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#21 Guest_Guest_*

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Posted 07 August 2008 - 01:44 AM

When will we be able to play as the CSA in Galactic Conquest?

Possibly never. The only way it's going to happen is either if I find a workaround tech tree that somehow does not use scripts, or Petroglyph changes how the games uses tags with a patch. Neither is likely. As for the first option, it's difficult enough to mod something functional one way; two ways might as well be next to impossible. At least I'm out of ideas at this point. And the second possibility isn't up to me.

Also I think if possible CSA logos could be added to some of the units, perhaps?

Like painted onto the skins? Hmm :rolleyes:. It's possible, but would require extra models actually just to accommodate the variant skins. Otherwise you end up with a case like the Action IV that has a Black Sun insignia when it shouldn't - at least for shared units. Overall, extra texture data, extra geometry on an already-taxed graphics card for such a small change probably isn't a good idea.

What about the mod that introduced the Pirate Alliance as a fourth playabl faction? Shouldn't it be possible to add a third if they could do that? :p

#22 anakinskysolo

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Posted 07 August 2008 - 02:15 AM

Hey, great news!

Anyway, I've noticed that apparently you don't see the posts of Kalo Shin. Remember he is a modeler (a good one, apparently) and wants to help, I believe it would be great to add another member (especially a modeler) to your team.

#23 Phoenix Rising

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Posted 07 August 2008 - 04:23 AM

Question about the Invincible-Class Dreadnought...

...why does it look nothing like the only image I can find of it?

I believe there is another likeness that Wookieepedia is missing. I want to say it was in TF or XWA, but I'm not sure. At any rate, it looked like the current model.

This wont be included in the 1.1 version right?

It will.

And how is the lag issue working out?

It's about the same :rolleyes:. Hopefully combat will be faster, but GC is probably a lost cause.

What about the mod that introduced the Pirate Alliance as a fourth playabl faction? Shouldn't it be possible to add a third if they could do that? :p

It is possible, yes. I've played as them in GC. It's just not possible to assign them scripts, so the majority of the mod doesn't work for them.

Anyway, I've noticed that apparently you don't see the posts of Kalo Shin.

I've just been responding via PM instead of publicly. Of course, I was gone for a while and didn't notice anyone's posts at that point.

#24 hotshot389

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Posted 07 August 2008 - 09:15 AM

And how is the lag issue working out?

It's about the same :rolleyes:. Hopefully combat will be faster, but GC is probably a lost cause.

Oh well, The game is playable, its just a bit slow in the GC thing. But there were some fixes that made it a little better, like removeing that one faction and doing a few of those quick fixes. The rest is really the engins fault, it isn't ment to manage so many things at once, and it has to shufle its units around all at once, there is no "shuffles some units" script or anything. :p

The mods looking good as allways, i wish professional game designers shared your attention to detail and origional thinking.

Edit > Sorry, the quote thingy got kinda silly, so your quote is now in my reply. :crazed: Just ignore it. I was trying to make the post smaller.

Edited by hotshot389, 07 August 2008 - 01:51 PM.


#25 Casen

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Posted 07 August 2008 - 04:57 PM

I sincerely can't wait until we finally round out space battles and get to the ground, the ground needs serious work.

#26 keraunos

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Posted 07 August 2008 - 09:09 PM

Phoenix, did you think about some kind of workaround for ground research facility? I'm thinking about getting rid of entire land based part, mostly to help AI. If you win in space, you conquer the planet and can move on :)

AI seems unable to move further if it can't conquer planet completely, so winning land battles can cripple it. Moreover, it would cut AI's problems with space-ground coordination etc. :D

#27 anakinskysolo

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Posted 08 August 2008 - 02:57 AM

According to the New Essential Guide to Vehicles and Vessels, the Lucrehulk was also part of the CSA fleet. I would like to see it. The Etti Light Cruiser or Transport is also of exclusive use by the CSA. I would like to see also the Cloakshape as part of the fighters that they used, and the Z-95 Headhunter. Also, the TIS Zeta 19 interceptor should be in the game as it is one of their primary starfighters, according to Wookiepedia. And about the IRD, you could use the one of XWAU, its pretty good.

