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Re: Mod - SOTE (TBR)


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I have been thinking on what kind of Squadron groups to do for the game. So far I have settled on the idea of doing squadron sizes of 12 in groups of 4 like this:

 

http://i37.photobucket.com/albums/e99/drone_pilot/e-wing1.jpg

 

I know some times in the movies you see them in a squad of 6 some times 4, so I will go for the smaller number. So you get three groups making 12 fighters.

May be a good idea, we'll see how it works.

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This could work better for us, and could reduce the lag in tactical combat a bit with the fighters ? plus the squads can be split up and managed for different tasks - instead of having an entire squadron of 12 fighters go after the same targets. I'm not touching some fighter that came with FOC - mainly the Imperial ones except the TIE Fighter and TIE Interceptors, the others seem ok as they are, except I am not sure IF TIE Defenders should be in a squad of three ?  :-\

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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I am not sure IF TIE Defenders should be in a squad of three ? 

Well-I suggest to make it that:

rebel bombers&TIE defender-2 squadrons of 3 fighters

TIE bombers- 2 squadrons of 4 bombers

 

Also, I think that rebel fighters also should be 3 squadrons of 4 fighters, like E-wings on picture/

 

EDIT:

JC why you spoiled it:

http://www.petroglyphgames.com/forums/index.php?s=&showtopic=2236&view=findpost&p=38167

I wanted to stay some things in secret... >:(

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I would make the squadronds with its full complements of 12 elements but the disposition should be in flight groups. I mean the way they are when they fly.For example 3 flight groups of 4 elements which are spawned as a single squadron but the formation reflect the single groups. The X,Y coordinates to be more easy.
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@LOS I'm doing similar to that. Three groups (flight groups) that make up 12 fighters per squadron.

@shak - sorry mate. I thought you had forgot about it. - For the bombers and Defenders ok, sounds good. Will do that configuration.

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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Kyle Katarn should be Rebel.  He pretty much is working only for them.  I have never seen him work for anyone else.  Rendar is more likely to be either consortium or other fringe elements.  Also, he Katarn almost always works with Jan Ors, who is a Rebel operative.
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Katarn found out about the Empire killing his father. Sent him on a bender to find the guy responsible I think.. took him on an obvious collision with Imperial Forces. (Dark Forces I, II) etc. So we DO have Kyle as a Rebel Agent. According to my Star Wars encyclopaedia, he assisted in the retrieval of the Death Star Plans as well. Pretty stupid to have Kyle as anything BUT Rebel.

 

OK, now Dash Rendar DID work for the rebels, he was a mercenary, but I did not see in any light of day why on earth in SOTE he would be working for the Consortium. Its not part of a known storyline OR known history. Dash did work for the rebels, and helped with supplies for them on Echo base. I added Dashes ship 'The Outrider' - so Dash Rendar can be a Space Hero for the Rebellion. His natural story arc in SOTE place's him on the side of the Rebellion during the period this mod starts from.

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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Kyle located a recording from his father in his old farmhouse on Sulon as well as the lightsaber of the late Rahn, setting him on the path to become a Jedi. He embarked on a journey to locate the Valley of the Jedi and protect it from a faction of Dark Jedi led by Jerec, who coveted the valley's energy for his own dark ends. Kyle's father, believed to have been killed in the battle of Sulon, had actually died at the hands of Jerec because he had refused to reveal the location of the Valley of the Jedi. But Morgan had created a map that was later discovered by Jerec anyway; it had been etched into ceiling tiles in the Katarns' house. Kyle was one step behind the Dark Jedi, however, arriving after the map had been taken away. Infiltrating Jerec's tower in the city of Baron's Hed, Kyle located the droid 8t88, who had created a digitized version of the map. Kyle was prevented from walking away with the prize, however, by Yun, one of Jerec's dark pupils. Kyle defeated Yun but spared his life, and had to escape without either version of the map. He tracked 8T-88's shuttle, however, to a fuel station outside Baron's Hed, and he stowed away aboard a frigate headed for Ruusan, where the Valley was located. While on board, Kyle encountered and defeated two more of Jerec's pupils, the symbiotic "twins" Gorc and Pic, who had recently killed 8T-88 to dispose of any witnesses. Kyle took the droid's severed head and managed to escape the vast ship alive.

 

This is what it says about Kyle's father on Wookiepedia - where it references his death. so, his actual defection to the rebellion is noted here in this section:

 

Following this last mission, which was Kyle's final test in becoming an officer, Kyle learned that his father had been killed in a Rebel raid on his homeworld of Sulon. Kyle, recalling the lives he spared on the asteroid base, became extremely hateful towards the Rebellion, believing them to be murderers.

[edit]

Defection

 

Putting his grief aside for the time, Kyle took a pleasure cruise on the Star of Empire, his last bit of freedom before officially becoming an officer in the Imperial navy. It was while on this ship that he ran into Jan Ors for the second time. After a brief chase and a brawl with some of Jan's fellow agents, Kyle's attention was grabbed when Jan dropped the name Sulon. Jan showed Kyle footage from the battle there, and she explained to him that it was in fact the Imperials who had staged the attack. The Imperials had painted Rebel insignias on their ships to make it seem as if the Rebels had been the aggressors- but their use of standard Imperial tactics gave them away. After seeing the footage for himself, Kyle defected, becoming a neutral mercenary. Jan introduced Kyle to Mon Mothma, the leader of the Alliance, and he became a rebel spy.

 

- anyone done any screen shots yet anyway ?

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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Question to people who are testing this for me..

