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Mod Of The Year 2007 Kicks Off


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#41 Phoenix Rising

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Posted 09 December 2007 - 08:30 PM

At its current state, the mod will proubably out do any previous efforts at an empire at war mod, and possibly any other mod thats out this year. But as you are going to move on in the first round anyways, you can wait, and release a "beta" launch, prior to the main voteing arangement (second part, where you only get three votes) The stratigic release of the beta version of the game might draw a little extra attention to it.

Yeah, data-driven mods take deceptive amounts of time because you can't change things as drastically as you could if you had a SDK like HL2 does. It's really easy to see how different a HL2 mod can be, but with EaW, we can only do so much regardless of the effort expended. Plus, having worked on both, FPSs are simply easier to do than RTSs.

But, yeah, that's what I'm thinking with the release and voting. I could push it out today to boost our standings in nominations, but I'm fairly confident we will make it through those, so I'm waiting just a bit. It's a gamble, but I think I have to take it (actually, finals aren't giving me much choice). Fortunately, the mod is nearly 100% functional (minus some things I cut, which most of you won't notice) and most of what I'm working on yet is polish. It will be fully out - not just as a "beta" of a beta (it's still technically a beta) - before the end of voting.

#42 Valter

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Posted 10 December 2007 - 07:21 AM

Just out of curiosity, what things are you going to leave out?

Edited by Valter, 10 December 2007 - 07:22 AM.


#43 hotshot389

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Posted 10 December 2007 - 03:32 PM

Then i supose all the upgrades and new planet maps are done then.
Did you manage to finish the guns on the executor class?

#44 Ghostrider

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Posted 10 December 2007 - 05:25 PM

Are you going to include Utility ships in this version or wait a bit more to tidy up references with your contact?
And have we seen all the ships now?

#45 sideshow_bob

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Posted 10 December 2007 - 08:10 PM

how much longer!

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#46 Timius

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Posted 10 December 2007 - 09:38 PM

Lol, it'll be done when its done, i know everyones itching for the release, but i'd rather Phoenix wait a few extra days than have a rushed version at the end.

Glad to see this mod is getting better and better, i keep checking the site daily again to see if theres a release out :-D

#47 Guest_StarWars_*

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Posted 11 December 2007 - 04:23 AM

Fortunately, the mod is nearly 100% functional (minus some things I cut, which most of you won't notice) and most of what I'm working on yet is polish. It will be fully out - not just as a "beta" of a beta (it's still technically a beta) - before the end of voting.

Don't say that this is going to turn into something like Kotor2 :thumbsupsmiley: (loved that game but the cut content was terrible) or will the content cut be put in in version 1.1?

#48 Pred the Penguin

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Posted 11 December 2007 - 01:07 PM

Cut content just means stuff he doesn't have time to finish.
(There was content cut out in KotOR2?)

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#49 Guest_StarWars_*

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Posted 11 December 2007 - 06:39 PM

(There was content cut out in KotOR2?)

Yes....he's the Wookieepedia page of all the stuff of KOTOR2... http://starwars.wiki..._The_Sith_Lords
and the team that is restoring this cut content (that doesn't add content :p) is team gizka, www.team-gizka.org
There was also some stuff cut from KOTOR1 but it wasn't that noticable but here ya go...
http://starwars.wiki...lic#Cut_content
here is also more of it, that a mod team has found..
http://team-jawa.kot...e...p?f=1&t=162
and
http://team-jawa.kot...e...hp?f=1&t=28
also the team who is doing this is team-jawa http://team-jawa.kotor2files.com/
...though I really am starting not to like team jawa, since they are adding content instead of just restoring cut content like team gizka is doing.
(like for instance, they decided to add a 4th Vulker Level, just not the 3rd level that was never implemented, they are also making up sub-quests and they are doing all this stuff that I don't personally like, anyways BioWare did a pretty good job covering it up, except for the Volcano world on Dantooine's starmap temple to unlock to go get into the starmap room. But team jawa did a nice job of restoring some of the SS that weren't tampered with of Sleheyron.

#50 jdk002

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Posted 11 December 2007 - 07:08 PM

The missing content will be put into 1.1 and various patches.

Also, expect more maps for planets as I finish them and Phoenix puts in more content. :p

Edited by jdk002, 11 December 2007 - 07:08 PM.


#51 marsneedswomen

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Posted 12 December 2007 - 03:22 AM

Then you can advertise it as content that was believed loss until it was found sealed away in vaults underneath Fort Knox and digitally restored for your gaming pleasure. :p

#52 Phoenix Rising

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Posted 12 December 2007 - 09:27 PM

Just out of curiosity, what things are you going to leave out?

