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Will we be able to play as the Yevetha in the Black Fleet Crisis GC?
Anything that suggests a new playable faction in its entirety is just not possible. The game already has issues with the third, you can even see little seams in the game that point to the issues with it. Like the Black Sun logo the Consortium has, and I don't believe there's a way to remove that logo sans replacing that icon entirely.
Not really. We've talked about this in some other threads, but those aren't really the problems. Third playable factions in FoC have no intrinsic limitations or technical bugs. The icon thing you're talking about doesn't apply to the third factions, just to the factions after that, but if we were worried about that then we wouldn't even have the minor factions, because as it is they're all called Hutt fleets and have the Hutt icon or Zann icon or whatever, though I've always intended to rename them to something more general.The problems with further playable factions are as follows (leaving aside logistics and whatnot):1. No story scripting, whatsoever. This means no hero release beyond the start of the GC, era progression, planet capture bonuses, etc. 2. No Tech tree stuff, but since what you see is what you get anyways not a huge deal, since anything would be a single-era single-GC kind of deal.3. Stability. This is the big one. We used to have the Empire of the Hand as a third playable faction in the base game (pre-FoC), but I don't remember how stable it was. The two mods I can think of that have more than 3 playable factions are pretty unstable, but I don't know if that's the result of the fourth+ playable factions or of other bugs, since neither of those mods seemed especially concerned with stability to begin with, they were buggy messes before they added factions.
The problems with further playable factions are as follows (leaving aside logistics and whatnot):1. No story scripting, whatsoever. This means no hero release beyond the start of the GC, era progression, planet capture bonuses, etc.
2. No Tech tree stuff, but since what you see is what you get anyways not a huge deal, since anything would be a single-era single-GC kind of deal.
3. Stability. This is the big one. We used to have the Empire of the Hand as a third playable faction in the base game (pre-FoC), but I don't remember how stable it was. The two mods I can think of that have more than 3 playable factions are pretty unstable, but I don't know if that's the result of the fourth+ playable factions or of other bugs, since neither of those mods seemed especially concerned with stability to begin with, they were buggy messes before they added factions.
That could still be done with a LUA script. Unlike Story Events, LUA scripts allow you to spawn units for any faction, not only the faction the script is attached to.
That problem is a lot harder to fix. I can already think of a workaround for it, though.If you create a building that is spawned on every planet of your fourth faction and set it as required special structure for the units of a specific tech level then it would work.
Yeah, the script you sent me should be able to do that but I'm still figuring out getting the conditions to work. I was referring more to the other aspects of Era progression which you sort of addressed and which are less important anyways.
That seems like it'd be pretty overdone. Kind of a waste of a building slot, and that script might cause a bit more lag than can be afforded, especially in larger GCs.
That's definitely an option. After playing around with the Yevethans in BFC, the stability issues I expected don't seem to be occuring, but once all of the extra stuff they'd need is developed who knows.
More important than era progression is probably being able to split it between different subfactions (Teradoc, Zsinj, Pentastar, etc for Warlords, for example)
I'd hoped LUA would be able to do something, but oh well. I suppose there wouldn't bea huge problem with those factions getting a free barracks on their planets instead of using a black hole, it could be balanced out in other ways. More important than era progression is probably being able to split it between different subfactions (Teradoc, Zsinj, Pentastar, etc for Warlords, for example)
Basically that the units that only one group would or should have wouldn't be available to the faction if it's meant to be representing another group, so for example Teradoc wouldn't get Raptors and TIE Raptors.