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Mini-Mod Ideas for 1.1


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#1 Kitkun

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Posted 21 December 2008 - 03:41 PM

Obviously everyone has their own preferences when playing the game, so there will be lots of mini-mods.

Here, perhaps we can think of some things to change or add or whatnot for 1.1, or adapt the original mini-mods for the new release.
Or at least list them out so we don't forget something. (My ulterior motive here.)

For example, I plan on making:
Shields non-bypassable (Upping those weapons by 25% in power),
Upgrade fighters spawned at platforms, maybe at space stations (Depending on what PR did, not as detailed as what Muneyoshi did),
"Carrier" ships getting better, faster fighter spawns,
Possible artificial limits for numbers of dreadnought-size ships.

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#2 Phoenix Rising

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Posted 21 December 2008 - 06:24 PM

Don't forget the maintenance mod. That was an interesting concept.

#3 coinich

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Posted 22 December 2008 - 04:13 AM

I like the idea of frigates and corvettes passing on multiple layers.

#4 Ghostrider

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Posted 22 December 2008 - 09:56 AM

Obviously everyone has their own preferences when playing the game, so there will be lots of mini-mods.

Here, perhaps we can think of some things to change or add or whatnot for 1.1, or adapt the original mini-mods for the new release.
Or at least list them out so we don't forget something. (My ulterior motive here.)

For example, I plan on making:
Shields non-bypassable (Upping those weapons by 25% in power),
Upgrade fighters spawned at platforms, maybe at space stations (Depending on what PR did, not as detailed as what Muneyoshi did),
"Carrier" ships getting better, faster fighter spawns,
Possible artificial limits for numbers of dreadnought-size ships.



Talking of which - you have reminded me of an idea I need to discuss with PR.
Thanks!

#5 El Danny

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Posted 22 December 2008 - 01:51 PM

I remeber the planet shippack mod for 1.0 that was never finshed. It'd be great if it was worked on for 1.1.

Chances are I'll end up making a few changes my self, but only small ones.

#6 keraunos

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Posted 22 December 2008 - 10:39 PM

I, for one, almost have mod in development :D PR 1.1 Land Combat mod. While I, for one, dislike land battles, it would be a waste of Ghost effort to give up all those changes he has made for pirates. I want to keep land part in coherency with 2 biggest advantages of PR:
-higher tech units won't make lower ones obsolete, only give more tactical flexibility
-feeling of beeing part of GFFA

This saying, I'll mostly cut some units (yep, artillery again :lol: ) and adjust garrisons and company sizes (for example, increase inf unit sizes - and increase their cost accordingly). For the eventual second release, I might consider adding some troops (wookies, mon calamari, imperial army troopers), and most likely mix some troops to help AI (example rebel inf+rebel plex)

#7 Kaleb Graff

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Posted 22 December 2008 - 10:48 PM

I, for one, almost have mod in development :D PR 1.1 Land Combat mod. While I, for one, dislike land battles, it would be a waste of Ghost effort to give up all those changes he has made for pirates. I want to keep land part in coherency with 2 biggest advantages of PR:
-higher tech units won't make lower ones obsolete, only give more tactical flexibility
-feeling of beeing part of GFFA

This saying, I'll mostly cut some units (yep, artillery again :lol: ) and adjust garrisons and company sizes (for example, increase inf unit sizes - and increase their cost accordingly). For the eventual second release, I might consider adding some troops (wookies, mon calamari, imperial army troopers), and most likely mix some troops to help AI (example rebel inf+rebel plex)

My idea on that was to create companies, which mix different types of units. This would probably make land a lot more interesting. I disagree on artillery, but I can fix that on my own.

#8 keraunos

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Posted 22 December 2008 - 11:29 PM

Well, you're not the only one who disagree with me on this, that's why I'll allow players to easily reenable them :D

#9 Ghostrider

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Posted 23 December 2008 - 10:51 AM

I, for one, almost have mod in development ;) PR 1.1 Land Combat mod.
This saying, I'll mostly cut some units (yep, artillery again :p ) and adjust garrisons and company sizes (for example, increase inf unit sizes - and increase their cost accordingly). For the eventual second release, I might consider adding some troops (wookies, mon calamari, imperial army troopers), and most likely mix some troops to help AI (example rebel inf+rebel plex)

My idea on that was to create companies, which mix different types of units. This would probably make land a lot more interesting. I disagree on artillery, but I can fix that on my own.



I really wanted mixed companies for this mod, especially for the criminals and gangs, but there simply wasn't time.
Still, you should like the changes so far. Keep an eye out for today's post.....

