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Replying to Prepare For Ground Assault


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evilbobthebob

Posted 03 September 2012 - 06:17 PM

That suggests you have Republic at War installed or another mod that installs files into your base game directory. Uninstall those mods, or create a fresh installation of FoC and tell the PR installer to use that.

Posted 03 September 2012 - 05:49 PM

I have been having a issue.What i have been having is a parsing error every time i start the game please help me

1871

Posted 11 December 2011 - 09:50 PM

congrats to you guys still working on this mod! The pics look excellent and of course can't wait to try the new improved version of PR, updated for 2012. I take it that's when it's gonna come out, yes?

Oh it would be super awesome if you could release your new version before "pegasus chronicles" gets out. But then you already have a release and they don't yet.

I don't understand how they can even get into the top 100 for moddb yet. they have only talked about this mod, and their previous mod for eaw shouldn't count as work in the foc category. But, it's just my opinion.

Hope you all have a great holiday season though and thanks greatly for the news of the newest PR release being soon :)

Phoenix Rising

Posted 11 December 2011 - 07:20 AM

The only thing that bugs me about land battles in EAW in the tactical sense is that a planet is larger than a 1km x1km square.
So my question would be it possible (in future releases of PR) to be able to choose say from about 3-4 strategic locations on a planet to build a base and attack?

It should be possible to randomize maps with story scripting, but it'd be a mess. Except for the first map, base/garrison placement from Galactic would be meaningless, to start.

Look, real planets also can house more than 8 buildings. I don't think we should pretend that we're not a game. Compared to vanilla, 1 km2 is excellent.

The reality is that we have 222 unique planets (with more to be added in v1.3) and we'll probably never be able to add unique maps for all of them, let alone 3-4 apiece. Not being bound to a certain collection of worlds is more important to our gameplay than having to repeat a map every so often. However, it's not a bad idea for a less epic mod.

Stormhawk

Posted 11 December 2011 - 05:00 AM

I have a question.

The only thing that bugs me about land battles in EAW in the tactical sense is that a planet is larger than a 1km x1km square.
So my question would be it possible (in future releases of PR) to be able to choose say from about 3-4 strategic locations on a planet to build a base and attack? I think that might be more realistic as far as actually fighting to control an entire planet. And with that the use of blockades and underground rebellions could come into play. It would make it feel more enjoyable to control a planet through multiple hard fought battles instead of just using some infiltrators to take out one base.

Please don't take this the wrong way though, I admire your work on PR. Its amazing. Can't wait for the release.


I doubt this is possible. Each planet's land map (singular) seems to be hardcoded in. It doesn't seem likely there's a way to associate multiple maps with a single planet.

josh6

Posted 11 December 2011 - 04:56 AM

I have a question.

The only thing that bugs me about land battles in EAW in the tactical sense is that a planet is larger than a 1km x1km square.
So my question would be it possible (in future releases of PR) to be able to choose say from about 3-4 strategic locations on a planet to build a base and attack? I think that might be more realistic as far as actually fighting to control an entire planet. And with that the use of blockades and underground rebellions could come into play. It would make it feel more enjoyable to control a planet through multiple hard fought battles instead of just using some infiltrators to take out one base.

Please don't take this the wrong way though, I admire your work on PR. Its amazing. Can't wait for the release.

Phoenix Rising

Posted 11 December 2011 - 03:42 AM

I've forced some of the more blatant "video game" units to conform to established canon, yes. I was the who originally categorized the weapons on Wookieepedia years ago, so I take this as somewhat of a specialty among all the aspects of canon that we need to be fluent in to do this. Ships and such are second, mostly because it's easy enough to run into a ship junkie on there, but I haven't really seen someone who can describe which archetype is more likely to arm a DL-44, Flash 4, or Power 5.

I don't want to give the impression that every unit was broken though. The Canderous and MAL were just fine as they were for high-end units designed during the Dark Times. The more drastic changes are only employed when a retcon is necessary.

The MZ-8 is probably more of an urban unit. The heavy pulse cannon range impairs it on an open battlefield. It's actually a close relative of the T4, so it wouldn't be an Imperial unit.

There are currently no custom particles for land combat, so some of the effects will be visually underwhelming, pulse cannons and flame projectors among them. Mini-mod, to me, is just an elaborate proof of concept for the mechanic itself. It's hard to put a deadline on some of the art aspects if there's no one to work on them (I can create particle effects, but I'm no artist). This will bias the opinion of certain units, but that's just how it is.

skie9173

Posted 11 December 2011 - 01:20 AM

So let me see if I understand correctly, you've taken the MZ-8 (and other units that don't break technological rules) and made their weapons fit their literal descriptions/function rather than their roles in FoC or vanilla? In other cases like the Lancet you've adapted the unit into something that would serve a similar function (terror/demoralizing) but made it work with technology available for the time period?

This I totally approve of of course since consistency is important for something as canonly accurate as PR. If I've got it right I'm more impressed than ever with your dedication to getting things right, and using what resources you've got.

In game the MZ-8 now function as a hard counter to massed infantry with its pulse cannon reflecting canon properties? To me this sounds like a situationally devastating unit (not to mention one Imperial doctrine would have loved in theory) but I'll wait to see it in action.

Phoenix Rising

Posted 10 December 2011 - 09:24 PM

Yup, the MZ-8 is another weird one. It uses a pulse cannon, of course, but that's a very specific, and almost universally misrepresented (especially if you played SotE on N64), weapon. Galaxy Guide 10 was the first to describe it. It's basically an energy shotgun: short range, devastating against soft targets. Putting a pulse cannon on a vehicle would be like having a tank that fires nothing but canister shot - it's hard to imagine a worse weapon to use on AT-ATs as it does in FoC, but that's what it is. Again, not the best design. In a bit of irony, it's very likely that Tyber's gun is a pulse pistol.

Lancet has the same name. A starfighter-scale proton beam is apocryphal - it's technologically impossible, especially one run on solar. Maybe by Legacy era?

skie9173

Posted 10 December 2011 - 06:52 PM

How have Zann Consortium unit assets been reassigned and salvaged? I know in one picture there are MZ-8 Pulse Tanks rolling along side several infantry squads and I was curious about what was going on in that picture.

Does the Lancet keeps the same name, and is just re-purpose or is it a new unit in a sense?

Thanks, keep up the excellent work PR team!

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