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Re: My personalised minimod. Finally something to show.


MajorPayne
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Okay so whilst there are far better coders, riggers and EaW modders, and seeing as I've mentioned this a few times I thought I'd make an announcement. Basically put, for the past few months I've been slowly building up a minimod which I've personalised more or less how I want it (theres still a bare handful of items to finalise), and the current status is as follows:

 

Empire (Space)

------

 

- Empire specific Venator Class.

- Tie Bizarro unit added (launchable from capital ships).

- Space based Tie Lancet (edited stock model).

- Second Executor class SSD added (2 buildable at a time and ship is smaller than original).

- Second Arc Hammer added (2 buildable at a time and non hero).

- Increased launched squadron counts for Star Destroyer and SSD.

 

Empire (Ground)

------

 

- Dark side adept added.

- All ground based companies increased in size (e.g - Stormtroopers now dropped in as 7 groups of 9) except for Tie Mauler (now at 4 per company instead of 5).

- Imperial tie fighter added as ground based unit.

- Bunker garrison increased to 15.

 

 

Rebel (Space)

-----

 

- Rebel specific Venator Class.

- Home one supporting 8 additional firing medium laser hardpoints.

- Marauder missile cruiser changed standard weapon to use Mass Driver.

- Most capital ships have hangars and launch limited amounts of fighter squadrons.

- Additional MC30 variant (MC30a) which is larger than the original and carries a much larger fighter compliment.

- Arc170 fighter added.

- Gallofree Gunship variant added.

 

Rebel (Ground)

-----

 

- All ground based companies increased in size.

- Rebel X-wing added as ground based unit.

- Bunker garrison increased to 12.

 

 

Consortium (Space)

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- Consortium specific Venator Class.

- Aggressor fighter non hero unit added.

- Tridroid fighter added.

 

Consortium (Ground)

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- Bunker garrison increased to 9.

 

 

 

Pirates (both space and ground)

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- All companies increased in size.

- Planet specific MC80 Mon Calimari cruiser variant (encountered ONLY over Mon Calimari and The Maw).

- Planet specific Victory SD variant (encountered ONLY over The Maw).

- Planet specific Acclamator Cruiser variant (encountered ONLY over The Maw).

 

General Changes

---------------

 

- All planets in GC have increased populations and credit values.

- Population caps substantially increased for both skirmish and GC.

- Space skirmish mines increased for all factions with two additional levels of upgrades (4 instead of 2).

- 2 additional single player campaigns for GC. One is a limited 3 sided game with around 30 planets. The other has all 55 planets enabled with the Empire owning 3 (Coruscant, Kamino and Kuat), the Rebels owning 2 (Hoth and Yavin IV) and the Pirates owning all but 8 of the rest.

 

Now I realise that theres a good bit of this thats been done by other people, namely those that have used the likes of EJ's fantastic models (and kudoes to those people, no matter how they've been converted as its something that I'm still learning). However, all the actual models in this minimod, are my own work with textures coming from other people (the Arc170 pictured below is originally EvilleJedi's but the model itself has been completely rebuilt to be more EaW/FoC friendly with regards to poly counts). Also except for the Legacy, all other additional models and upgrades have new/updated icons and text definitions. I've also thoroughly play tested this and almost all additional units are usable in both Skirmish and GC modes (I've not tested anything with the campaign yet but I'm going to stick my neck out and say that they should work).

 

Anyway. A bit of eye candy, and my first capital ship conversion (still need to do a death clone of some type for this), is the Legacy and before anyone says anything. Yes, this is the same ship thats been shown in IA2, but this is my conversion, so theres going to be a couple of lacking pieces (the break of pieces are not present, as well as missing scorch marks, and possibly damage emitters (haven't quite worked them out just yet)).

 

At this juncture I would like to personally thank, FoshJedi, Kelathin, SwgBex, Mall Security, Bryant, EvilleJedi, Bhaalshad and several others from the Sci-Fi Meshes forum who have all played some instrumental part in this minimods creation. Without these people I seriously doubt I would have bothered modding this game in any way shape or form. So without further to do:

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The Legacy is to appear in IA2. The others though that have been added that aren't stock are mine.

 

Your point is??

I don't know....I'm just surprised IA2 would let you do that.

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Well seeing as the original model they're using was made by me I don't think theres much they could do to stop me. Besides which. This is my conversion. So it doesn't have all the extra beeps an whistles that the conversion they've done will have. I suppose you could call this a beta release.
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Well seeing as the original model they're using was made by me I don't think theres much they could do to stop me. Besides which. This is my conversion. So it doesn't have all the extra beeps an whistles that the conversion they've done will have. I suppose you could call this a beta release.

 

well.....there is that line on the IA2 homepage; "All work (including concepts, skins, models, and code) that is submitted to Imperial Assault becomes the property of Imperial Assault unless agreed upon with Edan or Bryant otherwise."

 

so, I believe since it was made for IA2 then it belongs to IA2, unless you have permission/agreement from Bryant or Edan to use it otherwise....

