
jedi_consulor
Members-
Posts
685 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Blogs
Gallery
Events
Downloads
Everything posted by jedi_consulor
-
Re: Mod - SOTE (TBR)
jedi_consulor replied to jedi_consulor's topic in EAW Hosted Community Projects
LOL I actually thought of the name from the game I played years back. This hasn't currently got Dash Rendar or the Sky hook in it though - I'd like to do them though - but there are no models for them really. The mod is play on the name anyway. But I'd like to add Dash Rendar as rebel minor hero otherwise. -
SHADOW OF THE EMPIRE FOR FORCES OF CORRUPTION by Jedi Consular Team Daft_Vader2 shak41 01 Lord of The Sith I thought I would make a place holder thread for the announcent of a new Forces of Corruption mod that is in development. Its called 'SOTE' Shadow of the Empire. This mod incorporates many features I did in my previous mod that I developed as a private mod. This public version is based on my Balance of Power Mod. Shadow of the Empire is set around the time of Episode V and continues on from there up until + 5 years later after Episode VI Features (Incomplete as its in development) Ship Yard Building (By tech level and by Required planets) Different level ship yards allow you to build different types of ship at different tech levels and at specific planets that have an affinity to building that type of ship. Landing Platforms and Air Bases To have ground Air units a Landing Platform and Air base is needed for production and for defence of the structures themselves. Imperial Prison facility This will increase production on planets that have built this facility. (only available on some worlds where cheap labour can be used) Golan Stations 1-3 Bonus stations for orbital defence. Must be un locked via other structure. XQ -1 -3 Stations Orbital stations that can give additional units and general light defence. Imperial and Rebel Warlords Like Vader bonus hero units can be requested. We call these 'Infringement Heroes' as they were not major heroes at any one time and only seen briefly. Orbital Space Port This unlocks Space Stations, Bounty Hunters, and Smugglers and even illigal technologies. depending on who you are playing. Realistic Scaling Many units in the game are re sized for more precise scale. Balance Tweaks Each faction and their units Land and Space are re balanced for better Star Wars Realism. For example Infantry are treated as cannon fodder even more paper like. Movie Lasers Laser projectiles are more movie looking - Long and thin with a whitish bit in the center - not short and stubby as in the default game. New Planets This mod will include several more planets such as Billingri, Mygeeto and Rendili, as well as Bakura and more. NEW GC Campaigns includes 3 new campaigns Expanded Space Units and Land Units Many new land units and Space units will be added to the mod for all playable factions in the game. (unit list not completed) Release Time: (No date set) maybe end of Feburary if I can keep up with the work load.. Thanks for reading Please NOTE: this is NOT the same mod as a recent mod calling itself by the same name. (Which used stolen code and my Mod's title) This mod team never sanctioned or endorsed such a mod and never released it. That team member has since left this community and is no longer part of my team. JC
-
EAW Precise ship scaling for FOC
jedi_consulor replied to Centurin's topic in EAW Mods General Workshop
Thats the problem with scaling things down too much. I was saying to LOS that there should be some compromise on the smaller ships. Otherwise you will just get little blobs in a selection circle you can't select very well. I am finding the realistic rescaling for my mod a bit a pain. Believe me I have been asking other people about this too.. I will look into the layer z adjust thing though.. JC -
Ok well This code tells the game that its firepower - damage rate is 6 - I guess you know this though. How powerful it can damage a target. You know what the target inaccuracy's are... Now the Other code: These are specific bone's that are found on the model that the model can fire from. Each can have the same of different type of projectile, and firing settings. This code is telling the game the model has 4 firing bones that it can use. In the Hardpoints.xml file you will find those entries each teliing the game what type of laser it fires and how far it can fire and how accurate and how powerful it can be, plus any exceptions on targets it should not fire on. JC
-
well if it does, then it must do it very slowly mate. I haven't seen the ZC build a single ship yard or Golan station during testing the mod I am working on yet. Only the rebels seem to be actively working at building things. THAT is only because I have edited the Lua files to add the stuff needed for the AI to know that they exist in the game. I think both me and Mr Cain noticed how difficult it was to get the AI to do this properly and effectively. I have the AI building things (space structures) for the rebels but as always the ZC seem like a lame duck.
-
EAW Precise ship scaling for FOC
jedi_consulor replied to Centurin's topic in EAW Mods General Workshop
I understand your point - but you wouldn't want in a game to see the providence bigger than a ISD or the Executor would you ? - some scale has to be done to make the game appear more realistic to the movies in my thoughts. I am doing some re scaling on the units in the mod were working on - but I am not going to stick to a strict re scale of everything. Because as you say some units will be un playable - and hard to select. I agree with you about that. The other problem is that some units were never designed to be scaled down that small so the trouble then becomes that the engine glow becomes bigger than the actual ship. I can't accept that either.. Some compromises should be made were needed. JC -
sorry for my ignorance on this but what does changing the value actually do - and to what ?
