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Author Topic: Ideas for any version  (Read 3415 times)

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July 06, 2012, 06:45:02 AM

Offline StarWarsSupremeCommander

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Ideas for any version
« on: July 06, 2012, 06:45:02 AM »
Ok, here goes my list.

1. A campaign, I'm going to try form out a storyline completely irrelevant to what the Star Wars novels have. It'll have 4 versions, New Republic, Imperial Remenant, Empire Of the Hand and Penaster alignment.
2. More units, I will add them into the post when my ideas have fully developed.
3. Something I doubt Alamo can take, but just to see, I want to be able to manage my forces even if a battle is going on, and to have multiple battles at once, there will be something on the command bar that allow you to go to another ongoing battle, or back to the Galactic Map. This will make the game more challenging as the paltr also have to multi-task. Problems are that it might not fit, cause lag, and the AI has to be EXTREMELY redone to be able to handle multi-tasking.
4. Kick in the special bonuses like in this mod's host. Meaning like Bestine's Acclamtor boost etc.
5. Bring back the systems, like vergesso adstroids, and add those like the ruins of Aeten II( which should be destroyed in FoC).

This concludes my list...for now....

July 13, 2012, 07:48:38 AMReply #1

Offline Corey

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Re: Ideas for any version
« Reply #1 on: July 13, 2012, 07:48:38 AM »
1. A campaign would require multiple years of work to do even in the limited way that modding EaW would allow.

3. Not possible in any way in Empire at War. It would require a completely new game engine. It is possible in Sins of a Solar Empire, which is part of why we're making Ascendancy.

4. These were removed because there's 140 planets and none of those bonuses that Petroglyph had make sense. We'd have to really stretch to think of some form of arbitrary buff from each planet when they add nothing to the game except snowball and make it way easier for the person with more planets to win. It frankly seems like it was a really bad attempt to make every planet unique and worth having but in practice the effects made no sense and never really came up. There were some planets that /should/ have some sort of effect, and they were given that effect (Bothawui and Kothlis' Bothan Spy Network, Nirauan's archives, etc). Other than that, you basically would just get one bonus for one ship on one faction.

5. The planets that were removed were removed because they were irrelevant. Fresia and Aeten and Vergesso and Mandalore and the rest of them serve no purpose in our timeline, and if we wanted to add more to the 140 planets already in the mod there are better, more relevant options than those.
« Last Edit: July 13, 2012, 07:56:51 AM by Corey »
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July 19, 2012, 09:09:02 AMReply #2

Offline StarWarsSupremeCommander

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Re: Ideas for any version
« Reply #2 on: July 19, 2012, 09:09:02 AM »
This is my updated list, with much more.

1. Specialised Operations
One things I'd like to see is where in a GC, much like how corruption operates, meaning that you are given a different map and you're meant to do something. Units restrictions may or may not have. BUT, these operations take effect in the GC enemies' things, rather tan gaining silly advantages. One such example would be like to sabotage a convoy bringfing rsources to a planet. When completed, the AI loses some of its credits.
2. Mining system for AI. I hope this is possible, to have AI gain their credits the same way we do. I know that it states clearly that 'Will not affect gameplay negatively' But I find it awkward seeing the enemy gaining credits despite having attacked their planets without actually seeing mining faciliies.
3.Prisons and capture craft. I mean crafts that capture garrasion or ships with heros and then out them in a prison. Gives more mperial touch and really puts in PoW feeling.
4.New units. Like the AT-AR, AT-KT, NR units like a kind of scout unit( idiotic to see tanks scouting)
5. Make hidden areas, this way, it adds the touch of sneaking behind enemy lines. REALLY SNEAKING. Rather than having enemies fire on this and that something else goes behind, right in front of their faces.
6. Teraphron does not have the hidden by Transitory mists texture.
7. I hope theres soemthing to go around N'Zoth in Art Of War. It makes Metellos very hard to make a breakthrough and worse- some heros spawn there. Same for EoTH, I hve to go around the entire galactic core to reach couracant to avoid nasty ships.
8. Bring in the Hutts.
9. Why is Zinsj in Dathomir?
10. The EoTH needs some new units on land, and nigher defenses. The only thing capable o withstanding alot of hits right now is the Morat TAT and MMT, as compared to 2-M tanks, AT-AT, T-4B, T-3B tanks, who have higher amore health and are capable of taking out even MMTs considerably easily.


July 19, 2012, 10:42:20 AMReply #3

Offline Lord Xizer

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Re: Ideas for any version
« Reply #3 on: July 19, 2012, 10:42:20 AM »
This is my updated list, with much more.

1. Specialised Operations
One things I'd like to see is where in a GC, much like how corruption operates, meaning that you are given a different map and you're meant to do something. Units restrictions may or may not have. BUT, these operations take effect in the GC enemies' things, rather tan gaining silly advantages. One such example would be like to sabotage a convoy bringfing rsources to a planet. When completed, the AI loses some of its credits.

