The Vong
#4
Posted 28 January 2009 - 12:30 PM
Too hard to code
Not really. PR has done a test rig already and has the Dovin Basals worked out and the hot rocks are just funny projectiles.
The tricky bit is getting the models for the Vong ships.
Get us those and we can add a Vong campaign in - as long as we can get models for the new fleet additions, such as Ralroost type Bothan Assault Cruiser and those nasty little corvette gunships Agave & Warrior developed in the New Class Programme.
Edited by Ghostrider, 28 January 2009 - 12:44 PM.
#6
Posted 28 January 2009 - 04:34 PM
If you add the Agave and Warrior, I'd also like the Nebula, Endurance, Majestic, and Defender. I'd rate that as much higher priority then the Vong.
Yeah. Me too.
I'm pretty sure they're on the list of 'wanted models'. We'll just have to see what this year brings us.
#9
Posted 05 February 2009 - 08:41 PM
I'll second that. We're totally limited by what's already been created, so it's challenging to be novel. But like Mike.nl said in his FF interview, the EaW community is abhorrently lacking in artists, which includes modelers, skinners, texturers, riggers, animators, mappers, and sound engineers. On a healthy team, you'd need at least one of each of those positions. We get by with basically a rigger, and not even a full-time one (me).What this mod needs is a dedicated modeler... =/
They're feasible, but I don't want to get anyone's hopes up: we have no plans to add them at this time.I like the thought that PR has at least researched into adding the Vong.Not really. PR has done a test rig already and has the Dovin Basals worked out and the hot rocks are just funny projectiles.
#13
Posted 09 February 2009 - 10:25 PM
#14
Posted 09 February 2009 - 10:47 PM
I don't have any YV files other than Warlords, and those are readily downloadable. Furthermore, I don't have any notes or documentation on them - I've really only done some basic feasibility testing.It also leaves the possibility of a community member taking the project under their wing (If PR decided it was prudent to release files, models, and maybe notes to said member) to make a mod for PR that includes the Vong.
The main problem with the Vong, though, is the CSA. Until they can fully work in GC, there's really no point in trying to add any more factions. That's why I keep saying the CSA is so much more important than itself. If people really want to see Vong, or any other new faction for that matter, I'd start trying to get the CSA to upgrade in GC.
Heh, we're one of those projects.Not to mention that this would probably be one of those project that are abandoned after some time because of the huge amount of time and work they require.
Edited by Phoenix Rising, 09 February 2009 - 10:50 PM.
#16
Posted 09 February 2009 - 11:10 PM
#17
Posted 09 February 2009 - 11:15 PM
Besides the dummy upgrade units, which are already in place for some CSA ships (the Dreadnaught comes to mind), it's just the faction story name in the campaign file (e.g., <Empire_Story_Name>); the XML that it points to, which contains the tech tree, hero tree, and campaign story dialog (e.g., Story_Plots_Sandbox_Core_Worlds_E.xml); and the tech tree itself that does all of the actual work (e.g., Tech_Tree_Empire.xml). The problem: PG decided to hardcode the faction name by making it part of the first tag instead of using a two-parameter argument like Home_Location, AI_Player_Control, Markup_Filename, etc. does. This means that for any other new faction to use any story scripting, such as the tech tree or hero upgrades, you'd have to add a new tag to the executable, which is impossible. The only possible solution would be to redo the entire upgrade system using an alternative, non-story-scripted method, but I don't know of a way to do it.
Huh?
#18
Posted 09 February 2009 - 11:20 PM
Edited by Phoenix Rising, 09 February 2009 - 11:24 PM.
#20
Posted 09 February 2009 - 11:40 PM
Edited by Kitkun, 09 February 2009 - 11:41 PM.
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