-
EAW Precise ship scaling for FOC
jedi_consulor replied to Centurin's topic in EAW Mods General Workshop
k .. -
EAW Precise ship scaling for FOC
jedi_consulor replied to Centurin's topic in EAW Mods General Workshop
You've played the new Expanded Space Units V3 mod ? - what do you think of the scale in that mod ? - I think I might base the scale for the space units on that mod. -
EAW Precise ship scaling for FOC
jedi_consulor replied to Centurin's topic in EAW Mods General Workshop
I use google but seriously I mainly use wookiepedia for ship information - their not always accurate though sadly, or even worse in complete data. But If I can't find a ship I google it instead. -
EAW Precise ship scaling for FOC
jedi_consulor replied to Centurin's topic in EAW Mods General Workshop
OK, good. Good.. I see no reason for you to become a mod team member if you can help with some parts of the mod if only to take some of the work load of me. I don't know what's happened to EAW Commander who was my partner on the SOTE project. But I will need you to add a few more planets for me in GC and also later on when were happy with all the land and space units - try and do correct scaling for the mod. I'll get a beta to you asap. JC -
EAW Precise ship scaling for FOC
jedi_consulor replied to Centurin's topic in EAW Mods General Workshop
Yes I have heard all kind of wacky claims on how big that ship is supposed to be. Its a a weird one for me too. Cause it's classified as a cruiser but its a Battleship or some thing... ?! - Some one mentioned a while back it is some thing like a bit bigger than an ISD MK II (and as you know an Imperial II class SD is quite big). -
Re: Hypothetical Prefab Garrison Structures
jedi_consulor replied to MonkeyBiz's topic in EAW Mods General Workshop
I know, - but hey its better than some sources I have seen .. LOL I was surprised to read they were calling them shock troopers - but what ever. I haven't seen anything else these troopers are supposed to be called by though. I know they were in BFII and they were also in Star Wars Galactic Battle Grounds as well. -
EAW Precise ship scaling for FOC
jedi_consulor replied to Centurin's topic in EAW Mods General Workshop
I have thought though if you scale them to well, then the smaller ships will be hard to see and select on the maps. Well particularly in space. I am doing a rough idea of scale sizes in my mod but it will need much work. LOS if you want to help with that in the future - that would be good I need some help anyway with different bits of the mod because its a huge task to take on alone. -
@Mr Cain took a bit of studying on other files I have from mods like SAU 3.0 so their mod gave me some clues how to get this done. The Rebel AI definitely built a Golan I defence station last night, and today most certainly must have built a Heavy ship yard. OK, I edited these files: BuildBaseComponentBarracks.lua BuildBaseComponentLightVehicleFactory.lua BuildBaseComponentOfficerAcademy.lua BuildJammingStationPlan.lua BuildScannerPlan.lua BuildSpaceDefensiveStructurePlan.lua BuildWeaponStructurePlan.lua There was some other edits I did in the AI folder - but not sure if they are directly related to what changed the building behaviour of the game. However.. I notice now that the Rebel faction are more aggressive and fight you more - where as the ZC are now more like a lame duck and won't attack - where before my script changes they were always attacking with the corrupt planet abilities they have. Now when I play as the Empire - ZC don't bother to attack :-\ On the other hand the Rebel Alliance are a good foe to play against now because before they weren't doing much. I seem to have tipped the game play some how so its more between the Alliance and Empire again. The ZC seem to a be a sleep more LOL.. BTW Mr. Cain if you like I will share the edited Lua files with you so you can study what I have done to them - maybe you can modify them for your own use in your mod then too. Just let me know
-
Hmm its all of the file except for the bit at the top of the file it should have By the way I tested the file and it does seem to have a difference.
-
Re: Mod Release-The Underworld's Might
jedi_consulor replied to 1upD's topic in EAW Mods General Workshop
Sound like a good mod I'll have a peek at it too.. -
EAW Precise ship scaling for FOC
jedi_consulor replied to Centurin's topic in EAW Mods General Workshop
True, true.. I think we just have to make up our mind how they should look I guess. -
Re: Hypothetical Prefab Garrison Structures
jedi_consulor replied to MonkeyBiz's topic in EAW Mods General Workshop
According to Wookiepedia the Storm Troopers with plex missile launchers were called Shock Troopers.. hmm.. They had those in SWBG's game as well. -
EAW Precise ship scaling for FOC
jedi_consulor replied to Centurin's topic in EAW Mods General Workshop
Well, I'll be releasing a mod which will try to re scale the units - it's quite hard to understand the scaling on the Consortium ships though as there is nothing really to go on. I am also aware that a few other public mods that are currently in the making like mine also have precise ship scales. (As well as scaled land units to boot) -
Does it work any better - I'll have to try it I guess.
-
Think I am making some progress I got the AI to build a ship yard and a golan station in my mod. The AI doesn't seem to want to corrupt planets any more though when I am playing as the Empire. (Works still when playing as the Rebels)
-
OK I edited a good view Lua files I found and added new units to them, However what I noticed was this: AI concentrates on building Space Bases first, and then Ground bases, I have not been able to get the AI yet to build any new space units. ( I use ship yards ) which I did add to the Lua files but they still don't seem to build them. The other weird thing is the AI now has stopped altogether trying to corrupt planets I might have to go back to the drawing board...