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Re: Mod - SOTE (TBR)


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oh that list is a working list for Alpha 6 - I am messing about with this build A LOT really, Do I let Vader get built at this tech level or that one - should you build a large ship yard first... ? I don't know it's a lot of things to think up. The Next Alpha will be ready by the weekend in any case.

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Well, it would be cool to have correct tector.

But problem is (at least I guess) that the hardpoints (and bones so...) should be similar to frankie's ISD mkI (cause tector is in fact another variant of ISD).

 

That would have to be taken into account. If I can get a Tector Class made - the hard point arrangement would need to be similar. We will use the current model for now as a place holder. I do not know if I can get a new model for the Tector, - maybe unlikely, but I will try and see if it can be made.

 

After all the debate about the Gauntlet class, I will add them as escorts to the Eclipse. The eclipse can only be found at Byss anyway. I will make the Gauntlet Class so they are not too powerful - but stronger than a standard SD. But not impossible to take them down with K-Wings or B-Wings.

 

JC

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Changed: Darth Vader can be built at tech level 2 Starbase level 1. On  Planets: Hoth, Byss, Kuat, or Fondor.

O_O ?? Vader buildable at hoth?

 

I gave the A5 to both factions - either way only one faction can build the A5 at any one time - depending on who controls that planet. (Rothana).

So now I think that you should remove imperial-only A6, cause it's based on unproper B5 model.

 

After all the debate about the Gauntlet class, I will add them as escorts to the Eclipse. The eclipse can only be found at Byss anyway. I will make the Gauntlet Class so they are not too powerful - but stronger than a standard SD. But not impossible to take them down with K-Wings or B-Wings.

I'll say that using code from current tector (based on allegiance model) is proper solution-maybe make it a bit stronger.

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1) yes and ? - Hoth is what I said. Meaning Episode V Attack at hoth blah blah..

2) Sorry A6 stays. I like the way I made this in the coding - proper or not. - at least test this in game first before doubting it's worth to the game itself ;)

 

3) Would the best way to go, using tector code will save time coding the Gauntlet class. Makes sense this does.. :)

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Hmm... Vader being buildable in Hoth does make some sense if you think in the timeline events... Although, if you think in the cannon thing - Shak's probably point of view - the Executor (well I think people prefer the SSD than Vader himself  :P) should be buildable at Kuat... Or some other planet with huge orbital shipyards...

 

BTW, what do you guys think of the Rhen Var map layout and terrain sculpting? Notice that I didn't add textures, objects, markers, and nature settings yet.

 

http://img262.imageshack.us/img262/4193/rhenvarivkd9.png

 

And JC, do you see those mountains in the corner? I'm going to put some structures - being part of a Jedi Temple Complex - there, as you wanted.  ;)

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That A5 looks awesome.

 

I'd guess the A6 is fine usingt he B5 model, but it'd be an improvement if a re-export of the A5 model could be done with extra turrets added on as well as deploy animations and whatnot, but I think its fine as-is (though it is kind of strange to have the lesser vehicle have the destructable hardpoints...

 

Nice cliff...toob ad the game doesn't handle damage from falls :(

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Hmm... Vader being buildable in Hoth does make some sense if you think in the timeline events... Although, if you think in the cannon thing - Shak's probably point of view - the Executor (well I think people prefer the SSD than Vader himself  :P) should be buildable at Kuat... Or some other planet with huge orbital shipyards...

 

BTW, what do you guys think of the Rhen Var map layout and terrain sculpting? Notice that I didn't add textures, objects, markers, and nature settings yet.

 

http://img262.imageshack.us/img262/4193/rhenvarivkd9.png

 

And JC, do you see those mountains in the corner? I'm going to put some structures - being part of a Jedi Temple Complex - there, as you wanted.  ;)

 

The cliff seema a tad steep... But a good start overall :)

Have you played Clone Wars (revolves around the Dark Reaper Crisis)? Rhen Var makes up about a third of its levels.

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That A5 looks awesome.

 

I'd guess the A6 is fine usingt he B5 model, but it'd be an improvement if a re-export of the A5 model could be done with extra turrets added on as well as deploy animations and whatnot, but I think its fine as-is (though it is kind of strange to have the lesser vehicle have the destructable hardpoints...

 

Nice cliff...toob ad the game doesn't handle damage from falls :(

 

I think some one will be doing one with deploy animations - I can't say much about it though, but it's not needed for this mod really, although I will update the model in the mod if it were the case at some future point.

 

Vader is buildable at Hoth, Fondor, and Byss. Plus Kuat - I wrote it in the update list. other page. - ok, I made the A5 hardpoint's destructible because it made me laugh at the idea of blowing it's turrets off  :P

 

Can't do this with a B5 or any variant of it. I am not going to go into an A6 model idea, I just want the A6 idea testing first before I decide whether I want to keep it in or not. But the B5 model is close as I can have for an A6 model - originally we were only adding one more Juggernaut - kind of got out of hand. - oh well.

