21 PM
We're too far to even guess about when it will come. Just be patient.
Title: Re: The 2.2 Manifesto
Post by: Illidan Stormrage on September 09, 2016, 08:56:24 PM
We're too far to even guess about when it will come. Just be patient.
can you spare some information  brother? :)
Title: Re: The 2.2 Manifesto
Post by: kucsidave on September 10, 2016, 03:20:50 AM
of course I can. But you could find them yourself, since corey already announced them. I won't give you anything new other than them, since those are
A, not final/decided or ready for public
B, Not announced yet, which is the mod leader's privilege.
So a lot of new ships and units are coming into the mod for the new warlords, including the Secutor, Gladiator, Bellator, Providence(announced at Zsinj Preview), Droidekas, Allegiance, and a few others. We have to make these, or polish out, we have to redo some old models which by comparison to others look awful, and so on.
We also have to create 2 factions from the ground (Maldrood and Eriadu), have a lot of other features to do.
We also have to redo a lot of GCs, since warlords are now a thing, and as Corey said to Gul, some new ones are coming too.
So this is a littly tiny bit VERY MUCH!
Good work takes time. Not to mention we are all just doing it in our free time
Title: Re: The 2.2 Manifesto
Post by: Illidan Stormrage on September 10, 2016, 09:36:08 PM
of course I can. But you could find them yourself, since corey already announced them. I won't give you anything new other than them, since those are
A, not final/decided or ready for public
B, Not announced yet, which is the mod leader's privilege.
So a lot of new ships and units are coming into the mod for the new warlords, including the Secutor, Gladiator, Bellator, Providence(announced at Zsinj Preview), Droidekas, Allegiance, and a few others. We have to make these, or polish out, we have to redo some old models which by comparison to others look awful, and so on.
We also have to create 2 factions from the ground (Maldrood and Eriadu), have a lot of other features to do.
We also have to redo a lot of GCs, since warlords are now a thing, and as Corey said to Gul, some new ones are coming too.
So this is a littly tiny bit VERY MUCH!
Good work takes time. Not to mention we are all just doing it in our free time
Thanks for the Information bro. If it is that much work though why not release a beta where you can only play Zsinj's GCs? Or not release all three factions at the same time?
Title: Re: The 2.2 Manifesto
Post by: kucsidave on September 11, 2016, 03:34:53 PM
I think the mod and it's community is where it is because Corey and Co always tried to put 110% into everything and did it exceedingly well.
I just joined recently, doing some XML stuff to help them out as much as I can.
About the beta thing... I don't think anybody would want to play a broken or half baked mod just to have it earlier.
I think there is nothing more disappointing than a mod crashing constantly, or seeing half made features, and I think the team wouldn't like to give something like that out of their hands.
Title: Re: The 2.2 Manifesto
Post by: Illidan Stormrage on September 11, 2016, 07:16:49 PM
I think the mod and it's community is where it is because Corey and Co always tried to put 110% into everything and did it exceedingly well.
I just joined recently, doing some XML stuff to help them out as much as I can.
About the beta thing... I don't think anybody would want to play a broken or half baked mod just to have it earlier.
I think there is nothing more disappointing than a mod crashing constantly, or seeing half made features, and I think the team wouldn't like to give something like that out of their hands.
I wasn't trying to offend you I just don't want you guys to feel like the stack of work never ends and push your selves to far. :)
Title: Re: The 2.2 Manifesto
Post by: kucsidave on September 12, 2016, 04:17:27 AM
I did not got offended. I just told what I think feel, and in my experience how the team reacts.
Sorry for the misunderstanding
Title: Re: The 2.2 Manifesto
Post by: Corey on September 12, 2016, 03:56:07 PM
Quote
why not release a beta where you can only play Zsinj's GCs? Or not release all three factions at the same time?

You have to consider that you can't really play one without semi-finished versions of the others, plus there's the other features which aren't really faction-specific that are all in progress and tend to go the entire length of the dev cycle.
Title: Re: The 2.2 Manifesto
Post by: Illidan Stormrage on September 12, 2016, 03:58:20 PM
You have to consider that you can't really play one without semi-finished versions of the others, plus there's the other features which aren't really faction-specific that are all in progress and tend to go the entire length of the dev cycle.
Okay corey
Title: Re: The 2.2 Manifesto
Post by: Darth Red on October 02, 2016, 04:48:40 AM
I could not find specific mentions of this (I did check the 2.1 manual though :) ).
Will 2.2 also alter the economic side of the game? I must confess having tried Strategic Improvement that I quite fell in love with some aspects of the economic management (varied income producing building with variable income for some of them, such as Galactic Banks or Imperial Customs being specifically targeted for leeching by smugglers) as well as income / maintenance cost of vessels potentially harming your prognosed revenue.
Please do not take this as a criticism or anything negative but rather just an inquiry!