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Replying to Starfighter Mini-Mod Release Party


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Topic Summary

dark trooper

Posted 25 April 2007 - 01:20 AM

Sounds good.

Avalon

Posted 24 April 2007 - 06:59 PM

I will likely split it up by tree depth. So Tech 1 would be how it is now, with one starting unit for each class and everything else required to be researched; Tech 2 would give you the next level designs, such as the T-65 X-wing, B-wing, CC-9600, and so on for Rebels; Tech 3 would be the level after that (RZ-1 A-wing, BTL K-wing, Dodonna-class, etc.); and so on.

I haven't thought about the heroes as much, but I will probably move towards making them buildable.

Mmm buildable heroes :lol:

Phoenix Rising

Posted 24 April 2007 - 04:53 PM

There wouldn't be any tech progression since they're just arbitrary numbers anyways. It would just be a way of starting a game a little further into the research progression.

The heroes would only be buildable from the command center or something. The goal is to then do upgrades on them to improve their hero transport if you so desire.

slornie

Posted 24 April 2007 - 04:02 PM

so how would you progress from one tech level to another - a special research option ?

having the heroes buildable will make the build tabs even more full - and if you do make them buildable would you consider restoring their associated ship (while making the hero more expensive/longer build time to compensate) ?

Phoenix Rising

Posted 24 April 2007 - 03:57 PM

I will likely split it up by tree depth. So Tech 1 would be how it is now, with one starting unit for each class and everything else required to be researched; Tech 2 would give you the next level designs, such as the T-65 X-wing, B-wing, CC-9600, and so on for Rebels; Tech 3 would be the level after that (RZ-1 A-wing, BTL K-wing, Dodonna-class, etc.); and so on.

I haven't thought about the heroes as much, but I will probably move towards making them buildable.

slornie

Posted 24 April 2007 - 03:48 PM

One last suggestion might be to set the starting tech level of the maps to 1 becuase even if you do it manually you still get like tech level 5 ships like the battle ships and you also end up with a lot of heroes.

Yeah, the problem is that the tech tree doesn't work on standard tech levels, but I'm going to work on scripting something to give players a few more options of where to start.

so how are you going to do it ? - link the units and heroes together (say you need to get unit X before you get hero X, and then you need hero X to research unit Y)

Phoenix Rising

Posted 24 April 2007 - 02:02 PM

One last suggestion might be to set the starting tech level of the maps to 1 becuase even if you do it manually you still get like tech level 5 ships like the battle ships and you also end up with a lot of heroes.

Yeah, the problem is that the tech tree doesn't work on standard tech levels, but I'm going to work on scripting something to give players a few more options of where to start.

Amazing mod ;)

Thanks, Avalon.

Avalon

Posted 24 April 2007 - 08:08 AM

Amazing mod ;)
I really love the scale you've put in :xd:
The game is so much more harder now. And I really like the credit system you've put in place where you build the transports and they add to the income of the planet :)

dark trooper

Posted 24 April 2007 - 03:21 AM

One last suggestion might be to set the starting tech level of the maps to 1 becuase even if you do it manually you still get like tech level 5 ships like the battle ships and you also end up with a lot of heroes.

Phoenix Rising

Posted 24 April 2007 - 02:14 AM

Edit I got it working and its looking pretty cool however are your credits supposed to be going down very very quickly because i hit zero very quickly by them doing that and everything i was building stopped kinda sucked.

Depends what you are trying to build.

ok i was on felucia and i called in a bombing run and the game crashed.*i was rebels*

Hm, that isn't good. Do you know what bombers you were using?

Review the complete topic (launches new window)