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Topic Summary

Posted by: Pentastar Enforcer
« on: December 07, 2017, 04:19:35 PM »

Alright, thanks for answering my questions guys, much appreciated. Looking forward to 2.2 like crazy!
Posted by: Corey
« on: December 07, 2017, 11:30:15 AM »

Are turrets eventually going to be rotating on most ships? When I saw the guns rotate on the Imperial Escort Carrier for the first time I was in absolute awe.

Rotating turrets will never be a common or default feature in the mod. They're in no way difficult to implement, but it's a huge resource investment for performance, in terms of the extra polies and CPU load for tracking. That's why some mods seem to lag a lot more than you'd think they would for how many units are actually on screen. If we ever did it beyond the ground units and one or two space units that have it, it would be as an optional download.

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Will AT-STs at some point gain access to their concussion grenade launchers or anti-vehicle rockets to make them more into a multi-purpose vehicle?

EaW didn't have them by default, and we simply never got around to adding them. Once we more significantly rework ground stuff, they will likely gain them.

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Do you think Nebulon B frigates should receive a price drop / buff to reduce their uselessness? I feel as though as they're absolute garbage despite them being used in the EU so much, and since they're such a staple of early rebel/imperial fleets, you'd think they'd be a bit better... maybe???

Most small ships received an increase in usefulness with the changes to pop cap. We don't plan to make them significantly cheaper than they are.

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What do you guys think of heroes respawning for the NR at least / story ways of killing certain heroes? I always found it kind of anti-climactic killing Han Solo and Chewie in the falcon or Luke Skywalker permanently in silly situations when they've survived and done so much. It doesn't feel as bad killing Ardus Kaine or Thrawn as the NR of course, but perhaps make it a special faction trait of the NR for heroes not to die but instead have long respawn times?

It's a sandbox game- as much as we're trying to implement story missions, if people get their heroes killed in ways other than how they died in canon, then yeah, they're dead. A lot of the characters in the mod didn't die in this period, so does that mean they should be immortal? We don't want to use plot armour as a way to repeatedly spawn in free fleets and units for people, and permadeath is a way to encourage people to actually use them properly, if they want to keep them around.

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Furthermore what would you guys think of other heroes having to be killed in special ways with story events? Kyle Katarn and Jerec/Sariss for example, seeing the events of Dark Forces 2 occur in game would be cool if eventually possible to implement.

Plenty of story events are planned to be implemented, but that'd never be a pre-requisite for them being able to die at all. Seems kind of counter-intuitive that your reward for completing a mission si that your heroesd can die, and these missions wouldn't be in every single GC the characters are in.


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Would it be somehow possible to have it where you didn't have to autoresolve in fights against ai in multiplayer GC's. My idea specifically being that the AI faction units would be somehow transferred over to the other player temporarily, and depending on the outcome go back to the ai? I.e if player 1 is NR and attacks the ai controlled PA, player 2 would be given control of the planet/forces there before the battle starts, and then the forces are returned right after the battle is over. In another case, if the AI PA attacks the Player 1 NR, Player 2 is given control of the forces, takes the system, and then the system and whatever forces are returned to the AI. If it's not possible I can completely understand, but would this work as some sort of workaround for the issue of multiple factions in game?

That's all hardcoded, base engine functionality can't be changed at all.
Posted by: GreyStar
« on: December 07, 2017, 10:44:42 AM »

No idea if turrents will be rotating, I don't really pay attention to those kinds of details due to a low specced computer.

According to the manual AT-STs have their grenade launchers to fight heavier vehicles, so I doubt they would be switched to another loadout for rockets or whatever.

The Neb-B isn't too bad, so I doubt something like that would happen.

While the perma death of NR heroes can feel ridiculous considering the plot armor, fighting Luke Skywalker or Admiral Ackbar a dozen times over the course of a long game would also be an annoyance because of the number and strength of NR heroes. Luke's damage boost, Ackbar's shield boost, etc. In addition the sandbox nature of TR does include killing these heroes anywhere, at any point in the timeline.

Well for one story scripting is a bit difficult to implement for non-primary 3 factions, secondly like I said the sandbox nature of the game. I don't really think people would appreciate Jerec having to be killed at the Valley of the Jedi when he's wrecking everything.

The mod would have to be moved to a new game.
Posted by: Pentastar Enforcer
« on: December 07, 2017, 03:33:59 AM »

So guys, I got some questions I'd like answers for if you're all willing. Bash and smash me if you find the questions annoying or anything, I just need to know this stuff to satisfy my curiosity, so here I go. And thanks in advance for reading them / dealing with my stuff.

Are turrets eventually going to be rotating on most ships? When I saw the guns rotate on the Imperial Escort Carrier for the first time I was in absolute awe.

Will AT-STs at some point gain access to their concussion grenade launchers or anti-vehicle rockets to make them more into a multi-purpose vehicle?

Do you think Nebulon B frigates should receive a price drop / buff to reduce their uselessness? I feel as though as they're absolute garbage despite them being used in the EU so much, and since they're such a staple of early rebel/imperial fleets, you'd think they'd be a bit better... maybe???

What do you guys think of heroes respawning for the NR at least / story ways of killing certain heroes? I always found it kind of anti-climactic killing Han Solo and Chewie in the falcon or Luke Skywalker permanently in silly situations when they've survived and done so much. It doesn't feel as bad killing Ardus Kaine or Thrawn as the NR of course, but perhaps make it a special faction trait of the NR for heroes not to die but instead have long respawn times?

Furthermore what would you guys think of other heroes having to be killed in special ways with story events? Kyle Katarn and Jerec/Sariss for example, seeing the events of Dark Forces 2 occur in game would be cool if eventually possible to implement.

Would it be somehow possible to have it where you didn't have to autoresolve in fights against ai in multiplayer GC's. My idea specifically being that the AI faction units would be somehow transferred over to the other player temporarily, and depending on the outcome go back to the ai? I.e if player 1 is NR and attacks the ai controlled PA, player 2 would be given control of the planet/forces there before the battle starts, and then the forces are returned right after the battle is over. In another case, if the AI PA attacks the Player 1 NR, Player 2 is given control of the forces, takes the system, and then the system and whatever forces are returned to the AI. If it's not possible I can completely understand, but would this work as some sort of workaround for the issue of multiple factions in game?

That's about it for now I believe, can't think of anything else at the moment, other than that I've noticed a lot of ships using the same lines and that I'm more than willing to do some voice acting if spots are available. I'd love to help with this mod in anyway possible, and since I'm no artist on the computer, I'd at least like to lend my voice. Anyway, thanks for reading!
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!