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Author Topic: Warlord Faction Development  (Read 81113 times)

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June 29, 2015, 02:25:01 PMReply #60

Offline Grimnak

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Re: Warlord Faction Development
« Reply #60 on: June 29, 2015, 02:25:01 PM »
That's a shame.  Probably why you guys should acquire ownership rights from Petroglyph, make your own game, and sell it for tons of $$$. :)
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June 29, 2015, 02:28:46 PMReply #61

Offline Corey

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Re: Warlord Faction Development
« Reply #61 on: June 29, 2015, 02:28:46 PM »
Another modding group actually bought engine rights from PG and made everything even worse. But either way, why would we want to pay tens of thousands of dollars for the rights to an honestly terrible engine like this one when there's stuff like Unity which are free to use? We also got a few UE licenses, although I think they went free right after we got them anyways too... Of course, we could never make a Star Wars game and sell it.
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June 29, 2015, 05:34:16 PMReply #62

Offline Delta

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Re: Warlord Faction Development
« Reply #62 on: June 29, 2015, 05:34:16 PM »
That moment when you're still holding out hope for Delak Krennel's Ciutric Hegemony :(

June 29, 2015, 06:49:05 PMReply #63

Offline kucsidave

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Re: Warlord Faction Development
« Reply #63 on: June 29, 2015, 06:49:05 PM »
The only thing everyone seems to forgot about is the colors... What colors will the warlords get?
Maldrood and red would make sense for them(CC VSDIIs)
Zsinj could remain brown because let's face it, we are so used to it...
Bat what will Delvardus get?
Am I even remotely close?
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And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

June 29, 2015, 06:56:38 PMReply #64

Offline Corey

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Re: Warlord Faction Development
« Reply #64 on: June 29, 2015, 06:56:38 PM »
That moment when you're still holding out hope for Delak Krennel's Ciutric Hegemony :(

Too small to be able to do much, and also at the start of the mod would be under the Remnant's control (via Sate Pestage) until Isard drove him out. Once Krennel took over, he still pretty much did what Isard and Thrawn told him.
More importantly, pretty sure we're at the limit for factions now.

The only thing everyone seems to forgot about is the colors... What colors will the warlords get?
Maldrood and red would make sense for them(CC VSDIIs)
Zsinj could remain brown because let's face it, we are so used to it...
Bat what will Delvardus get?
Am I even remotely close?

You are correct with Maldrood and Zsinj. Currently the Eriadu Authority is off-white, which I quite like and will probably stick with.
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June 29, 2015, 08:03:53 PMReply #65

Offline tlmiller

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Re: Warlord Faction Development
« Reply #65 on: June 29, 2015, 08:03:53 PM »


You are correct with Maldrood and Zsinj. Currently the Eriadu Authority is off-white, which I quite like and will probably stick with.


Like a cream off-white, or a "I just sharted in my tighty-whitey's" off-white?
People should not be afraid of their government...governments should be afraid of their people.

June 29, 2015, 08:40:15 PMReply #66

Offline Corey

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Re: Warlord Faction Development
« Reply #66 on: June 29, 2015, 08:40:15 PM »
Like the values 255, 255, 255 for RGB but still doesn't look pure white somehow.
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June 30, 2015, 12:03:54 AMReply #67

Offline Pali

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Re: Warlord Faction Development
« Reply #67 on: June 30, 2015, 12:03:54 AM »
EDIT:  Didn't the Warlords decrease in power throughout the years just as the IR did?

Sort of.  A lot of Warlords ended up joining the Reborn Emperor during Shadow Hand and died during it, and most (all?) of the remaining warlords were killed by Daala a couple years later.  Daala consolidated their holdings, threw her newly-seized forces against the NR in a series of attacks, lost a number of them, and handed the rest over to Pellaeon after losing the Night Hammer.  This was actually a significant boost to the IR, as it meant most forces under Warlord control ended up back under IR control.

June 30, 2015, 05:25:57 AMReply #68

Offline Lord Xizer

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Re: Warlord Faction Development
« Reply #68 on: June 30, 2015, 05:25:57 AM »
Too small to be able to do much, and also at the start of the mod would be under the Remnant's control (via Sate Pestage) until Isard drove him out. Once Krennel took over, he still pretty much did what Isard and Thrawn told him.
More importantly, pretty sure we're at the limit for factions now.

You are correct with Maldrood and Zsinj. Currently the Eriadu Authority is off-white, which I quite like and will probably stick with.

