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Messages - Kad_Venku

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1
EaW and FoC Mods / Re: RAW future?
« on: May 26, 2017, 09:14:17 AM »
I'd disagree with that. In the first few months (really, before the game was released) it was alright, but considering it's a star Wars game, with almost exclusively various Star Wars mod [... snip ...]

True. Should have been more specific. I've been around the EaW community in 2006, but exclusively to the German part, mostly centered around the Steiner forums and a few small other sources, I always recall that community as a friendly one.

But during the time the major fallouts happened, I wasn't around, mostly worked on Morrowind and Oblivion. But when I came back two years ago, I'd left a toxic community that had just been through a huge incident involving paid modding.

Nowadays all that is left of the EaW community boils down to a few teams, and freelancers and out of them I only know two who have major beef with each other, and one who is disliked by most. The others are working together quite happily, helping out when asked or even sharing freely amongst their various projects.

A lot of those teams even found it strange how we didn't immediately start trying to talk to everyone when we started Ascendancy and mostly kept to ourselves.
Doesn't sound half bad now, a shame I don't really like the game enough to consider modding for it.

2
EaW and FoC Mods / Re: RAW future?
« on: May 23, 2017, 08:18:27 AM »
EaW's community nowadays is pretty tame. And it has always been (even despite quite some drama) been among the less toxic communities. Due to its size the few who really can't stand each other stick out a lot more. But most are of the appreciative and helping kind.

On a technical level. It'd probably be okay if they set up their GIT  to not let people push directly to source, and require one of them to pull it into the main repository when a non-approved member makes a change.

Doing it that way would be a bold, but actually welcomed move I'd say. Even if the potential goal of releasing faster might not be accomplished that way, it'd still be interesting for mod makers and more free-lance type modders/coders to jump in for a quick fun project rather than long-term commitment. We've also toyed with the idea of going full open-source after the release, but even if not will provide the source files and documentation. Mostly wit the goal that others might profit from the knowledge we've gathered over the years.

But seeing how reluctant people are to actually use bug trackers rather than the comment section for reports ... From a dev's point of view, it a nice idea that should be tried it might even cause more sub-mods to be made. From a user's pov, it probably won't change anything.

3
EaW and FoC Mods / Re: Awakening of the Rebellion Tips
« on: May 21, 2017, 07:32:57 PM »
There was indeed a lot of documentation and tutorial-like How-To-Get-Started topics on their (German) forums, but with the group dissolving when the Early Access of that stillborn game they wanted to make arrived, the forum and with it all documentation was lost, so it's not even a matter of translating, but reconstructing the developer information and user-generated content.
But as someone who's played AotR more than any other mod, first in German, later English, I've to admit that there has been a lot of information lost in translation.

5
Discussion, Suggestions & Feedback / Re: Fighter Resupply
« on: May 15, 2017, 06:37:42 PM »
Not quite.
We have a resupply mechanic for a special ability (Bombing Run), not normal ordinance. But we're not even sure we want to keep that because whilst being a nice concept it's mostly just tedious.

6
Discussion, Suggestions & Feedback / Re: Question about upkeep
« on: March 16, 2017, 05:47:47 PM »
Unit upkeep is a nice concept we're experimenting with as well.
I've found scripting it is pretty easy. You're basically running a loop timed to a fiscal time cycle which computes a sum of the unit cost for each desired faction and substracts it accordingly. Mapping a unit to its cost is more of a problem, but can be avoided by either using a unified naming convention and string operators, or maintaining a cost database, which is a tad more work.

But as Corey already said, its use is debatable, specially for the AI.

7
News & Updates / Re: Galactic Conquest Scenario Editor
« on: March 01, 2017, 12:14:48 PM »
[...] the builder doesn't care.
After we're done with the GC creation itself, planet creation is one of the things we want to do.
So to sum it up, the parser is running through the mod's xml directory and reading all xml files, populating the editor with all appropriately tagged game objects. That and the future plans are great to hear.

Really looking forward to further updates on this.

8
News & Updates / Re: Galactic Conquest Scenario Editor
« on: March 01, 2017, 04:59:36 AM »
This looks like an awesome tool which will speed up GC creation a lot.
I don't know how far you are in the development process and how confident you are are about talking details, but I'll ask anyways:

  • How are you handling loading files (aka planets)? Is the path being read from the GameObjectFiles.xml or is it handled statically?
  • Does the tool support planet placement as well, or does this still have to be done manually?
  • Are there any plans to open source the tool, so interested third-parties (me mostly) could contribute to it?

9
Discussion, Suggestions & Feedback / Re: Suggestion - Yuuzhan Vong?
« on: February 20, 2017, 04:23:55 AM »
The ones before me were right. We don't intend to merge the two mods. The way we stand to the base values are very different.
The most prominent of these as said before are the models. While YVaW tries to put as many details to the model like rotating turrets and such, we want to go to the more simplistic designs to spare the hardware and the game's engine so the mod is accessible with less powerful PCs.
YV has some very detailed models and fancy stuff, but from the looks of it the game will be nothing more than a lagfest if you don't have the newest hardware available.

There is no intention of merging the two projects. Both mods - as already said - have completely different design philosophies. Apart from it being technically impossible that is. Merging would mean loosing lots of features from both mods in order to make it work somehow.
No thanks, I'd rather have a superb mod covering the ICW era, and one mod to cover the YV era.

Merging aside, even a collaboration only regarding models wouldn't make sense as described by kucsidave. Even if we did that, one of the teams would always have to completely rework the other teams models which ultimately means that working together on this specific matter would create more work for both teams.

10
Welcome to the Boards / Re: Hello everyone!
« on: November 21, 2016, 04:20:08 AM »
Thanks for the welcome.
I'm pretty sure I'll enjoy my stay.

11
Welcome to the Boards / Hello everyone!
« on: November 18, 2016, 06:04:15 PM »
I have been following TR's development for quite a while, silently reading these forums, but I always feel a little weird posting without introducing myself first.

I usually go by the alias Kad_Venku (or Kad for short) which, in case you are wondering -- is Mandalorian.
I'm a mod maker for various games. Morrowind, Oblivion, Fallout 3, Witcher 3 and -- of course -- Empire at War.
I'm part of the team behind Yuuzhan Vong at War, mostly responsible for lua scripting and gameplay elements.

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Those working on this mod do so in their own free time and for no pay.
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