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Everything posted by Stellar_Magic
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[ROR] - Scripter's General Discussion
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
I'm working on a partial tech tree for the Stormtroopers to help demonstrate what I'm talking about, but I'd also like to put some thing out here for you guys to think about. I'm going to make it so most traditional structures have a five tiered approach. The first thing you'll have to build when you arrive on a world is going to be a Planetary Governor's mansion (Or its Alliance Equivalent). The mansion will be required for the construction of all other facilties on the world, it symbolizes political control of the planet. The planetary governor's mansion is tier one of the political control line, each tier is another building that can be built because of the construction of the previous tier. Imperial Political Control Buildings. 1. Planetary Governor's Mansion 2. System Governor's Mansion 3. Sector Moff's Palace 4. Grand Moff's Palace 5. Imperial Palace Each building class has specific benefits, Political Control Buildings increase the income of the world as well as allow for the construction of Governors, Moffs, and Grand Moffs. These generic hero units will lower construction times, increase income, and lower cost of structures where they're placed. The size of the bonus is dependent on the "level" of the hero. Also, these heroes will not count against Pop Cap, but they also will be assigned relatively large build and maintenance costs due to their value. When you build a Planetary Governor's mansion it will become possible to construct other elements of your war machine. In order to represent the nature of the empire's organization Stormtroopers, Imperial Army, and Imperial Fleettrooper construction will be done through seperate classes. Imperial Stormtrooper Recruitment Buildings 1. Stormtrooper Recruitment Center 2. Stormtrooper Barracks 3. Stormtrooper Firing Range 4. Stormtrooper Obstacle Course 5. Stormtrooper Holographic Training Facilities The higher tier of buildings you add to your base the higher you can train stormtrooper companies and garrisons. At level 5 you can build Elites, but construction of Heroic, and Legendary units requires additional buildings. Heroic Stormtroopers require a Sector Moff's Palace, while Legendary Stormtroopers require a Grand Moff's Palace. I have been considering forcing Legendary units to only be built on worlds with an Imperial Palace, but that may be impractical. What do you guys think? -
I was looking for them too in the demo... couldn't find them but I did find that all the icons on the command bar come from one file. Textures are stored as DDS files apparently, you'll need to get a DDS converter.
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Done: Welcome aboard
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[ROR] - Scripter's General Discussion
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
Well, I don't like the idea for two reasons. 1.) So you're saying you could send a bunch of ships attacking stations by themselves and make a legendary force... Not really good, not enough investiment in my opinion. 2.) Experience helps but training is of much greater importance then just experience. Just look at how long the Afghans had been fighting each other, if they weren't combat veterans what are? And our highly trained troops kicked their but. -
[ROR] - Scripter's General Discussion
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
Unfortunately the game doesn't keep a log of unit kills so no... :'( Thats why I went with training levels when I came up with the basic concept. -
[ROR] - Scripter's General Discussion
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
Okay guys... Here's the goals for scripting in ROR and how we'll accomplish it. 1.) The creation of seven seperate training levels for all units (Untrained, Basic, Trained, Highly Trained, Elite, Heroic, and Legendary) Each training level is twice as accurate as the one before it with half the recharge rate between bursts of fire (This represents the reload time). Build time as well as unit cost increase dramatically. 2.) Creation of a corporation based technology tree where possession of certain worlds will enable the opening of the tech tree of the corporation based on the world. 3.) Accurate unit scaling and base unit abilities based upon D20 statistics. 4.) Civilization technology tree in addition to the corporation technology tree. Construction of academies, governor's homes, moff palaces, spaceports, medical centers... etc. 5.) Constructed Units and buildings have maintenance costs that lower your income and limit the size of your forces in addition to population slots. (RTW used this to great effect) So eventually we'll be adding lots of different structures and units to the game, though most of that won't happen in the first stable releases. In order to fit everything on the command bar we'll have to edit it. What I'd like to do is as follows. The command bar will become part of a two stage menu. The buttons on the bar will now represent unit and building categories. Space Side: Fighters, Bombers, Corvettes, Heavy Corvettes, Frigates, Heavy Frigates, Destroyers, Cruisers, Dreadnaughts, Utility Vehicles, Freighters, Defense Platforms, Orbital Facilities. You select the type and a menu pops up alot like the deployment menu, there you select the exact type and training level. This edit will probably be the largest edit in the entire mod, and I'd like to know if you think we can do it. -
Re: [ROR] - Mapper's General Discussion
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
We'll be picking and choosing... A lot of worlds in rebellion don't warrant inclusion, but a lot of worlds that were left out of rebellion need to be put in. Bilbringi is one that wasn't in Rebellion but definitely needs to be put in the game, as well as the Roche asteroid belt (Home of the Verpine, at least I think it is), Honoghr and Myrkr should also be put in the game. -
stellarmagic01@yahoo.com is my email.
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yahoo.com email... sorry.
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Re: [ROR] - Mapper's General Discussion
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
Yeah... those generic worlds will probably be used a lot more then you'd think. 200 Star Systems... Well we really need to get all the major worlds that are missing. Bilbringi, Borleias, Yaga Minor, Kothlis... It'll be a long list. -
Sure Megajames, the load might be a little more then that. Over the summer I won't be able to do nearly as much as during the school year so I might need someone to fill in while I'm at the end of a 28.8k modem.