 

which would also affect any other models for IA2 being used...

http://i110.photobucket.com/albums/n115/swfan654/swf4.jpg
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.....and you think I would agree to it??

 

1) I'm not an official member of the IA2 therefore am not subject to the same ruling that they believe they should put on this.

2) I made the original and "allowed" them access for thei project.

3) The model has already been release din another minimod (but not for EaW), and therefore also doesn't come under the same terms and conditions that they have attempted to place on it.

 

In essence anything I've produced IS NOT owned by IA2 and actually they cannot hold any kind of ownership on anything thats produced whether its for thei project or not, no matter what they say. If I want to release something I've made then I will, and if they don't like it then I'll just pull all my materials from the project. Plain and simple.

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MajorPayne, like I said before in the PM, I liked the stuff and how will be your mod, but why the Venator is available to all the factions? If it's because the Venator is out-dated, the Acclamator should be available too. I think you should put the Venator only for the Empire, and some out-dated CIS warship to the Alliance and the Consortium (it's only a suggestion)...
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MajorPayne, like I said before in the PM, I liked the stuff and how will be your mod, but why the Venator is available to all the factions? If it's because the Venator is out-dated, the Acclamator should be available too. I think you should put the Venator only for the Empire, and some out-dated CIS warship to the Alliance and the Consortium (it's only a suggestion)...

 

At last, another who doesn't follow the evil that Petroglyph initiated and many mods seem to follow. ;D

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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A good suggestion HK. The thing is, the Venator isn't supposed to be usable by any other faction other than the pirates and it was re-enabled for a small bit of a change (with each side having specific fighters for it) and the Acclamator is an established unit already.
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I thought people weren't supposed to play moderator.

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Major made the legacy, its his model. He gave a version to IA2, which we have tweaked and are putting ingame, which is the IA2 version.

 

 

MaP has full rights to release anything he has made personally, anything created by the IA2 however, needs to have credit given to IA2.

 

 

So, I have no problem here, he made the model, he put it ingame, I have no say in what he does with his work

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OH and a quick update. The legacy has had to have a slight revamp. After a bit of help I found out that the MuzzleA hardpoints and actual destroyable hardpoints don't like being mixed and it causes a ship that has both to last an extremely long time after the main hardpoints have been destroyed. Anyway, after the suggestion of giving the legacy more than one hangar, the ships weapons are:

 

- 6 Turbolasers (along the out hull)

- 4 ioncanons (inner section nearest the command bridge)

- 2 shield gens

- 2 hangars

 

I'm still thinking on a few other things for the pirate side and I'm also a bit disappointed with the pirate frigate (considering its supposed to be the most powerful ship they have). Anyway, with that in mind, I'll hopefully have my release sooner rather than later, although after seeing z3r0x's last release I'm tempted to leave it seeing as his mod is far superior to this one.

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That attitude gets this community no where Major Payne

 

DE is going to have our mini-mod coming out soon. Guess what? His mod is alot bigger, doesn't mean anything. Take pride in YOUR work and give it your best effort and be proud in your own work. I know many people that couldn't come out with a semi decent mod with balance. The community suffers because people don't feel like competing with other people. That gets us no where. Don't give up. I support your efforts.

~Kelathin

http://i108.photobucket.com/albums/n36/DarkEmpireSPG/kelathin2.jpg

I shall Name him MiniMe.... 

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Okay so things are looking up. I've got one other surprise tie style fighter to get done, if I can get permission to recreate it, and I swear to god I will get my NTB to convert right or die in the attempt. Got to seriously think about the pirate side though. They can still be overrun by the AI (which of course leads me to believe that it overly cheats. Still. Hopefully if someone can make an LUA programming tool (thats simple to use), then the AI scripts might be editable.
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What's the problem with your NTB? I'm no Swgbex, but I've had some luck with the alo exporter so far.

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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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Basically the textures are screwed  ??? Now this may sound simple to some but the textures are applied in exactly the same way as the Legacy and I can't for the life of me remember how the hell I fixed it the first time. Still. I'll get it done.
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No idea, but I'm going to keep working at it. Anyway. Because I can rarely keep anything to myself the secret tie I spoke of in my previous posting was originally made by Uniderth (member of the Scifi-meshes forum) and after looking over the original images I've taken a definate fancy to the design and produced my own version. Whilst its not exact, or even sharing textures or the original mesh I still need to get a yes or no as to whether I can release my version because its simply based on the design. Anyway, heres a quick pic and the basis for this fighter is thats its extremely fast (carrying four engines) instead of the usual ties two. The fighter also carries four much heavier weapons and its used as an assault and anti fighter fighter.
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New update. The NTB problem seems to have sorted itself as I've no idea what the hell was going on and why the textures were screwed. Now the fighter about is the last to add to the imperial side (haven't considered any other for the ZC or pirates as yet and I'll probably leave them as is). Anyway, heres a quick pic of the NTB in action and for the sake of the ships armament it carries two bwing based lasers, two proton torpedo launchers (but they don't seem to work), and two capital ship based ion canons. Its powerful but for necessity each squadron has only two ships in it so it pans out fairly well.
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