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10,000 Unit Campaign... and still growing


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#1 Ghostrider

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Posted 28 November 2008 - 02:18 PM

I am pleased to say that the space section of the Galaxy Far, Far Away campaign is completed. It has been an epic task and I have not played the Mod once since my last post!

The campaign is huge.

I have placed over 9,000 pirate units into 158 planets, and that's just the space forces! We have also re-written all of the planet historical texts, many of which contain valuable information about the potential forces on the world.

The range of units is just as vast as the quantity. There are now more than 250 different unique pirate units in this campaign, compared to the, er, 12 pirate units in the current version!

The number of starting locations for each faction has also been expanded to 8 planets each, some in the Core and some in the Rim. While your core planets may have reasonable facilities, the Rim worlds are new and pretty much devoid of technology and have considerable scope for development. I should also warn you that the AI forces have been given some hidden headstarts, especially with respect to their economy, as I expect AI forces to take heavier losses in battle than you do.

It does take a wee length of time to load, but as they say 'Good things come to those who wait'. You need to be patient on this bit.
Don't worry though, we will release a Light version of GFFA with many of the minor planets removed, for users with older PC's so that everyone can enjoy the work, age of PC not withstanding! And of course there are still the Core Worlds, Inner Rim and Outer Rim Campaigns, which are simply sections of the entire GFFA campaign, so be assured, you will get to see the full universe in all its glory one way or another. This is a campaign for all to enjoy.

Scope and scale
The scope of space forces is fairly well documented in my previous post, but I can at last reveal some of the older model ships that many of the pirate forces use:

Gamma-class ATR-5 Assault Transport - CW-era iteration of the sturdy transport
Action V Transport - the most popular model in the Action line
Action VI Transport - as the famous Wild Karrde
GR-45 Medium Transport - the civilian version of the GR-75
CR70 Corvette - like the Tantive IV originally
DP10 Gunship - the ship that launched the DP line
Super Transport VII Bulk Cruiser - predecessor to the Imperial's escort carrier
Valiant-class MC40 Luxury Liner - such as the Kuari Princess
Super Transport IX Bulk Cruiser - a gigantic container ship
Liberty-class MC80 Star Liner - pre-militarised version of the MC standard
Independence-class MC120 Star Liner - galactic equivalent of the Titanic
Just remember, this is just 11 units out of the 250 total!

I am pleased to say that the re-vamp of land forces is also in progress, although on a more modest scale compared to space.
Still, many changes have been made.
Across the galaxy you will meet a range of forces, from the Imperial and Rebel troops that you already know to a whole subset of civilian and criminal society that gives depth and variety to the Galaxy.

Civilians range from unarmed urbanised cannon fodder to grizzled colonials with ancient hunting rifles, as well as those who actively work in the spacing sector, and are therefore used to the rigours and dangers of inter-planetary travel. Some have naturally made this living a career choice and you will also find many smugglers in the galaxy.

There is also a thriving criminal community, ranging from street gangsters, thugs and gang members to the type of major career hood that takes care of problems with a 'direct and personal' service. Even nastier fringe elements can be found in the darker corners of the galaxy, with violent corsair-pirates, outlaw slavers and bounty hunters that specialise in live capture or the deadly death-mark hunters and assassins. Many of the tougher criminals carry outlawed weapons and can deal with a range of threats in a swift manner.

Naturally, some worlds have a strong law-enforcement segment to deal with these hoods, and you will find many types of police, mercenaries, ESPOS and SWAT-type auxiliaries protecting the innocent.

We also have your usual mix of vehicles, tanks, juggernauts and repulsor-craft, including the following new land units, currently only available to Pirate forces:

Digger-Crawler - a millennia-old tracked mobile mining facility
All-Terrain Attack Pod - formerly known as the Pod Walker
IG-72 Combat Droid - luckily this proved to be too irritable for widespread sale
P-series Droideka - the original
Infantry Support Platform - formerly known as the Swamp Speeder
Bantha-II Cargo Skiff - formerly known as the Pirate Skiff
Storm-IV Twin-Pod Cloud Car - of Bespin fame
X-34 Landspeeder - a civilian model
RHHT-6 Transport - A repulsorlift speeder truck

All of the original Rebel and Imperial vehicles are in the mod, albeit changed to their correct names.
You should also be careful that you don't waste fire on the many non-combat units when you should be concentrating on the units that fire back!