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Well... It's kind of obvious what this is for. We'll want to try and make much larger maps then the vanilla name has probably. Maybe our first step should be to create generic maps... A generic jungle world, generic desert world, generic snowball, generic demonworld... Then we can start creating the unique world maps... Qat Chrystaq will be a neat map if we do it.
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[ROR] - Scripter's General Discussion
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
The Imperial III subclass is basically a modification kit for an Imperial II. It gives the ship more armament, stronger shields and hull, along with a cloaking device. You guys should read some of the stuff I've posted on converting D20 RPG to a realistic portrayal within EAW. -
Okay, you're in as well...
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Okay, we've got another scripter... Good. Very good. I'm creating subtopics for discussion for each of the elements, scripting, mapping, modeling...
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This thread is for discussion of the XML and LUA scripting for Reality of Rebellion. It will serve to help coordinate efforts for ROR in this area. I've been thinking about the structure of the XML files for EAW. I was wondering if it would be possible to make it so that hardpoints, and space units could be defined in the same XML script. If so it would be more efficient to break up the scripts for different units. That way we could keep it more organized. ImperatorClass.xml ImperialClass.xml ImperialIIClass.xml ImperialIIIClass.xml VictoryClass.xml VictoryIIClass.xml Scripters... What do you think?
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FOX News is the worst News Network in the United States of America! You may talk about liberal media and all but CNN is the closest to neutral you get in the United States, while some of their reporters lean slightly left others on CNN lean slightly right (Lou Dobbs for Example). The "Fair and Balanced" News Network isn't a news network at all, instead I'd have to say that FOX is more of a mouth piece for the Republican Party. They make absolutely no effort to remove their bias from the news so instead of getting "news" we get commentary. Statistically FOX news vewiers are the worst informed segment of the population. Sure the media want people to go to them... THEY'RE A BUSINESS AFTER ALL! They need to make money, and they do make money... from advertising. If people stopped watching them they wouldn't make money.
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[ROR] Topics-A Question of Scale
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
No F*** way the Broadside is 500 meters long... Maybe 50 meters long but not 500! Just look at the concept art for the Broadside! Tartans 600 meters long... Way to big as well, the largest conventional ship in the imperial navy with a configuration besides an arrowpoint are 350 meter Carrack Cruisers. I'd say a Tartan would be closer to 300 meters long. The concept art shows the Assault Frigate Mk 2 as being about 3 times the length of a Corellian Corvette, or about 450 meters not 700! Argh! Star Wars Databank's stupidity strikes again! Also... Just so you guys know. Corellian Gunship 120 meters Imperial IPV 1 Patrol Craft 150 meters Corellian Corvette 150 meters Nebulon B Frigate 300 meters Acclamator Star Frigate 752 meters Victory Star Destroyer 900 meters Venator Star Destroyer 1200 meters Mon Calamari MC80 Star Cruiser 1200-1500 meters (Depending on subclass) Imperial Star Destroyer 1600 meters Edit: Ooops forgot about the dreadnaught in my rant, but still why would you build an anti-starfighter platform thats 600 meters long? Wouldn't smaller and faster be better? -
Worked with LUA coding or just XML?
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With the game about to be released I'm kicking off a drive to form a mod team for Reality of Rebellion. I'll need the help of some of the more innovative modders that have populated this forum. The plan is to ame a mod which reflects the realities of Star Wars to the best of our ability. Among the planned features will be an expanded unit list, training levels for all buildable units. Realistic build times and costs for all units and structures. A larger galactic map. A corporation based technology tree (This may need overhauled somewhat). Post here if you're interested: http://pff.swrebellion.com/index.php?topic=2423.0
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Sure... Not a big deal.
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Okay, you're in.
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[ROR] ATOR is the demo modification I was working on... It stands for A Taste of Rebellion. I'm not releasing an additional Beta version because we're about to get the final game. Currently the most advanced version released is the V0.4. You can find it in the compiled list of mods.
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Well, with the end of ATOR mod its time to get the "Real" Mod started. As such its time to assemble a mod team. These are positions we'll need filled and those that have taken the positions. Mod Coordinators: Lead Mod Coordinator: Stellar Magic Assistant Mod Coordinators: Megajames XML Scripters: Lead Scripter: Stellar Magic Assistant Scripters: CyBS43 swgbex Lead Galactic Map Designer: sven8136 Assistant Galactic Map Designer: Plokoon9619 Modelers: swgbex Map Makers: Kingdark Megajames Sorgoth Conceptual Artists and Skinners: Skinners: swgbex Text File Coordinators: Zorromorph Beta Testers: AT-AT Controller Erzengel Kingdark Megajames Plokoon9619 swgbex
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Re: [ROR] A Taste of Rebellion (In Development)
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
Well with the release of the Game itself only days away... I feel its time to call this project complete. It has already satisfied its primary objectives. First and foremost it was an experiment and a source of information about the game itself. Information that would be useful when modding the final game, now that its accomplished that goal there no longer is a need to continue it. Expect work on the "Actual" mod to commence within the week. Reality of Rebellion will begin recruiting personnel at once and incorporating lessons learned from the experiments with the demo. See you guys in a couple of weeks.