#28 Guest_StarWars_*

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Posted 08 August 2008 - 03:41 AM

Sweet! Will the CSA be a non playable attacking fraction in GCs though? Or do you think you'll even be able to have them turn into a playable fraction, or have ya tried all of the possiblitiies?

#29 Tropical Bob

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Posted 08 August 2008 - 04:52 AM

Sweet! Will the CSA be a non playable attacking fraction in GCs though? Or do you think you'll even be able to have them turn into a playable fraction, or have ya tried all of the possiblitiies?

I believe PR is doing whatever he can to make the CSA playable, as evidenced by his introduction of them into skirmish.

#30 Kalo Shin

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Posted 08 August 2008 - 04:54 AM

What DOESNT Make sense is why he didn't just use the Consortium, it's easy as hell to remove the crap that makes it seem like the Consortium.

#31 Phoenix Rising

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Posted 08 August 2008 - 06:58 AM

Phoenix, did you think about some kind of workaround for ground research facility?

I might move it to an equivalent space station, but if you need it now, it shouldn't be hard to mod.

What DOESNT Make sense is why he didn't just use the Consortium, it's easy as hell to remove the crap that makes it seem like the Consortium.

Using the ZC faction would give you three playable factions. It would, however, not give you four.

#32 Casen

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Posted 08 August 2008 - 07:40 AM

But wouldn't it allow you to just replace the Consortium with the CSA in Galactic Conquest without problems?

#33 TheEmpire

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Posted 08 August 2008 - 09:03 PM

You could use the underworld tags but rename the fraction the CSA. Very easy if you know a lot about coding. How did Foc Enchanment make four fully playable fractions?
"Just once, I'd like to destroy a starship that we didn't pay for!"
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"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."

#34 Phoenix Rising

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Posted 08 August 2008 - 10:07 PM

But wouldn't it allow you to just replace the Consortium with the CSA in Galactic Conquest without problems?

Yes, but that's too short-sighted.

How did Foc Enchanment make four fully playable fractions?

No tech tree. I can do playable; I can't do playable + scripts.

#35 anakinskysolo

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Posted 09 August 2008 - 12:54 AM

What about the ships I suggested?

EDIT: I found another CSA ship: the Ulig Abaha Ltd. #2 Warpod.

Edited by anakinskysolo, 09 August 2008 - 01:26 AM.


#36 Casen

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Posted 09 August 2008 - 01:44 AM

Yes, but that's too short-sighted.


Can you elaborate? How is it "short-sighted"?

Edited by Kacen, 09 August 2008 - 01:50 AM.


#37 Kalo Shin

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Posted 09 August 2008 - 06:19 AM

Sounds like hes hinting at the possibility of having 4 Factions.

#38 keraunos

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Posted 09 August 2008 - 05:50 PM

Phoenix, I have a little request. Could you create separate xml for each campaign? I find the game way easier to edit this way :)

EDIT:

Phoenix, did you think about some kind of workaround for ground research facility?

I might move it to an equivalent space station, but if you need it now, it shouldn't be hard to mod.

Now I'm embarassed :thumbsupsmiley: It seems that I forgot half of earlier modding :thumbsupsmiley: Could you tell me how to leave upgrades space stations dependant only?

Edited by keraunos, 09 August 2008 - 06:08 PM.


#39 Kaleb Graff

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Posted 09 August 2008 - 07:54 PM

Couldn't there be a no-scrips CSA only campaign? That would be an interesting change of pace.

#40 Kalo Shin

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Posted 09 August 2008 - 09:04 PM

Oh he responds to my PM's guys don't worry...We've been talking alot recently.



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