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[ROR] - Progress Reports

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Well, thanks to the forum's sudden loss of an enormous amount of work and posts I might as well get started with some ROR progress reports.

 

I've just finished the recruitment tree for Imperial Stormtroopers... As some of you may already know each Branch (Imperial Stormtroopers, Imperial Army, Imperial Navy, Alliance SpecForce, Alliance Army, and Alliance Fleet) will have its own recruitment tree. This tree will include five tiers for the mainstream units, a split of branch of specialists, and their own commando team.

 

For Example:

 

Imperial Stormtrooper Branch:

 

Basic Infantry: Imperial Stormtroopers

Specialized Infantry: Imperial Storm Marines

Commando Infantry: Imperial Storm Commandos

 

I've also discovered something pretty interesting with the ground units while I was searching for a way to cut lag in the ground battles.

 

It's possible to have armored units move and fight in formations (Squads like the Infantry).  When you use the infantry locomoter it dramatically cuts down the amount of lag in ground battles and enables us to have much larger scale engagements.

 

I'm planing on releasing a short modification to the basic game called EAW - Grand Battles or something along those lines to showcase the change and the dramatic increase in scale it makes available to us.  Unfortunately I'm also going to have to make some dramatic changes as to how maps are designed to fully take advantage of this change... If you're familiar with the open environments that were in Total War, you should easily get an idea of what I want.

Forum and RPG Membership:

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Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke

ah intresting find real cool ;D..... whenyou think about it though it makes sence.... sence the tanks are in a squad they follow there leader like infantry. which cuts down on pathfinding

so if you have 5 tanks in a group 4 of the 5 tanks follow the one tank so you need 1 pathfind for 1 tank and the rest should follow. though they still go around objects   in formation which kinda shoots  a hole in my explination :/ o well (or maby the lead tank send its pathfinding to  the rest in the group and radmomizes it slightly)

Well, thanks to the forum's sudden loss of an enormous amount of work and posts I might as well get started with some ROR progress reports.

 

I've just finished the recruitment tree for Imperial Stormtroopers... As some of you may already know each Branch (Imperial Stormtroopers, Imperial Army, Imperial Navy, Alliance SpecForce, Alliance Army, and Alliance Fleet) will have its own recruitment tree. This tree will include five tiers for the mainstream units, a split of branch of specialists, and their own commando team.

 

For Example:

 

Imperial Stormtrooper Branch:

 

Basic Infantry: Imperial Stormtroopers

Specialized Infantry: Imperial Storm Marines

Commando Infantry: Imperial Storm Commandos

 

I've also discovered something pretty interesting with the ground units while I was searching for a way to cut lag in the ground battles.

 

It's possible to have armored units move and fight in formations (Squads like the Infantry).  When you use the infantry locomoter it dramatically cuts down the amount of lag in ground battles and enables us to have much larger scale engagements.

 

I'm planing on releasing a short modification to the basic game called EAW - Grand Battles or something along those lines to showcase the change and the dramatic increase in scale it makes available to us.  Unfortunately I'm also going to have to make some dramatic changes as to how maps are designed to fully take advantage of this change... If you're familiar with the open environments that were in Total War, you should easily get an idea of what I want.

 

I already have some units in this company mode ..

You willl see the disadvantages of this on units with turrets or big units that have turning animations..

.. its a nice change though

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

  • Author

You don't thave that problem if you program the container right.  One problem you may have on city maps is units at the edge of formations going places that are impassable.

 

Anyway... It'll be awhile yet before I get a working V0.4 of ROR.  My modding energies were distracted by other games.

Forum and RPG Membership:

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Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke

I got buildable bothans, wookies, sullustans, mon calimaris. Anything u want expanded on them?

Working on new tech upgrade system for empire(research station, maw buys invidual upgrades)

tech 1-10 for factions

New time system(similar to rebellion)

  • Author

Well I'm still working on a a tier system for the game...

 

Whats done:

Imperial Political Tiers

Rebel Political Tiers

 

Whats built but unscripted:

Imperial Power Tiers

Imperial Stormtrooper Recruitment Tree

Rebel Power Tiers

Rebel Fleettrooper Recruitment Tree

 

Whats partially built:

Imperial Economic Tiers

Imperial Fleet Recruitment Tree

Rebel Economic Tiers

Sienar Fleet Systems Tech Tree

 

What needs done:

Allot

Forum and RPG Membership:

http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg

 

Signature:

Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke

hey stellar mind sharing your containers with me?  i wanna try to fix that problem in my mod

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

  • Author

Okay... at least I think its the container that might be giving you problems.  Another possibility is you didn't assign it the correct behaviors in the squad version.

 

http://ror.250free.com/Downloads/Containers.rar

Forum and RPG Membership:

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Signature:

Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke

well used LAND_SQUAD_INFANTRY_LOCOMOTOR

-.- basically all i changed.. almost

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

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