Anything new that you can tell us?
News. Now that's a name I haven't heard in a long time...
#62
Posted 22 December 2014 - 08:57 PM
I think it's quite pointless asking same thing again. Of course I would love to see 3 major releases per month (why the hell not?! ), but it's not gonna to happen. PR is by far most complicated mod AI wise and it's not just simple add units and release.
There will be news when news is ready. Evil Bob explained why there are delays. And don't hold your breath that PR or Ghost will answer.
So everybody grind your teeth and wait. Sadly, no easy way around this one.
We should make list of things to pass the time. Like reading 'War and Peace' 5 times. LOL
#68 Guest_guest_*
Posted 22 April 2015 - 12:29 AM
Could you guys extend your mod to include the new canon?
Please, please, please, please?
With sugar on top?
btw, great mod! Can't wait for 1.3 to come out.
my suggestions:
GUI
more slots to see what shipyards you have over planets. Right now there are only two slots which isn't enough to see what stations you have over your planet.
a separate tab for researching. Republic at war seems to have accomplished this. This frees up interface clutter. If possible could researching techs be separate from unit building? Maybe even an auto-research button for us lazy folks who don't want to click upgrade button for TIEs every two minutes?
say I have an ISD I and an ISD II. Give each ISD a xml tag of "ISD" so that when I double click the ISD I, it will select both ISDs. This would be especially useful for fighters which usually span many upgrades. This would also help the glitch were there are so many fighters and variants that I am not able to select all of my units.
Gameplay
I really like megabalta' idea http://forums.revora...conquest/page-3 (sorry if it is a dead link, had to type it in by hand) His idea makes the guerilla tactics of the rebellion really stand out. Change "corruption" to "Rebellion". Make rebellion only detectable be Imp agents. Rebellion would appear as a red pulsing ring around the planet when the Imp agent is above the planet. Not all planets can be affected by Rebellion, such as ord mantel or prefesbelt and other tightly Imp controlled planets. Stealth fleets: most of the battles fought by the rebellion were hit and fade raids. Send a few x-wings, b-wings, corvettes, and frigates and destroy lightly guarded space station. Now there is the problem of stealth fleets not being able to attack with out a non stealth unit present. My solution is to make stealth fleets able to "raid" like ground units. Send space ships to planet and have the option to raid like ground units. To counter this, the Empire would be able to pull stealth fleets into battle with interdictors. Have n interdictor over a planet and the rebel scum have to enter into a battle. Sabotage should only destroy buildings and units being built by building. It's more expensive to build a structure over and over again then it is to have Kuat's ability to produce ISDs faster taken away, and more realistic.
To be continued...
#70
Posted 10 May 2015 - 06:38 PM
Could you guys extend your mod to include the new canon?
You realize that would require deleting every single ship not seen in a movie right ?
Cause the new cannon tosses out the old.
Personally I'll bail and just play the last release if that happens.
Playing PR when stoned is awesome
#71
Posted 11 May 2015 - 09:14 AM
Indeed, it hasn't even been confirmed whether the Tector-class Star Destroyer still exists and appeared in RotJ, so not even film ships are completely exempt from the Legends business.
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie
#74
Posted 31 May 2015 - 05:42 AM
It's still being made. I will repeat myself for n-th time, but whatever. It's not like any other mod. Putting aside staff's hardware/real life issues reported on many occasions. Scripting and programing AI is not trivial thing. Other mods follow same route, slap some textures, adds some units, mod map a bit and of we go. PR is entirely in different league. What's the point of changing game mechanics if AI is dumb and can't do squat. Code cannot be too big. It''s been proven that game crapping out when it exceeds 30MB, so there is a loooot of tinkering to be done to squash previous system, adds some new stuff and keep it in check.
I admit guys should post more often to assure people that progress is being made, but I bet real life is always on the top of the list and mod is always second.
#76
Posted 31 May 2015 - 03:09 PM
The desire to continue improving this game is still very much alive within the project team. When Life permits it we all devote ourselves to making the mod go forward. This project is much more akin to a marathon than a sprint, add the demands of Real Life and there are bound to be longer stretches along the years. I can relate to the eagerness some of you feel though, in fact I share it.
Have faith in the Force, it has a tendency to spur Star Wars diehards onward.
Edited by P.O._210877, 02 June 2015 - 01:59 PM.
If it's hard then it's worth doing.
- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.
Actarus
#77
Posted 01 June 2015 - 08:29 AM
Yeah. Motto of PR mod should be on top of the page: patience is a virtue.
It's not that bad. Latest version of the Ultimate mod for Birth of the Federation was released 2 weeks ago, and game is like 15 years old. Talk about patience. ha, ha. I've got a lot of practice!
#79 Guest_guest_*
Posted 05 June 2015 - 12:48 AM
Could you guys extend your mod to include the new canon?
You realize that would require deleting every single ship not seen in a movie right ?
Cause the new cannon tosses out the old.
Personally I'll bail and just play the last release if that happens.
When I said new canon I meant new planets, space ships, heros, ect. Not getting rid of all of the old stuff.
For example: Tarkin had a corrvette called "Carrion Spike" which could be included as an upgrade.
#80 Guest_Hyrum Solo_*
Posted 05 June 2015 - 01:22 AM
And accually, the new canon is confirming most of the old. As far as I'm concerned the "Western Reaches Operation" still happened (btw, I would really like it if you could make a GC for this http://starwars.wiki...ches_Operation)even though there isn't any "new" canon to confirm it happened (there just isn't enough martial out there yet, not even to denie it).
On a different note, I have a solution for the conflict between the more traditional rebels that have basically the same model as the imperials vs the "radical" rebels using the Tyber Zann model: make them two different playable factions. This would solve the conflict between the two models of play by giving you two models of play to choose from. If I want to be sneaky and infiltrate I'll choose the rebels. If I want to counquer the galaxy, I might choose the New Republic. It'll be some work, but all of the units and balance are all ready done so all thats left is game play tweaking. Please consider this proposal.
Reply to this topic
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users