Would kind of be a bit pointless as the Ai possesses copious amounts of creds to make it more aggressive in unit building I believe

2. Mining system for AI. I hope this is possible, to have AI gain their credits the same way we do. I know that it states clearly that 'Will not affect gameplay negatively' But I find it awkward seeing the enemy gaining credits despite having attacked their planets without actually seeing mining faciliies.

I believe if you do this the AI's aggression goes down to virtually nil.

3.Prisons and capture craft. I mean crafts that capture garrasion or ships with heros and then out them in a prison. Gives more mperial touch and really puts in PoW feeling.

Prisons are to be in 2.0

4.New units. Like the AT-AR, AT-KT, NR units like a kind of scout unit( idiotic to see tanks scouting)

There are already loads of new units for the game in 2.0, real armies use light tanks like the Bradley to scout so it's not as ridiculous as one might think and the NRs light tanks are very fast to fit this role.

5. Make hidden areas, this way, it adds the touch of sneaking behind enemy lines. REALLY SNEAKING. Rather than having enemies fire on this and that something else goes behind, right in front of their faces.

Not quite sure what you mean here, hidden paths or stealth abilities?

6. Teraphron does not have the hidden by Transitory mists texture.

You mean the planetary description?

7. I hope theres soemthing to go around N'Zoth in Art Of War. It makes Metellos very hard to make a breakthrough and worse- some heros spawn there. Same for EoTH, I hve to go around the entire galactic core to reach couracant to avoid nasty ships.

Kind of the point of the Deep Core and Core, very limited hyperspace routes created such choke points.

8. Bring in the Hutts.

They were in earlier versions and had terrible units, were not liked as a faction and generally died early thus being pointless and actually somewhat annoying

9. Why is Zinsj in Dathomir?

Because that was where he had his main shipyard and Rancor Base he ran his ops out of, was also where he quarantined the Nightsisters by interdicting the planet and bombarding the spaceport on it to rubble. Also it's where he was killed by Han Solo and the hapans in the Battle of Dathomir in 8.5 ABY(After Battle of yavin)
 
 
10. The EoTH needs some new units on land, and nigher defenses. The only thing capable o withstanding alot of hits right now is the Morat TAT and MMT, as compared to 2-M tanks, AT-AT, T-4B, T-3B tanks, who have higher amore health and are capable of taking out even MMTs considerably easily.

The EotH has new units for 2.0

Xizer, when you quote somebody you need to put quote tags around everything you're actually quoting. The way you do it now you're just writing inside of them and everything in your post shows up as a quote, even the stuff you're writing, except me and Slornie tend to come along and fix it for you. -Corey
« Last Edit: July 19, 2012, 10:49:26 AM by Corey »
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July 19, 2012, 11:14:58 AMReply #4

Offline Corey

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Re: Ideas for any version
« Reply #4 on: July 19, 2012, 11:14:58 AM »
1. Specialised Operations
One things I'd like to see is where in a GC, much like how corruption operates, meaning that you are given a different map and you're meant to do something. Units restrictions may or may not have. BUT, these operations take effect in the GC enemies' things, rather tan gaining silly advantages. One such example would be like to sabotage a convoy bringfing rsources to a planet. When completed, the AI loses some of its credits.
We've been implementing some more unique SW-story related missions for 2.0, with rewards for the player based on what's actually been done. However, an effect like the one suggested wouldn't really hurt the AI at all, considering the discussion about AI in strategy games below. They really don't care if they lose credits. However, regardless of what the reward is for doing this, how would you suggest these actually get started?


2. Mining system for AI. I hope this is possible, to have AI gain their credits the same way we do. I know that it states clearly that 'Will not affect gameplay negatively' But I find it awkward seeing the enemy gaining credits despite having attacked their planets without actually seeing mining faciliies.
The AI in this and every game is given money and free units. It's extremelt common in RTS games. Making them gain credits in exactly the same way the player does would basically make an AI opponent that's not challenging in any way. One of the biggest differences in the different difficult settings is actually the rate at which the AI accumulates money. We could make the AI get more mining facilities if it really made everyone feel better, but it wouldn't actually change the fact that they don't need them to begin with.

3.Prisons and capture craft. I mean crafts that capture garrasion or ships with heros and then out them in a prison. Gives more mperial touch and really puts in PoW feeling.
The Remnant is getting a Prison structure that, when built, will prevent the indigenous civilians on a planet from spawning, and it gives you a 10% build time bonus. As for capture crafts, I'm still unclear on what you actually mean. There'd be no way to make it so you can somehow capture an enemy hero and stick them into a prison somewhere like you seem to be suggesting. Just killing them would be far less complicated for the player in the first place and has the benefit of entrirely depriving the enemy faction of that hero anyways, so there wouldn't even be a reason for the player to do it. I'm pretty unclear on what you mean by capture craft in general.

4.New units. Like the AT-AR, AT-KT, NR units like a kind of scout unit( idiotic to see tanks scouting)
AT-AR: Doesn't really fill any purpose that isn't already covered.
AT-KT: Just an AT-ST that shoots nets. I don't see what purpose nets could even fill in the mod.

The T2-B does fine scouting on its own, and how is it idiotic to have a light tank like that scouting? If you realy want a dedicated scout then use the spotters that come with artillery. Other than that, as far as I know there isn't a canon NR vehicle that does what you're suggesting.

