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The Vong


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#1 blue4n

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Posted 28 January 2009 - 12:23 AM

Hey will PR ever consider doing the vong? EVER! Because that would be awsome even if it took forever! Just an Idea :D

#2 Casen

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Posted 28 January 2009 - 12:30 AM

Too hard to code and also Ew! Zong Vong™

#3 anakinskysolo

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Posted 28 January 2009 - 12:47 AM

http://forums.revora...showtopic=63017

#4 Ghostrider

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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.


#5 Kaleb Graff

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Posted 28 January 2009 - 03:24 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.

#6 Ghostrider

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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.

#7 Pred the Penguin

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Posted 29 January 2009 - 04:46 AM

What this mod needs is a dedicated modeler... =/

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My Work:[1],[2]


#8 Tropical Bob

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Posted 29 January 2009 - 05:13 AM

Not really. PR has done a test rig already and has the Dovin Basals worked out and the hot rocks are just funny projectiles.

I like the thought that PR has at least researched into adding the Vong. :p

#9 Phoenix Rising

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Posted 05 February 2009 - 08:41 PM

What this mod needs is a dedicated modeler... =/

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).

Not really. PR has done a test rig already and has the Dovin Basals worked out and the hot rocks are just funny projectiles.

I like the thought that PR has at least researched into adding the Vong. :p

They're feasible, but I don't want to get anyone's hopes up: we have no plans to add them at this time.

#10 SpardaSon21

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Posted 09 February 2009 - 07:55 AM

at this time.


Well, that still leaves "Sometime in the unknown future we may possibly consider adding them in, maybe.".

#11 Kitkun

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Posted 09 February 2009 - 08:08 AM

Don't hold your breath.

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#12 Tropical Bob

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Posted 09 February 2009 - 06:04 PM

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.

#13 anakinskysolo

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Posted 09 February 2009 - 10:25 PM

I believe that all the models for the Vong that exist today are from EvilleJedi, and they are certainly not enough for us to create a separate faction. 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.

#14 Phoenix Rising

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Posted 09 February 2009 - 10:47 PM

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.

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.

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.

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.

Heh, we're one of those projects.

Edited by Phoenix Rising, 09 February 2009 - 10:50 PM.


#15 anakinskysolo

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Posted 09 February 2009 - 10:51 PM

I still am unable to understand how you did it...

#16 Phoenix Rising

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Posted 09 February 2009 - 11:10 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.

#17 anakinskysolo

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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 Phoenix Rising

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Posted 09 February 2009 - 11:20 PM

Just look at those files. When you build the research in-game (which is really just a pared-down ship that's made to look like research), it fires off events on the tech tree that effectively "upgrade" your production capabilities. The reason I can't add new factions that totally work is because the method I've used to accomplish this is partially, but significantly, hardcoded for only the three vanilla factions and I don't know of another way to do it. That means any new faction that I add using this system won't be able to use tech or heroes, which nullifies the point of the mod. Of course, this all could be made into a non-issue instantly with an official patch...

Edited by Phoenix Rising, 09 February 2009 - 11:24 PM.


#19 Kitkun

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Posted 09 February 2009 - 11:34 PM

Don't hold your breath for that, either.

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#20 Kitkun

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Posted 09 February 2009 - 11:40 PM

Edit: Is it just me, or does Revora have a lot of server errors?

Edited by Kitkun, 09 February 2009 - 11:41 PM.

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