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How is Your 1.2 Campaign going?


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#41 evilbobthebob

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Posted 24 May 2012 - 02:45 AM

No, I'm referring to the HAV/w Juggernaut, the heavy wheeled assault tank that both the Empire and Rebellion can produce.

Phoenix Rising, head of mapping. Thanks to everyone who got us to the position below!
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#42 Kitkun

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Posted 24 May 2012 - 04:08 AM

Yeah, early AT-ATs are kind of mediocre. Late ones are monsters.

On staying alive: Double up on the ground to space weapons on any planet you need. Expensive, but invaluable for taking on the big ships. Do it early, too. The AI tends to like to send a big fleet at one of your worlds early on.
If they still defeat you in space, have heavy vehicles already ready. And get repair stations on the build pads. (Same for attacking, too.)

Edited by Kitkun, 24 May 2012 - 01:58 PM.

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#43 Henry X

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Posted 24 May 2012 - 05:10 AM

I still wouldn't mind having more fighters in ground combat, adds a level of immersion to the experience. Speaking of which, with the aircraft already in the mod, can we speed them up a little bit? They seem to go a little slow. Not sure if that's canon or not.

#44 Phoenix Rising

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Posted 24 May 2012 - 05:31 AM

Yeah, that's the main thing with bomber speed: I had to lower it after testing, since they weren't hitting targets hard enough (and they were also impossible to defend against). They're running at one-quarter throttle in v1.2. Airspeeders, by contrast, are at full throttle; I suspect they're just unable to reach top speeds within the confines of our maps.

If we allow fighters in land battles, it will be in the form of strafing runs, not as actual units.

#45 Henry X

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Posted 24 May 2012 - 10:01 PM

That wouldn't be too bad.

Would it be possible to give any air units wider turning radii if you increased the speed? They'd be faster of course, but it wouldn't be absurd.

#46 Phoenix Rising

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Posted 25 May 2012 - 08:20 PM

The relationship between speed and maneuverability is defined by the locomotor, which is hardcoded. I'm not really sure how one would affect the other without testing for it.

#47 Henry X

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Posted 26 May 2012 - 06:20 AM

It may have just been a strange glitch then or something, because the next time I fought against aircraft, they were going much faster. A good thing undoubtedly.

I had a couple of thoughts though regarding fighters. Is there any record of adjusting fighters for atmospheric combat? You could then make them buildable. on the ground.

Or if it's possible, make them immobile except for a strafing run ability which let's them attack and then return to there location. It would also make them vulnerable to ground attack when they are resting from an attack.

Also, perhaps increasing bombing run throttle to 1/3?

#48 Phoenix Rising

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Posted 27 May 2012 - 06:14 PM

What do you mean by "record"? I found a suitable conversion formula for the bombing run units.

You might be able to enable a bombing/strafing run from a unit in the field, but it would not work in conjunction with the bombers in space.

I can up it to one-third throttle if most players find it too slow. Certainly as evilbob churns out bigger maps, it will become easier for bombers to unleash their full payload in one run.

#49 1871

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Posted 27 May 2012 - 07:32 PM

idk, the second outer rim was going great on medium til i tried to attack yaga minor, then the non responsive rat showed up... errrrr :/

#50 Kitkun

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Posted 27 May 2012 - 09:07 PM

Airspeeders, by contrast, are at full throttle; I suspect they're just unable to reach top speeds within the confines of our maps.

I've had airspeeders get moving pretty fast when ordered to the far side of the map. They make for great scouts.

Edited by Kitkun, 28 May 2012 - 04:50 AM.

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#51 Henry X

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Posted 28 May 2012 - 12:09 AM

What do you mean by "record"? I found a suitable conversion formula for the bombing run units.

You might be able to enable a bombing/strafing run from a unit in the field, but it would not work in conjunction with the bombers in space.

I can up it to one-third throttle if most players find it too slow. Certainly as evilbob churns out bigger maps, it will become easier for bombers to unleash their full payload in one run.


Is there any evidence that fighters would be modified slightly to fight planetside?

I only say 1/3 because 1/2 might go too fast. It's a factor I could change on my own at the moment though isn't it?

#52 Phoenix Rising

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Posted 28 May 2012 - 02:40 AM

Speeds are in km/h, which doesn't necessarily correspond to MGLT, and shields are weaker in atmosphere. I don't really want to redesign maneuverability on everything for land, but that probably should be affected as well. Maybe just a simple scalar for non-snubs.

You could increase it if you wanted. LandBombingRunUnits.xml... just multiply the speeds by 4/3.

Edited by Phoenix Rising, 28 May 2012 - 02:40 AM.


#53 Henry X

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Posted 28 May 2012 - 03:59 AM

Danke, mein Freund.

I don't mean to sound rude, but how much work goes into getting units to work properly once you already have the model and stuff? I imagine it would really just be balancing it out with everything else.

#54 Kitkun

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Posted 28 May 2012 - 05:11 AM

There's a fair amount of busy work, but it's not bad. Balance is actually pretty easy to guesstimate due to the way PR is setup.

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#55 Phoenix Rising

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Posted 28 May 2012 - 09:48 PM

Research, design, upgrades, rigging, coding, strings, tech tree, campaigns, AI.

#56 Henry X

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Posted 29 May 2012 - 05:15 AM

what exactly does each step entail?

#57 Phoenix Rising

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Posted 29 May 2012 - 10:10 PM

Rereading original source material. Deciding how best to go about converting stats or resolving conflicts in stats. Coming up with appropriate, interesting, and balanced upgrades. Rescaling, smoothing, rigging attachables, adding bones, adding proxies, animating, exporting. Unit, research/upgrade, and hardpoint XML data. Writing out unit names, squadrons/platoons, research/upgrades, stats, descriptions. Tech tree and starting upgrade story scripting. Ghost actually placing the new unit in campaigns to be used. At a minimum, letting the AI know the unit is available to be built in Skirmish with LUA, but that will likely become more extensive as I redo tactical AI.

Edited by Phoenix Rising, 29 May 2012 - 10:11 PM.


#58 Henry X

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Posted 30 May 2012 - 06:31 AM

A good deal of work indeed.

I'll probably always clamor for fighters in ground combat due to Mobbman's Absolute Corruption Mod having them.

Though your strafing run idea is pretty good. Do you have an idea as to how exactly you would go about that though? Would it be some sort of ability?

#59 Phoenix Rising

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Posted 31 May 2012 - 04:55 AM

Not an ability - just a bombing run that only allowed air-to-air warhead targeting.

#60 1871

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Posted 31 May 2012 - 03:25 PM

Your mod is definately in the top 5 ever mods for FOC. It might not have as many different ships and defensive stations as say Nomada's Alliance mod or some of the other mods that have tried the "ship reinforcement" function.

I think one of your greatest accomplishments is getting the fighter/bomber/transport ships to actually see and go after enemy small ships that are near them. Takes a great deal of Micro management out of the game!!!

Thanks :) I know i can complain about the loss of tactical control of the units a bit, But i can't express how much i really like your mod enough :))



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