5. Make hidden areas, this way, it adds the touch of sneaking behind enemy lines. REALLY SNEAKING. Rather than having enemies fire on this and that something else goes behind, right in front of their faces.
What do you mean exactly by hidden areas? How are they hidden? There's already multiple ways around in virtually every map, and considering that any passable are would still show up fairly clearly on the map and minimap I'm not sure how exactly you'd want to hide them.a

6. Teraphron does not have the hidden by Transitory mists texture.
That isn't a texture that's meant to indicate that a planet's hidden by the Transitory mists. It's part of a broken model Petroglyph put into the game for Hapes. We've switched out the models for Hapes and Charubah to the properly functioning ones.

7. I hope theres soemthing to go around N'Zoth in Art Of War. It makes Metellos very hard to make a breakthrough and worse- some heros spawn there. Same for EoTH, I hve to go around the entire galactic core to reach couracant to avoid nasty ships.
Well, there really aren't that many planets in that area of the galaxy. There's pretty much only the Koornacht Cluster (Yevethan space). As we've said, there will be 5 more Yevethan planets added in 2.0, however they won't all be in every GC, and other than more Yevethan space, if you look at a map there's really nothing else to put in that sector.

8. Bring in the Hutts.
As Xizer said, the Hutts were in a previous version, however we removed them for multiple reasons. They basically would only be even tangentially justified in being in Operation Shadow Hand, and even then it's a stretch. Also, as a faction they have very few things that make them unique, and they're not powerful enough to be a threat to anyone. There's reall not a single reason to include them.

9. Why is Zinsj in Dathomir?
http://starwars.wikia.com/wiki/Zsinj
"Zsinj faked the destruction of Iron Fist and escaped to his hidden base over Dathomir to plan his next move. However, his outpost was attacked by the Hapan war fleet."

http://starwars.wikia.com/wiki/Dathomir
"Dathomir became key to his plans with the discovery of vast loads of the key shipbuilding metals of neutronium, lommite, and zersium on the moon Koratas, and Zsinj had Rancor Base built in orbit of the planet to exploit the world's resources. "

http://starwars.wikia.com/wiki/Zsinj%27s_Empire
"Capital    
    Serenno (original)
    Dathomir (later campaigns)"

10. The EoTH needs some new units on land, and nigher defenses. The only thing capable o withstanding alot of hits right now is the Morat TAT and MMT, as compared to 2-M tanks, AT-AT, T-4B, T-3B tanks, who have higher amore health and are capable of taking out even MMTs considerably easily.
One MMT can usually beat an AT-AT on its own, it usually just depends which one gets off the first shots. They pretty much always beat a T4-B and a T3-B. The RFT and flame tank are both relatively close in stats to the T2-B and AT-ST as well. They are getting a new medium-heavy vehicle in 2.0, the Gilzean, and a new air vehicle, the AirStraeker, however the limitation on their ground units isn't that we think they're done or something, it is largely that there are no canonical EotH ground or space units, meaning when we do a new unit for them, we're designing it ourselves, which makes the already lengthy process of making a unit considerably longer and harder.
« Last Edit: July 19, 2012, 11:22:49 AM by Corey »
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July 20, 2012, 09:42:07 AMReply #5

Offline StarWarsSupremeCommander

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Re: Ideas for any version
« Reply #5 on: July 20, 2012, 09:42:07 AM »
1. Sensibl missions. I've always gona against the idea of reblion helpin pirates in the vannila, makes no sense as such things should probably escalate to far end things like a full-scale war against the pirates. I want something like destroy a convoy which is preparing to do something, then you get rewards. Like IR is aabout to attack Hapes. Hapes asks for help to stop the fleet at Kuat while its refuelling, this way it sows some sense of diplomacy.
5. Hidden paths, especcialy forested paths. I'm happy with euconoplois hidden routes( couracant has lots). But place in the furthur reachs too should have them, allows infantry to for example get behind enemy lines to flank.
10.. I know one MMT can defeat it, but judging by the costs, and no. per company, NR and IR can use the strength in numbers metjod to overpower them. Notice that 1 MMT has cost equal to more than 2 AT-ATs.

Oh, and what about the AT-AHT? It can combat the MMT heads on.

July 20, 2012, 05:25:37 PMReply #6

Offline tlmiller

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Re: Ideas for any version
« Reply #6 on: July 20, 2012, 05:25:37 PM »
AT-AHT was also made WELL after the timeline that this mod is set in.  That's a Legacy-Era walker.
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July 21, 2012, 01:08:55 AMReply #7

Offline Lord Xizer

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Re: Ideas for any version
« Reply #7 on: July 21, 2012, 01:08:55 AM »
10.. I know one MMT can defeat it, but judging by the costs, and no. per company, NR and IR can use the strength in numbers metjod to overpower them. Notice that 1 MMT has cost equal to more than 2 AT-ATs.
 

It's a similar concept to the german tiger tank of wwII. they were powerful and devastating but could be overwhelmed. the hand has powerful units but they cost much more and some take longer to build.
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