Strangers era mod [dead, premature release]
Moderator: Moderators
-
- Chief Warrant Officer
- Posts: 341
- Joined: Wed Jun 06, 2012 2:05 pm
- Projects :: Rising Conflict CW v2.0
- xbox live or psn: Steam is Dreadnot9
Re: Strangers era mod [updated Jan. 3rd 2013]
Looking really cool, I like those missile turrets quite a bit! Great work.
- Zapattack1234
- Rebel Colonel
- Posts: 574
- Joined: Mon Sep 24, 2012 6:44 pm
- Projects :: The Wrecked Graveyard_Amongst the Ruins
- xbox live or psn: xbla:Rehmfire49
- Location: Isla Nublar (Jurassic Park)
Re: Strangers era mod [updated Jan. 3rd 2013]
Bob my friend, you are great at what u do
-
- Brigadier General
- Posts: 633
- Joined: Thu May 27, 2010 4:28 am
- Location: at home
Re: Strangers era mod [updated Jan. 3rd 2013]
Thank you for the praise, guys
Since working on one and the same map all the time can get quite boring, I decided to pause on the custom map a bit and strangerfy a stock one, namely Kashyyyk. I don't have a plan on what to do in campain mode (Strangers vs Star Wars), so let's poll.
- Kingdom vs CIS
- Kingdom+Wookies vs CIS
- Wookies vs Order
- Wookies+Republic vs Order
- I have a better idea! (post it)
Since working on one and the same map all the time can get quite boring, I decided to pause on the custom map a bit and strangerfy a stock one, namely Kashyyyk. I don't have a plan on what to do in campain mode (Strangers vs Star Wars), so let's poll.
- Kingdom vs CIS
- Kingdom+Wookies vs CIS
- Wookies vs Order
- Wookies+Republic vs Order
- I have a better idea! (post it)
- Ant
- Chief Warrant Officer
- Posts: 326
- Joined: Sat Sep 29, 2012 8:16 am
- Projects :: The Clone Wars Mod
- Contact:
Re: Strangers era mod [updated Jan. 3rd 2013, now with poll]
I cant wait for the mod
- yuke5
- Field Commander
- Posts: 945
- Joined: Wed Jun 29, 2011 10:42 pm
- xbox live or psn: My steam is yuke5.
- Location: Vermont
Re: Strangers era mod [updated Jan. 3rd 2013, now with poll]
What about Kingdom and Wookiees vs Order?
- DarthSolous
- Chief Warrant Officer
- Posts: 351
- Joined: Fri Sep 14, 2012 4:28 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Wielding the Dark Side of the Force on Korriban
Re: Strangers era mod [updated Jan. 3rd 2013, now with poll]
Or maybe Kingdom + Jedi vs Order + CIS?
-
- Brigadier General
- Posts: 633
- Joined: Thu May 27, 2010 4:28 am
- Location: at home
Re: Strangers era mod [(a bit) updated April 9th 2013]
Too much strangers for the campain conquest, but I could feature Wookies in the normal conquest.yuke5 wrote:What about Kingdom and Wookiees vs Order?
2 vs 2 should be fun, but I think the Kingdom wouldn't fight together with Jedi.DarthSolous wrote:Or maybe Kingdom + Jedi vs Order + CIS?
For the Kingdom the Force is nothing but a tool for cheating in combat. They only see it as telekinesis and mind control, not as a celestial power that holds the universe together.
But the Kingdom will probably understand the concept of the Force after "visiting" the Temple on Coruscant, talking to the Council and doing a friendly match against them.
They would team up with the GAR and the Wookies though. Wookies, the Kingdom and of course the Clones esteem honor and loyality and are capable warriors.
Also, team Kingwook seems to win the poll.
Just letting you guys know that the project is still runing. I tweaked some weapon damages and fixed the spread. Before, zooming in would reduce the spreading of any weapon to zero, wich gives people an unfair advantage. Now, some weapons spray even more than before, but that's ok since almost every weapon does high damage.
The Kindom's troopers now use the unused human_lascannon_stand_runforward, because it looks actually pretty cool.
Kashyyyk conquest is working so far, but has some balance issues. The Kingdom has a fortified position, vehicles, wookies and outnumbers the Order by far, and still gets overrun.
I replaced the beam laser turrets from the stock tur side with epic scatterguns to act as anti-infantery (apart from what one could think, these things are not the cause for the inbalance).
Also, the Kingdom has one additional knight order.
Hidden/Spoiler:
They act as heavy support units, having lots of health and shields at the price of mobility. Carry a Chaingun with insane rate of fire and lots of spraying (the bullets have low individual damage) and a Warhammer for punching people thru the air.