I quite like the sound of that.
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

July 01, 2015, 07:29:24 AMReply #69

Offline Revan0123

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Re: Warlord Faction Development
« Reply #69 on: July 01, 2015, 07:29:24 AM »
Another modding group actually bought engine rights from PG and made everything even worse.
Sorry to go off-topic slightly but is it these guys you're talking about?

https://steamcommunity.com/sharedfiles/filedetails/?id=239319387

July 01, 2015, 08:38:28 AMReply #70

Offline Corey

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Re: Warlord Faction Development
« Reply #70 on: July 01, 2015, 08:38:28 AM »
Yeah
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July 01, 2015, 11:34:28 AMReply #71

Offline Grimnak

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Re: Warlord Faction Development
« Reply #71 on: July 01, 2015, 11:34:28 AM »
What makes it so bad?  The group seems professional enough, aside from their grammar skills (being German).
We're not retreating, we're advancing in the opposite direction.

July 01, 2015, 01:10:28 PMReply #72

Offline Corey

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Re: Warlord Faction Development
« Reply #72 on: July 01, 2015, 01:10:28 PM »
I typically don't like commenting on other peoples' projects, but they're advertising all this new stuff, and they got the engine rights but they haven't actually done anything that you can't do in the base game, and from what we've seen they haven't actually fixed any of the issues with the engine. Nothing they've advertised is outside the realm of EaW modding, most of it even exists in the base game. Even their UI is just the EaW one but recoloured, and you can tell because if you know where to hover-over, you'll still get a lot of EaW tooltips. It's not using Glyph to build a new game, it's reskinning EaW and charging for it. They also put hundreds of thousands of polies into those models, but don't actually do anything with that extra poly budget (which won't run well in the engine in the first place; some people think they do but they also haven't put stuff like shadows meshes on)
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July 01, 2015, 01:23:27 PMReply #73

Offline Grimnak

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Re: Warlord Faction Development
« Reply #73 on: July 01, 2015, 01:23:27 PM »
They're charging for it?  Wow, that's not something I would buy.  Quite frankly, I wouldn't purchase any mods without a lot of convincing.
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July 01, 2015, 04:56:16 PMReply #74

Offline kucsidave

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Re: Warlord Faction Development
« Reply #74 on: July 01, 2015, 04:56:16 PM »
It is ridiculous that they want people to spend money for this... This is a simple EaW mod, like so much other on ModDB. Just like Imperial Civil War with half the effort in it. All right, not even tenth of the effort in it.
If you ask me, you guys are doing so much better work.
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

July 01, 2015, 05:33:19 PMReply #75

Offline Corey

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Re: Warlord Faction Development
« Reply #75 on: July 01, 2015, 05:33:19 PM »
I'm actually not terribly opposed to the whole charging for mods thing (after the whole Steam debacle I had a lot of thoughts on it which I may go into sometime), and this is a team I actually had some respect for, plus I don't want to get into trashing other peoples' work so I'll leave it alone. I just think what they're billing it as is a little disingenuous and question the decision to pay for the engine.
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July 01, 2015, 05:48:31 PMReply #76

Offline Grimnak

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Re: Warlord Faction Development
« Reply #76 on: July 01, 2015, 05:48:31 PM »
I'm just not sure if the benefits justify the cost.  I doubt there is much that can truly be changed (or worth changing, honestly).  You guys have done wonders to the game without altering the base engine hardcodes.
We're not retreating, we're advancing in the opposite direction.

July 01, 2015, 07:30:35 PMReply #77

Offline Lord Xizer

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Re: Warlord Faction Development
« Reply #77 on: July 01, 2015, 07:30:35 PM »
Can't help but feel it's also getting a bit away from the subject matter of this topic...
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

July 02, 2015, 04:51:54 AMReply #78

Offline kucsidave

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Re: Warlord Faction Development
« Reply #78 on: July 02, 2015, 04:51:54 AM »
Can't help but feel it's also getting a bit away from the subject matter of this topic...
You are right.
About the Warlords, I have an idea.
What do you think that by conquering the warlords' capitals you gain access to some of their own ships, like with the Happan Battle Dragons...
Could be interesting to use TIE Raptors as Eriadu Authority or Maldrood :)
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

July 02, 2015, 10:28:19 AMReply #79

Offline Grimnak

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Re: Warlord Faction Development
« Reply #79 on: July 02, 2015, 10:28:19 AM »
Can't help but feel it's also getting a bit away from the subject matter of this topic...

Now what makes you say that?
We're not retreating, we're advancing in the opposite direction.

 

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