Structural development
We have also massively expanded the range of structures, to a total of over 15 garrisoned buildings with additional defensive structures, mines and other buildings. Each structure will have a different garrison mix, based on the variety of different units already described. The problem is you can't easily tell from the outside which is which. You will also find that most planets contain several different structures, instead of the original single pirate barracks, which made the old campaign so mind-numbingly dull.

I intend to give each planet a different look, by blending the garrisons, cantinas and factories, to give you a feel for the planet, its people, and their way of life. Even if a planet is seen to have 6 garrison structures from space, you won't know till you land if they are filled with unarmed civilians or the worst sort of violent criminal, so be prepared for some heavy land fighting.

With the 9,000 pirate fleet units already placed, I expect to add a further 1000 or so ground units and structures, and this, together with the Empire and Rebel starting forces will easily smash the 10,000 unit barrier and give you a campaign to die for.

Edited by Phoenix Rising, 28 November 2008 - 08:18 PM.


#2 Kaleb Graff

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Posted 28 November 2008 - 03:24 PM

If you don't release it soon, we will be dieing. Still, looks amazing. Just hurry up and release it.

#3 Badwolfwho

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Posted 28 November 2008 - 04:09 PM

Wow, Awesome
This is coming out before Christmas, right?

#4 feld

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Posted 28 November 2008 - 04:30 PM

Oh that looks fantastic! Thanks for the work!
r/
feld

#5 Phoenix Rising

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Posted 28 November 2008 - 08:04 PM

There's still quite a bit that needs to be finalized before the release. I'll announce it when we've settled on a specific date, but it'll be some time next month for certain.

#6 slornie

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Posted 28 November 2008 - 08:40 PM

Wow, sounds impressive!

I think the "to die for" applies more to my laptop than me :(

I assume the ~250 units includes the MkI,II,III,etc?
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#7 Phoenix Rising

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Posted 28 November 2008 - 08:50 PM

I think the "to die for" applies more to my laptop than me :(

Heh, that's why we felt it necessary to do an official GFFA Lite. If all else fails, Skirmish runs rather exceptionally, or at least as good as could be expected given the mod. To improve performance, I'd first eliminate shadows in your settings and if that's not enough, anti-aliasing.

I assume the ~250 units includes the MkI,II,III,etc?

Yes and no... but mostly no. Since this is set in 18 BBY, only a handful of the upgrades are appropriate to use. I literally did at least 100 unit variants for this campaign alone.

#8 SpardaSon21

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Posted 28 November 2008 - 09:22 PM

This is freaking awesome.

PR for Mod of the Year!

#9 Casen

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Posted 28 November 2008 - 11:41 PM

I'm excited...I hope, though, you implemented the new construction system you spoke of, so we won't have to worry about ships being pushed off the build list with space station upgrades.

#10 Phoenix Rising

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Posted 29 November 2008 - 12:15 AM

I'm excited...I hope, though, you implemented the new construction system you spoke of, so we won't have to worry about ships being pushed off the build list with space station upgrades.

It is done and working wonderfully. You'll never have a situation where you'll lose build options unless you choose to, and that's only if you build one of each level. You can generally get away with three or four different levels on one planet before it starts getting crowded, but since multiples will reduce build times, it's usually better to specialize. Most of the new units from GFFA will not be buildable though.

#11 TheEmpire

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Posted 29 November 2008 - 01:39 AM

All I can say are, Wow and This must be a lag monster! Very nice!
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#12 Casen

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Posted 29 November 2008 - 02:50 AM

I'm excited...I hope, though, you implemented the new construction system you spoke of, so we won't have to worry about ships being pushed off the build list with space station upgrades.

It is done and working wonderfully. You'll never have a situation where you'll lose build options unless you choose to, and that's only if you build one of each level. You can generally get away with three or four different levels on one planet before it starts getting crowded, but since multiples will reduce build times, it's usually better to specialize. Most of the new units from GFFA will not be buildable though.


Good. Has this been rectified in skirmish as well?

#13 Tropical Bob

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Posted 29 November 2008 - 03:15 AM

This just keeps sounding better and better...and better! I can't freaking wait until it's out!

Oh, and I just have to do this: Click me!

#14 Guest_Guest_*

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Posted 29 November 2008 - 03:46 AM

Wile reading this I got a question. Well I played this before (1.0) and well the biggest map stared lagging like hell and I don't think it was because of my PC I think its because the game cant take that many planets. So did you guys do any thing about that or is it still going to lag like hell?

