A few SWBF2 questions - AI, mods, SP mode etc.
Moderator: Moderators
-
Drawde
A few SWBF2 questions - AI, mods, SP mode etc.
The new Battlefront game looks really impressive from the screenshots + video that I've seen, particularly the improved space/air battles. However I've a couple of questions - not sure if anyone will be able to enlighten me (I know some Pandemic developers visit this board, but they may not
- Will there still be an "instant action" mode like that of SWBF1? The increased story element in SP mode sounds
very interesting, but I'm concerned it might reduce the game's offline replayability a lot if the story-based missions
are the only ones you can play.
- Will there be any AI improvements? The SWBF AI is definitely better than that in (for example) the Battlefield
series, particularly with vehicles, and the developers have generally done a good job in creating an AI that is
unscripted and involves a lot of entities but is still challenging. However, IMHO it could definitely do with some
tweaking and improvement.
One particular example is with open-topped vehicles, such as speeder bikes, the Gian speeder in the Theed map, and (I
think) some turrets. The AI does not seem to recognise that the driver/crew are vulnerable to weapons fire, and still
only uses rockets and grenades against these vehicles. This makes speeder bikes/STAPS particularly unbalanced when used
offline, as it's very hard for the AI to kill you.
Seeing the AT-RT in the third set of screenshots made me think of this. Like the speederbikes, this vehicle might be a
bit overpowered against the AI if they aren't able to shoot the exposed pilot with their blasters.
The AI also has problems with driving speeder bikes (and I think STAPs as well). The AI is very poor at using these
vehicles in combat - it hardly ever uses the weapons, and usually simply uses the vehicles to get from one point to
another.
- Is there any possibility of an "addon" override folder for modding, as with the Battlezone series (any Pandemic
developers will know what I'm talking about)? Basically a subdirectory/folder of the game directory, and any .odf files,
sounds, textures etc. placedin this directory override those in the .lvl files.
This would be a simple and straightforward way to make third-party modifications MUCH easier, as you won't need to either distribute entire compiled .lvl files
(which are usually huge) or create a patcher utility to apply the mod.
Probably my #1 disappointment with the first SWBF is the difficulty in creating "tweak" mods (as opposed to creating
entirely new maps/content). It's very hard to do things like balance/"realism" mods, new sounds, reskinned vehicles +
characters, etc.
- Will there still be an "instant action" mode like that of SWBF1? The increased story element in SP mode sounds
very interesting, but I'm concerned it might reduce the game's offline replayability a lot if the story-based missions
are the only ones you can play.
- Will there be any AI improvements? The SWBF AI is definitely better than that in (for example) the Battlefield
series, particularly with vehicles, and the developers have generally done a good job in creating an AI that is
unscripted and involves a lot of entities but is still challenging. However, IMHO it could definitely do with some
tweaking and improvement.
One particular example is with open-topped vehicles, such as speeder bikes, the Gian speeder in the Theed map, and (I
think) some turrets. The AI does not seem to recognise that the driver/crew are vulnerable to weapons fire, and still
only uses rockets and grenades against these vehicles. This makes speeder bikes/STAPS particularly unbalanced when used
offline, as it's very hard for the AI to kill you.
Seeing the AT-RT in the third set of screenshots made me think of this. Like the speederbikes, this vehicle might be a
bit overpowered against the AI if they aren't able to shoot the exposed pilot with their blasters.
The AI also has problems with driving speeder bikes (and I think STAPs as well). The AI is very poor at using these
vehicles in combat - it hardly ever uses the weapons, and usually simply uses the vehicles to get from one point to
another.
- Is there any possibility of an "addon" override folder for modding, as with the Battlezone series (any Pandemic
developers will know what I'm talking about)? Basically a subdirectory/folder of the game directory, and any .odf files,
sounds, textures etc. placedin this directory override those in the .lvl files.
This would be a simple and straightforward way to make third-party modifications MUCH easier, as you won't need to either distribute entire compiled .lvl files
(which are usually huge) or create a patcher utility to apply the mod.
