
SirRethcir
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Thanks, and good to see not all was in vain. Sincere thanks, but it's unlikely that I change my mind on that subject. (I'm really, really sorry about that.)
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Important news After the recent difficulties I put aside EaW and rethought my situation. I came to the conclusion that modding has to many constrains. Hence I will put my upcoming 'modding' energies and passion in an own project. As a result, RoR is on the brink of abandoning. However, since there is no one who is willing to carry on this task, the future is rather grim. That's why I decided to give the community all my work. The RoR-Mod in it's current state can be downloaded here: http://files.filefront.com//;7975921;;/ All important files a commented, although only in German. (Perhaps 'Zer Teron' is willing to translate some comments.) All uncommented changes are marked wit SIR. I hope this is useful at least for other modders. I'm still here for answering questions. Sorry for this sad news. :'(
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Sorry for not answering. Normally I would be deep in AI scripting right now, but sadly there was another unforeseeable problem with heroes after space battles. I haven't found no fully satisfying solution for this. So, a not so bad workaround would be to 'degrade' hero units to normal units, at least for the galactic layer. Besides, this solution would simplify a few other things. Hm, have to test this... :-\
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Hm, but before that I want to release RoR Phase 1. Sorry, but there is still so much work to do. I have just eliminated the last lurking CTD. BTW: Have anyone had this CTD before a tactical battle? Then there are a few minor things to do, and after another extensive testing phase: AI
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Your wishes come true. The RoR Tech-Demo is declared as finished. There are still some bugs in it, of course. All you need is a clean SWEaW installation with patch 1.5. Additional thanks to Matthias Wagner, Mike Lankamp and Scorpio9a for their wonderful modding tools. Happy exploring! Download Link: http://files.filefront.com//;7070892;;/ PS: The English readme is a little bit shorter than the German one. Sorry for that.
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Tests for the Tech-Demo will start soon. If no bigger problems occur the Tech-Demo will be available next week. @Zer Teron Thanks! I'll send you a 'personal message'.
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As I said: This month. But for the English demo I need the English text file. Or someone, who insert the new text in that file.
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Not in Phase 1. Planets will be placed in sectors. How many? Depends on performance issues. Surely there will be galaxy maps with varying numbers of planets. No. Certainly, but there is no research in Phase 1. See also the RoR-Homepage -> Features
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Well, in the video you can see it. On the RoR Website you can read it. In Sw:Rebellion you can play it. ;D Of course, it is not 'complete' complete, but now that the really big obstacles are out of the way, I'm going to 'complete' it. And yes, I'm still looking for an English Community Manager. Or at least someone to port the upcoming demo to the English SWEaW.
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Not without proud, I can now announce that my spacebattle engine has reached the final state for phase 1 and can now be called complete. Extended bug search will be started soon. RoR's spacebattle engine contains 'loaded fighter tracking', that is destroyed 'ship-spawned' squadrons remain destroyed on the galaxy map, and the damage system. Significant ship damage is carried over to the galaxy layer. 'Significant ship damage' is the loss of shield generator and/or hyperdrive and hull damage (health < ca 50%). And some minor changes. For a first Tech-Demo I need an translator, who changes the English text file. Now, I will look into the galaxy map engine to finalize some concepts, and kill some annoying bugs. @sgt. hicks I hope the Tech-Demo will answer some questions. Patience!
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Screens? OK! Here you can see my LUA code for spacebattles. http://home.arcor.de/oivlisr/code.gif RoR is a Total Conversion, though it looks like EaW. Expect less Command&Conquer-RTS and a more 'realistic' feeling. Expect quality, not quantity. Internal quality has top priority at the moment.
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Yes, I'm working on it. Not in the near future.
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Well, first of all you have to have the absolutely will to achieve your goals, to overcome all obstacles. I've put in a lot of time and passion with no guarantee to get a playable 'something' in the end. With a little bit of luck you will see a demo (without AI) next month. And yes, it is kind of hardcoded. But you can work around it.
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Let's say certain circumstances demand that I have to activate the tactical space battles by myself. If all works as intended the player hardly notice anything of this. But some interesting things could be done, with this approach: - numerous different spacemaps for a planet, chosen by random and/or depending on the situation - squadrons of spaceship remain destroyed after the battle - significant ship damage carried over to the galaxy layer
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I'm working on the linkage between galaxy map and tactical space battles.
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New Video: Transport Ground troops don't come with transport ships when they are build. So, they can't travel to other planets. They have to be loaded onto starships, the same apply to space fighters without a hyperdrive. For understanding the video, you have to know the transport capacity of the Mon Calamari Cruiser. The MonCal can load one army regiment, one fighter squadron, one bomber squadron and additionally one fighter or one bomber squadron. Squadrons without a hyperdrive are preferred during the loading procedure. To the Video: http://www.kram-hochladen.de/download.php?id=Mzk2Njg=
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Well, there are different approaches. Short answer: You have to program it yourself. (LUA-script)
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To show you some 'pictures': A while ago, I've done a little video for the German sceptics to show them some results. All is work in progress! All Icons are placeholder. All variables have a value for testing purpose only. Be aware that in this video Mon Mothma has a negative diplomatic value, in other words, she works for the Empire. What can be seen in the video? I'm starting a Galactic Conquest. First I'm demonstrating economy. Each mine/refinery combination makes a one-time contribution of 50 units to the maintenance pool. Raw material, which is not refined at once is displayed in the top left corner. Below refined material per cycle is shown. Then you can see a short glimpse of the unit building panel. Next I'm sending the occupation troops off the planet. Because population support for the Rebels has dropped below 50%, there is an uprising shortly afterwards. (An info screen pops up.) During the uprising buildings disappear due to sabotage by insurgents. The last unit of occupation troops becomes a victim too. Then there is a cut, starting situation restored. Mon Mothma travels to Geedon V and persuades the inhabitants to support the Empire. The planet joins the Empire. Here you can see a little bug (two Mon Mothma - for a short time). But this is already fixed. And now the link: http://www.kram-hochladen.de/download.php?id=MTQ2OTA=
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Thanks! basic functionality: Diplomacy Uprisings Bulidings and Economy playable spacebattles functionality next to be implemented: Transport System automatic resolved groundbattles If all basic functionality is in place: AI - Artificial Intelligence
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Greetings! It's time to introduce my 'little' modding project to the English Community. Rise of Rebellion I'm trying to recreate SW:Rebellion (in UK SW:Supremacy) with SW:EaW's modding capability. For more information follow this link: http://home.arcor.de/oivlisr/RoR_website/e_index.html or click on my sig. I'm used to say RoR, but accidently this acronym is also used by another mod. Any suggestions? Currently I'm still doing the game mechanisms, so there is no urgent need of mapper, modeler, skinner, etc. But if someone has a good insight in LUA-scripting or AI-programming, then that one's help would be appreciated. Further more, I would like to see a kind of PR Manager, who represents the mod in the English Community (And perhaps he/she could proofread my English translations. ) Thanks for your time! Feel free to ask and suggest.