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[WIP] Rise of Rebellion


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Greetings!

 

It's time to introduce my 'little' modding project to the English Community.

 

Rise of Rebellion

I'm trying to recreate SW:Rebellion (in UK SW:Supremacy) with SW:EaW's modding capability.

 

For more information follow this link: http://home.arcor.de/oivlisr/RoR_website/e_index.html or click on my sig.

 

 

I'm used to say RoR, but accidently this acronym is also used by another mod. Any suggestions?

 

 

Currently I'm still doing the game mechanisms, so there is no urgent need of mapper, modeler, skinner, etc.

 

But if someone has a good insight in LUA-scripting or AI-programming, then that one's help would be appreciated.

 

Further more, I would like to see a kind of PR Manager, who represents the mod in the English Community (And perhaps he/she could proofread my English translations. ;) )

 

 

Thanks for your time!

Feel free to ask and suggest.

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Nice site!

 

This sounds very interesting. What have you got down so far?

Edited by Dr. Nick

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[3:52:33 PM] Arbiter says: Paracetamoxyfrusebendroneomycin would cure all of his diseases....

[3:52:47 PM] Arbiter says: Except with the side effect of probable death.

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Thanks!

 

What have you got down so far?

 

basic functionality:

  • Diplomacy
  • Uprisings
  • Bulidings and Economy
  • playable spacebattles

 

functionality next to be implemented:

  • Transport System
  • automatic resolved groundbattles

 

If all basic functionality is in place:

  • AI - Artificial Intelligence

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To show you some 'pictures':

A while ago, I've done a little video for the German sceptics to show them some results.

 

All is work in progress!

All Icons are placeholder. All variables have a value for testing purpose only.

Be aware that in this video Mon Mothma has a negative diplomatic value, in other words, she works for the Empire.

 

What can be seen in the video?

I'm starting a Galactic Conquest.

First I'm demonstrating economy. Each mine/refinery combination makes a one-time contribution of 50 units to the maintenance pool. Raw material, which is not refined at once is displayed in the top left corner. Below refined material per cycle is shown.

Then you can see a short glimpse of the unit building panel.

Next I'm sending the occupation troops off the planet. Because population support for the Rebels has dropped below 50%, there is an uprising shortly afterwards. (An info screen pops up.)

During the uprising buildings disappear due to sabotage by insurgents. The last unit of occupation troops becomes a victim too.

 

Then there is a cut, starting situation restored.

Mon Mothma travels to Geedon V and persuades the inhabitants to support the Empire. The planet joins the Empire.

Here you can see a little bug (two Mon Mothma - for a short time). But this is already fixed.

 

And now the link: http://www.kram-hochladen.de/download.php?id=MTQ2OTA=

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  • 2 weeks later...

New Video: Transport

Ground troops don't come with transport ships when they are build. So, they can't travel to other planets.

They have to be loaded onto starships, the same apply to space fighters without a hyperdrive.

For understanding the video, you have to know the transport capacity of the Mon Calamari Cruiser.

The MonCal can load one army regiment, one fighter squadron, one bomber squadron and additionally one fighter or one bomber squadron.

Squadrons without a hyperdrive are preferred during the loading procedure.

To the Video: http://www.kram-hochladen.de/download.php?id=Mzk2Njg=

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Excellent work! I look forward to seeing more of your stuff.  :)

http://i55.photobucket.com/albums/g154/codeuser/sigcopy.jpg

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[3:52:33 PM] Arbiter says: Paracetamoxyfrusebendroneomycin would cure all of his diseases....

[3:52:47 PM] Arbiter says: Except with the side effect of probable death.

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Let's say certain circumstances demand that I have to activate the tactical space battles by myself. If all works as intended the player hardly notice anything of this.

But some interesting things could be done, with this approach:

- numerous different spacemaps for a planet, chosen by random and/or depending on the situation

- squadrons of spaceship remain destroyed after the battle

- significant ship damage carried over to the galaxy layer

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Is it insanely difficult?

Well, first of all you have to have the absolutely will to achieve your goals, to overcome all obstacles.

I've put in a lot of time and passion with no guarantee to get a playable 'something' in the end.

 

With a little bit of luck you will see a demo (without AI) next month.

 

And yes, it is kind of hardcoded. But you can work around it.

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