 

Does the game freeze at all when you travel to any of the new planets that we have added to the game ? - I really need all of them properly tested in order to know if we have any bugs with the maps or code. I have one bug report suggesting that their game froze when he travelled to one of the planets in the game. I am trying to find out which one he is talking about.

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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http://sote-mod.com/forum/index.php?act=home

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I want be a tester but I am toster(C3PO) :'(

 

 

I'll send you a link for the alpha 5 - but most bugs have now been caught I think. Plus that new one with the planets. Just be mindful if your trying to tell me about a bug I need details ! not just 'oh it crashed on this planet when I built a ship or a structure' - this information is actually no help at all to me with out knowing where how, when, and what. Faction you were playing, structure that is bugged, or what ever else is going on.

 

I'm not being picky, just remember to be clear about the above things.

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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Uhmmm, I forgot about other thing:

ISDMKII hardpoints fixed - The two hard points are all ion cannons instead now. which means there are (4) firing points - with two destructible hardpoints.

ISD mkII these hardpoints from my big report about needa should be turbolasers-ISD mkII dont have ion cannons in that places ;D Make 4 ion batteries there for mkI...

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Don't you remember this:  ;D

http://img46.imageshack.us/img46/4254/needahardpointsqy9.jpg

The four marked hardpoints should be filled with turbolasers, not ion cannons :) (for ISD mkII)

 

Some in-game screens (unfortunaly they are ugly :P)

http://img267.imageshack.us/img267/6011/mc85zi3.jpg

http://img267.imageshack.us/img267/5775/providenceqi4.jpg

http://img78.imageshack.us/img78/1337/golaniiirm1.jpg

Edited by shak4l 01
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JC would have to check the to see if Katarn had found out about the Imperials killing his father and wheter or not he'd be a Rebel or an Imperial at this time.

I typed this wrong because I was in a hurry. What I meant to say was that JC would have to see if Kyle had found out that the Imps had killed his father by this time. (Time of SOTE)

Also,if anyone hasn't reported this, the Eclipse's "Gravity Well Generator" ability doesn't work.

Edited by ARC Trooper 111
http://img299.imageshack.us/img299/4186/arcsigfinalti2.jpg
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shak thats a load of BS. They are supposed to be Ion Cannon Turrets, even in Rogue Squadron I was going against them and the were Ion Cannons. I remove them I then have to redo other hard points to put some Ion Cannons in ! - I am not spending all my time re doing hardpoints because one person says one thing and another game says another.  >:( I have changed them all to Ion Cannons on that picture.

 

@ARC - ok thanks, I will check this, I am sure it did work when I initially tested it. You maybe mistaken for the fact it does not show any particle effects when the ability is enabled. However if it is preventing hyperspace retreat then it works.

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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It doesn't prevent hyperspace retreat. I tried to click the abilityu button,but it didn't work. THE REBEL SCUM ESCAPED!!  ;D

 

I see. I will get this fixed ;) I thought I tested it.. nm

 

Here is an update for the work I have done..

 

=====================================================================================

Alpha Release 6

======================

 

Added: TIE Raptor built only on corulag (Z3r0x code)

Added: New Venator Destroyer with new hardpoints and turrets.

Added: A6 Juggernaught

Added: Crucible Star Destroyer with Black Eight Squadron.

Added: New AT-TE for Empire. Rebels still have the older model for comparison and skin decal difference.

 

 

Changed: Acclamator Assaultship starting unit to Imperial Strike Cruiser to all starting units in all

 

campaigns for FOC.

 

Changed: TX-130T Laser projectile length and projectile damage.

Changed: Mediator Cruiser scale - .53 down to .4

Changed: Hardpoints on ISD MKII - fixed mix up on projectile hardpoints. - changed to Ion Cannons.

Changed: AT ST garrison points to 3 from 2

Changed: AT PT - can now be garrisoned with pip value of 2

Changed: DarkTrooper MKIII garrisoned with pip value of 2

Changed: 2-M tank's projectile size.

Changed: Fighter Compliments. Squadron sizes adjusted. 3 Flight Groups of 12 fighters for some

 

Squadrons. 2 Flight Groups of 3 and 4 fighters for bombers.

Changed: Spawn times for Starbases and Capital and Frigate's

Changed: Tactical pop cap for space battles.

Changed: Ground Infantry Squad icons for Rebel Infantry and Imperial StormTroopers. More will follow..

 

Bug Fix: Missing Description for Mediator Battleship.

Bug Fix: Missing Description for AT-PT

Bug Fix: A-Wing Squadron Offset - causes icon and squadron to appear far away from each other.

 

MC85 - odd hardpoints arrangement is not a bug - all hardpoints accounted for. Do not report this as a bug - its just how the hardpoints were done on Frankies model ;)

 

Thrawns SD IS supposed to be the in game default one, I kept it for a reason. (I like the power to weapons effect).. This is not a bug either.

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

Sote Mod Website @

 

http://sote-mod.com/forum/index.php?act=home

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shak thats a load of BS. They are supposed to be Ion Cannon Turrets, even in Rogue Squadron I was going against them and the were Ion Cannons. I remove them I then have to redo other hard points to put some Ion Cannons in ! - I am not spending all my time re doing hardpoints because one person says one thing and another game says another.  I have changed them all to Ion Cannons on that picture.

I agree, but ISD mkII dont have ion cannons in places I marked in picture in my previous post...mkI have.

 

Thrawns SD IS supposed to be the in game default one, I kept it for a reason. (I like the power to weapons effect).. This is not a bug either.

Well, then do similar thing to what you done for VSDmkII- change parameters to balance smaller number of them.

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