- Nedarb7
- Lieutenant General
- Posts: 676
- Joined: Sat Sep 22, 2012 3:41 pm
Re: Strangers era mod [(a bit) updated April 9th 2013]
Sounds fun! I like the giant Warhammer, I can imagine how fun it will be launching people way up
into the air . Great idea.
into the air . Great idea.
- DarthSolous
- Chief Warrant Officer
- Posts: 351
- Joined: Fri Sep 14, 2012 4:28 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Wielding the Dark Side of the Force on Korriban
Re: Strangers era mod [(a bit) updated April 9th 2013]
He should also have the Mace jump attack.
Hidden/Spoiler:
-
- Brigadier General
- Posts: 633
- Joined: Thu May 27, 2010 4:28 am
- Location: at home
Re: Strangers era mod [(a bit) updated April 9th 2013]
What exactly do you think just happened in the second pic? All smashing weapons I make have this jumpattack by defaultDarthSolous wrote:He should also have the Mace jump attack.
Hidden/Spoiler:
- DarthSolous
- Chief Warrant Officer
- Posts: 351
- Joined: Fri Sep 14, 2012 4:28 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Wielding the Dark Side of the Force on Korriban
Re: Strangers era mod [(a bit) updated April 9th 2013]
Well it's past midnight where I live, so you can cut me some slack.
-
- Brigadier General
- Posts: 633
- Joined: Thu May 27, 2010 4:28 am
- Location: at home
Re: Strangers era mod [(a bit) updated April 9th 2013]
After mastering my final exams and beeing lazy for too long I started doing something usefull again.
That custom map now has a crashed Recusant.
There will be 2 command post nearby, one on top of the cliff (easy to reach for the Order) and one in the valley (easy to reach for the Empire). Capturing them will allow the rivaling forces to modify and use CIS vehicles, AATs (shining white with machine guns, but will keep main weapon)for the Empire and Spiderwalkers for the Order (because these things weren't already scary enough without beeing painted black).
There is also a little path close to the Recusant that gives infantery the option to attack the other command post without running about 2 kilometers over open field while under heavy fire by vehicles and arty.
To connect the 2 battlefields (Recusant and the Order's fortification) I'll place artillery guns and wall segments on top of the opposing cliffs, so if the player doesn't feel like charging he can participate in some trench warfare.
Kashyyyk features now mini versions of the Order's hovertank MAFs seen on Hoth. Lower health, weaker guns, no shields, more agile.
I also have fixed the floating weapon icons for the 2 main sides of the mod.
That custom map now has a crashed Recusant.
Hidden/Spoiler:
There is also a little path close to the Recusant that gives infantery the option to attack the other command post without running about 2 kilometers over open field while under heavy fire by vehicles and arty.
To connect the 2 battlefields (Recusant and the Order's fortification) I'll place artillery guns and wall segments on top of the opposing cliffs, so if the player doesn't feel like charging he can participate in some trench warfare.
Kashyyyk features now mini versions of the Order's hovertank MAFs seen on Hoth. Lower health, weaker guns, no shields, more agile.
I also have fixed the floating weapon icons for the 2 main sides of the mod.
-
- Droid Pilot Assassin
- Posts: 2006
- Joined: Tue Aug 17, 2010 5:56 pm
Re: Strangers era mod [still not dead]
Wow, the map is looking pretty epic! Great job on that atmosphere!
-
- Brigadier General
- Posts: 633
- Joined: Thu May 27, 2010 4:28 am
- Location: at home
Re: Strangers era mod [dead, premature release]
My external hard drive can't be fixed, the source is lost.
I don't want my work to go completely to waste, so I'll give you guys my latest munged testversion:
Link
This time in revolutionary selfextracting form.
I don't want my work to go completely to waste, so I'll give you guys my latest munged testversion:
Link
This time in revolutionary selfextracting form.
- Zapattack1234
- Rebel Colonel
- Posts: 574
- Joined: Mon Sep 24, 2012 6:44 pm
- Projects :: The Wrecked Graveyard_Amongst the Ruins
- xbox live or psn: xbla:Rehmfire49
- Location: Isla Nublar (Jurassic Park)
Re: Strangers era mod [dead, premature release]
Thats a shame, this looked like it was shaping up to be a good mod.
- TWINKEYRUNAWAY
- Lieutenant General
- Posts: 730
- Joined: Fri Aug 17, 2012 3:13 pm
- Projects :: Empire Rising
- xbox live or psn: No gamertag set
- Location: 411Remnant
- Contact:
Re: Strangers era mod [dead, premature release]
oh no Im so sorry that happened. I know you put a lot of work into the skins and odf files.