#15 Casen

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Posted 29 November 2008 - 04:52 AM

Wile reading this I got a question. Well I played this before (1.0) and well the biggest map stared lagging like hell and I don't think it was because of my PC I think its because the game cant take that many planets. So did you guys do any thing about that or is it still going to lag like hell?


That's mostly the CSA AI, though even when it's disabled I find the game still lags, not as much though.

#16 Phoenix Rising

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Posted 29 November 2008 - 06:14 AM

All I can say are, Wow and This must be a lag monster! Very nice!

Wile reading this I got a question. Well I played this before (1.0) and well the biggest map stared lagging like hell and I don't think it was because of my PC I think its because the game cant take that many planets. So did you guys do any thing about that or is it still going to lag like hell?

We're following up on a promising lead as to why it lags as much as it does in GC. Other than that, I've removed the CSA, but GFFA proper will probably just require a better-than-average PC to play efficiently (why there are four other GFFA-style campaigns to choose from). My minimum recommendations are a 3.0 GHz CPU, 1.5 GB RAM, and 256 MB GPU RAM. The GPU itself has never really been an issue because at least you can tweak settings for that - the one I was using actually died so I'm currently using my old one, a GeForce 6600 GT 256 MB, and it works fine on max settings, although I usually keep anti-aliasing at half since the downgrade. If you don't have the CPU and RAM though, I wouldn't even try GFFA.

Good. Has this been rectified in skirmish as well?

Almost.

Oh, and I just have to do this: Click me!

LOL. Too appropriate!

Edited by Phoenix Rising, 29 November 2008 - 06:15 AM.


#17 Casen

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Posted 29 November 2008 - 06:19 AM

In Dalmps Enhanced mod or some other mod I might be wrong he increased the space map size; will this be included in the release?

#18 Phoenix Rising

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Posted 29 November 2008 - 06:23 AM

In Dalmps Enhanced mod or some other mod I might be wrong he increased the space map size; will this be included in the release?

As I said in another post somewhere, jdk002 has been incapacitated by hardware failure, so there won't be much new content in terms of maps.

#19 Casen

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Posted 29 November 2008 - 06:31 AM

We're following up on a promising lead as to why it lags as much as it does in GC. Other than that, I've removed the CSA, but GFFA proper will probably just require a better-than-average PC to play efficiently (why there are four other GFFA-style campaigns to choose from). My minimum recommendations are a 3.0 GHz CPU, 1.5 GB RAM, and 256 MB GPU RAM. The GPU itself has never really been an issue because at least you can tweak settings for that - the one I was using actually died so I'm currently using my old one, a GeForce 6600 GT 256 MB, and it works fine on max settings, although I usually keep anti-aliasing at half since the downgrade. If you don't have the CPU and RAM though, I wouldn't even try GFFA.


I have a Core2 Quad and and 3 gigs of RAM, and it still lags even without the CSA. I don't think it's my comp...

I'm curious to know what the lead is?

#20 Guest_StarWars_*

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Posted 29 November 2008 - 08:43 AM

Good job again Ghost...I have to say though, I'm scared to see Hapes :crazed: By any chance could you take some screenies of some battles with these planets, some descriptions etc.???

Also this is for Phoenix some suggestions and I don't want to make a new thread for you to read....

-Could we sell older ship models(the ones on the building screen), for example, have a building structure that says auction gallery etc. this could get rid of some of the older model ships that we never click. You could do it costwise based on how many upgrades, and what they are used for. For example, a reg z-95 would have a market value of like 100 credits to avoid getting money right away in the campign. But a Z-95 Mark V could go for 4,000 credits, this would give us some freedom with more credits, and also make it more realistic, since it seems the Old Republic sold some of their old designs to sector fleets, though will the upgrading tree accept this if older building options go out????

-Also could we have multiple research centers to make it go faster the researching???

-Now since land is coming near, are you thinking of putting up Jedi/Dark Jedi Academies on certian planets to train force wielders :p

-Also, for hero units on the Alliance side, I have found that it is unfair to the Imperial side, since the Imperial land heroes get a 1.0 class hyperdrive when the Alliance land heroes get a 2.0 class hyperdrive, could the Alliance and Imperial heroes for that matter get fully upgraded shuttles, possibly the upgraded freighter ones for people like Veers, etc.

-Finally what about Csilla, any thought of bringing that in finally :shiftee:



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