#10 Guest_StarWars_*

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Posted 23 December 2008 - 09:56 PM

Keep an eye out for today's post.....

How close are you guys to being done...you keep teasing us on the forums Ghost!!!

#11 Kaleb Graff

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Posted 23 December 2008 - 10:07 PM

I, for one, almost have mod in development ;) PR 1.1 Land Combat mod.
This saying, I'll mostly cut some units (yep, artillery again :p ) and adjust garrisons and company sizes (for example, increase inf unit sizes - and increase their cost accordingly). For the eventual second release, I might consider adding some troops (wookies, mon calamari, imperial army troopers), and most likely mix some troops to help AI (example rebel inf+rebel plex)

My idea on that was to create companies, which mix different types of units. This would probably make land a lot more interesting. I disagree on artillery, but I can fix that on my own.



I really wanted mixed companies for this mod, especially for the criminals and gangs, but there simply wasn't time.
Still, you should like the changes so far. Keep an eye out for today's post.....

No offense, but please stop posting, and work on the mod.

#12 TheEmpire

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Posted 24 December 2008 - 12:20 AM

Ahhh.. .
I will work on my planet ships mod mod... It is not dead I have been waiting for 1.1 to start work on it again but I may have to start a new thread.
"Just once, I'd like to destroy a starship that we didn't pay for!"
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#13 keraunos

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Posted 24 December 2008 - 07:32 AM

I, for one, almost have mod in development ;) PR 1.1 Land Combat mod.
This saying, I'll mostly cut some units (yep, artillery again :p ) and adjust garrisons and company sizes (for example, increase inf unit sizes - and increase their cost accordingly). For the eventual second release, I might consider adding some troops (wookies, mon calamari, imperial army troopers), and most likely mix some troops to help AI (example rebel inf+rebel plex)

My idea on that was to create companies, which mix different types of units. This would probably make land a lot more interesting. I disagree on artillery, but I can fix that on my own.



I really wanted mixed companies for this mod, especially for the criminals and gangs, but there simply wasn't time.
Still, you should like the changes so far. Keep an eye out for today's post.....

At some point I probably introduce them. I already have master list prepared, so now only editing - and this should do :p After initial release I plan to introduce companies, too

#14 Kitkun

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Posted 24 December 2008 - 08:09 AM

I'd love to do a maintenance mod except for one little thing... I haven't the slightest clue what the values should be. I certainly couldn't come up with the kind of detailed stuff discussed in that thread.

Er... your welcome Ghost. I don't know what I did, but your welcome.

Btw, I'm kinda guessing that every xml file has been changed?

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#15 Ghostrider

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Posted 24 December 2008 - 09:40 AM

I'd love to do a maintenance mod except for one little thing... I haven't the slightest clue what the values should be. I certainly couldn't come up with the kind of detailed stuff discussed in that thread.

Er... your welcome Ghost. I don't know what I did, but your welcome.

Btw, I'm kinda guessing that every xml file has been changed?



Sorry - i had to put my welcome to campaign comment somewhere - It's due to be a sticky post for all the questions we expect about the GFFA and sub-campaigns.

It's due to be moved elswhere - but I only have permission to drop it in Community suggestions.

#16 Kitkun

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Posted 31 December 2008 - 02:35 AM

I'm working on some of my mini-mods right now.

Questions:
I'm currently considering the Super Transport Fleet/Escort Carriers, Venator-class, Invincible-class (They're kinda big and pathetic), and Quasar Fire-class as 'Carrier Ships'. Am I missing any?
For the Quasar Fire, Invincible, and Escort Carrier, I plan on giving the max upgraded versions max upgraded fighters. However, that seems over-the-top for the Fleet Carrier and Venator. Thoughts on balance?

I wasn't expecting no starbase complements. I plan on giving each at least a set of tugs and light fighters to scout. Anybody think I should add a bit more? (I'll be increasing cost accordingly.)
I don't really have many sources beyond Wookieepedia, so... Golans are strong enough early on, but upgraded ships can practically ignore them. I was thinking of upgrading their complements as well. What do you think?

I'm also going to mess with the defense satellites built in skirmish space. They're cheap but completely useless. And tiny, too. Seriously, they're something like 1/4 inch big on my screen.

Edited by Kitkun, 31 December 2008 - 02:38 AM.

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#17 Phoenix Rising

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Posted 01 January 2009 - 11:03 PM

I'm also going to mess with the defense satellites built in skirmish space. They're cheap but completely useless. And tiny, too. Seriously, they're something like 1/4 inch big on my screen.

They were bigger than corvettes, which I just found wholly inappropriate. I didn't play with their weaponry though.



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