Mostly minor things that no one but me will notice. For example, I mentioned doing something more intuitive with the icons a while back and that's not going to happen. Other things I have written down include proper object spotted announcements ("it's the Emperor!"), fixing the Imperial respawn on the demo attract map (I got it to work in the mini-mod, but I have no idea how; it seems completely arbitrary), and hero/planet descriptions. I'm not sure which I'll be able to get done, but they won't really affect the gameplay and will just be patched in at a later time if they don't make it now.

Then i supose all the upgrades and new planet maps are done then.

Upgrades, yes. Planet maps, no. You saw how many new planets there will be (something like 100) and while jdk002 is good, doing that many maps alone in a span of weeks is unrealistic. Most new planets will use recycled vanilla maps, but the redundancy shouldn't be that noticeable. For example, I realized that I've never fought a ground battle on Dantooine or Saleucami since getting EaW and FoC respectively.

Did you manage to finish the guns on the executor class?

Yes.

Are you going to include Utility ships in this version or wait a bit more to tidy up references with your contact?

More on that later.

And have we seen all the ships now?

No.

how much longer!

Before the end of the year.

Glad to see this mod is getting better and better, i keep checking the site daily again to see if theres a release out :-D

I'll post a release date before actually just dumping out a list of mirrors.

Don't say that this is going to turn into something like Kotor2 :) (loved that game but the cut content was terrible) or will the content cut be put in in version 1.1?

Not even close to KotOR 2, per what I said above.

Then you can advertise it as content that was believed loss until it was found sealed away in vaults underneath Fort Knox and digitally restored for your gaming pleasure. ;)

If it makes us as famous as Team Gizka, I'll consider it...

#53 Dr-Ludvig

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Posted 12 December 2007 - 10:41 PM

Did you manage to finish the guns on the executor class?

Yes.

Screenshots! please :)
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#54 EduardPais

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Posted 13 December 2007 - 03:44 AM

Yes, indeed.

#55 Theempirewins

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Posted 13 December 2007 - 09:43 AM

Indeed a nice screenshot of the SSD Executor 'in action' would be a nice 'motivation' :sad: for us to wait a bit longer LOL
:thumbsupsmiley:

Meanwhile doing what i can to mount the votes..

:thumbsupsmiley:

#56 Timius

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Posted 13 December 2007 - 03:33 PM

hmm before the end of the year... heres hoping its sooner than 11:59pm on December the 31st :sad:

#57 hotshot389

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Posted 13 December 2007 - 05:28 PM

hmm before the end of the year... heres hoping its sooner than 11:59pm on December the 31st :sad:


Pheonix said he was gonna try and get it out before the end of the primary voteing, which ends the 20th i think, so he is trying to get it out before then, the end of the year is the final deadline, and judgeing by how catious pheonix is about release dates (release dates are evil things that jinx modders, if you give one out too early, you wont make it :o ) i'm pretty sure it will be done sooner than later.

Besides, judgeing from what has been said about it, the mod is tecnicly releaseable now, they are mostly just doing "polish" work, which is like minor things, like one gun that fires a little out of place or the speed of the x-wing looking incorrect, possibly balance features, and the like.

So just hang in there, im sure the mod will be well worth it in the end. Alot of effort has gone into createing it.

#58 Dr-Ludvig

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Posted 14 December 2007 - 02:47 PM

but some screenshot would really make the waiting time go faster
PLEEEEAAASE Phoenix :)
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#59 hotshot389

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Posted 14 December 2007 - 02:58 PM

screenshots take time.

#60 Ghostrider

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Posted 14 December 2007 - 05:16 PM

Just few thoughrs to boost promotion.
I think all of us mini-modders have now adjusted to the huge scope and immense detail that you have put into this so far.

However, I am sure from the Mod DB comments that many newbies don't really know what you have done.

I think a rewite of the main mod description would do wonders.

These stats are not accurate, just a quick guesstimate:

For example:

Increase to 59 separate main space units, plus over 30 unique hero transports.

You have more individual space units than all the ground and space units in both Vanilla EAW AND FOC! did, and that's before adding hero transports and without research!

Asynchronous tech tree with over 200 separate research improvements!

You should really make something BIG of this. Bear in mind that most other games of this type barely scrape 20 different research improvememts. Look how successful the CIV series is. You only get 25 research improvements

You offer over 200!

]Working 19km Executor Star destroyer of 5000 Guns - and you get improvements as well, not to mention Darth Vader's Executor SSD (wince).
NO OTHER SPACE MOD HAS A 5000 GUN SHIP.

Promote this lots more!



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