Edited by jedi_consulor

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Only the A6 has side-turrets.It has a rocket/grenade launcher on the sides,too.

http://starwars.wikia.com/wiki/Heavy_Assault_Vehicle/wheeled_A6_Juggernaut

The A5 is smaller and doesn't have side turrets.

http://starwars.wikia.com/wiki/Heavy_Assault_Vehicle/wheeled_A5_Juggernaut

Edited by ARC Trooper 111
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Have you played Clone Wars (revolves around the Dark Reaper Crisis)? Rhen Var makes up about a third of its levels.

 

Yes I did. And I know that this doesn't look like Rhen Var much... I only thought making the map that way was a good idea... But now I see that I was wrong, since it really doesn't look like Rhen Var that you see in the games...  :-\

 

Ah, and is only my impression or the TX-130T Tank fires missile in the main turret? Wasn't it's missile launchers supposed to be on the sides?  ???  Or am I confusing SotE TX-130T Tank with some other mod tank? - I don't remember if I saw this in SotE or in some other mod some days ago.  ;D

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Ah, and is only my impression or the TX-130T Tank fires missile in the main turret? Wasn't it's missile launchers supposed to be on the sides?  ???  Or am I confusing SotE TX-130T Tank with some other mod tank? - I don't remember if I saw this in SotE or in some other mod some days ago.  ;D

That's cause we're using model of 2-M tank which just don't have any firing bones on sides-only on turret.

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@ARCTrooper - well spotted that man. You get a gold star for that. Plus that A6 picture looks suspiciously like the new model we added. I will need to re think what to do about that model.

 

HK-47

 

The map is great as far as your impression is concerned, it doesn't look like any Rhen Var I know - but its your work, if you don't like it start another one that does look like Rhen Var.

 

The TX130t Tank was an idea I did for SOTE. It's renamed of course. Even though the Missiles as you suggest are supposed to come from the sides, this is not always possible to achieve on a model and you just use what you have available in a model to play with. At LEAST it fires missiles as it should be able to. Rather than not at all..

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@ARCTrooper - well spotted that man. You get a gold star for that. Plus that A6 picture looks suspiciously like the new model we added. I will need to re think what to do about that model.

The first picture on wookiepedia's article about A5 is mistaken.

Look at schematics of A5: http://starwars.wikia.com/wiki/Image:Juggernaut_egvv.jpg

You'll see that it have turrets on sides.

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From what i have seen in this thread i agree shak4l is right.

 

btw your mod looks great jedi consulor.

Edited by Empireftw
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well I never doubted shak - he's normally on the ball about all the technical stats on these things. :) I will leave the A6 in for now - so it can be tested though, but it might not make it to the final build, instead will be just the A5 :)

 

@Empireftw - thanks :) I promise this should be a good mod  :P

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Update:

 

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

Alpha Release 6

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

 

Added: I-7 HowlRunner for Underworld, and Empire Factions.

Added: Bayonet Light Cruiser - for Empire. Built on some worlds - mainly outer rim worlds.

Added: Preybird fighter - for the Empire. Tech Level 5 Starbase lvl 3

Added: Tyrant Cruiser - Missle Cruiser for the Empire built only at Kuat.

Added: Demolisher Cruiser for the Consortium. (Similar to Broadside cruiser)

Added: A5 Juggernaut built on Rothana only.

Added: Swamp Trooper (Empire) - buildable on Swamp planets only.

Added: Katarn Commandos. Group of 4 Specialist commandos accompanies Kyle Katarn.

Added: Inquisitor Jerec to GC built at coruscant. DarkJedi cab be built when his ship is in Orbit. (Vengeance-Class SSD)

 

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: Further AI player tweaks to slow down build times in easy mode.

Changed: Level 5 Starbases spawn 1 capitalship for defense of station and planet.

Changed: Interdictor Destroyer build limited to 5 per time

Changed: Interdictor Cruiser build limited to 4 per time. - because these ships were few in number.

Changed: TIE Hunter now only buildable at these locations: Bakura, Byss, AetenII, The_Maw

Changed: Darth Vader can be built at tech level 2 Starbase level 2. Requirement: Large Shipyard. Planets: Kuat, Fondor, Byss or Hoth.

Changed: Dodonna removed from Mon Calamari. Can be built at Tech level 1 Starbase level 1

 

Changed: Executor now has escort of Star Destroyer MKI and MKII (4 ships) for Death Squadron. - (Experimental)

 

Changed: Imperial Fleet commander's get Star Destroyer MKI for their ship. They no longer need to attach to an existing ship. 3 can be built at any one time. And re built after they are killed.

 

Changed Rebel Fleet commanders. 3 can be built at any one time. They now have there own MC80-A plus Nebulon B Escort. Once killed, they can be re built again. -This is a control measure to prevent spamming of Fleet Commanders and their MC80A ships.

 

Changed: Han Solo Skirmish Tech level to Level 0 - can be built stright away.

Changed: Kyle Katarn to Skirmish Tech Level 2 - because he has Commando team and makes them more powerful. Changed from Tech 1

 

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: Hardpoints on ISD MKI

Changed: Hardpoints on Tector Class SD

Changed: AI to corrupt planets slower.

Changed: AT ST MKII only built on Rothana - player uses standard AT ST every where else.

Changed: Juggernaught A6 to be built on Rothana only.

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.

 

This should be the final build log for Alpha 6 - I may have time to add one more thing tomorrow, but Alpha 6 will be released to internal testers tomorrow :) - thanks.

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