Probably my #1 disappointment with the first SWBF is the difficulty in creating "tweak" mods (as opposed to creating
entirely new maps/content). It's very hard to do things like balance/"realism" mods, new sounds, reskinned vehicles +
characters, etc.
-
Qdin
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: A few SWBF2 questions - AI, mods, SP mode etc.
ok, so we are getting WATCHED by some Pandemic Developers???
WOW!!! WHAT AN HONOR!!!
but I then have a question we ALL want to know:
"Will there be ANY difference in Mapping, modding, the files etc.? and is it still using ZeroEditor? or maybe an Improved ZeroEditor?" simply: is it the SAME as before just with new and improved stuffs?
thnx
C ya - and I'm gonna buy SWBF2 if its HALF as good as you promise
btw, do you guys like our work? 
but I then have a question we ALL want to know:
"Will there be ANY difference in Mapping, modding, the files etc.? and is it still using ZeroEditor? or maybe an Improved ZeroEditor?" simply: is it the SAME as before just with new and improved stuffs?
thnx
C ya - and I'm gonna buy SWBF2 if its HALF as good as you promise
-
Chamboozer
- Rebel Colonel

- Posts: 604
- Joined: Sat Apr 16, 2005 4:57 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: A few SWBF2 questions - AI, mods, SP mode etc.
yes, there will be instant action.- Will there still be an "instant action" mode like that of SWBF1? The increased story element in SP mode sounds
very interesting, but I'm concerned it might reduce the game's offline replayability a lot if the story-based missions
are the only ones you can play.
AI will be better.Will there be any AI improvements? The SWBF AI is definitely better than that in (for example) the Battlefield
series, particularly with vehicles, and the developers have generally done a good job in creating an AI that is
unscripted and involves a lot of entities but is still challenging. However, IMHO it could definitely do with some
tweaking and improvement.
the game looks goos so far!
-
Qdin
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: A few SWBF2 questions - AI, mods, SP mode etc.
hey, how can you answer THAT???
lol, besides - they more or less answered it
lol
C ya
C ya
-
arramus
Re: A few SWBF2 questions - AI, mods, SP mode etc.
Hey Drawde,Drawde wrote:
- Will there still be an "instant action" mode like that of SWBF1? The increased story element in SP mode sounds
very interesting, but I'm concerned it might reduce the game's offline replayability a lot if the story-based missions
are the only ones you can play.
Here's a Shara Miller quote (May 17 2005)
Staying tight lipped at the mo.This time there are actually three game modes, two of which are based off the original’s Galactic Conquest. First, there’s the historical campaign, with story- and objective-based gameplay. This is the “linear” campaign, in that players must conquer missions in a specific order (of course there’s still plenty of freedom once you’re inside a mission to play as you want). Second, we’ll have a “scenario” mode of Galactic Conquest, in which players choose a faction, start with a bunch of planets, and try to conquer the galaxy in whatever order they want. Third, we have a more open-ended mode of Galactic Conquest, in which players start by divvying up control of the planets, one by one. Think of the board game “RISK,” and that’ll give you a good sense for how many variations are possible with this gameplay mode.
I can’t unveil the story just yet, but I can tell you two things: First, it was inspired by Star Wars fans. Second, it spans the timeframe roughly from Episode II through V. Stay tuned. We can tell you more later.
and on AI?
Check out this recent interview hereAI will work more as a team than in the first Battlefront, with more specialized roles. Some AI will be objective-focused (like helping the player find or deliver a key item), some will be more focused on attack, and some will be more geared toward defending areas. In general, all AI will be better at evasive techniques.
http://interviews.teamxbox.com/xbox/115 ... erview/p1/
It's an Xbox interview however it's all pretty generic stuff.
-
Qdin
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: Re: A few SWBF2 questions - AI, mods, SP mode etc.
yay!!! PRETTY cool
C ya - and THIS game is gonna be SO awsome
C ya 
C ya - and THIS game is gonna be SO awsome
-
Leviathan
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: Re: A few SWBF2 questions - AI, mods, SP mode etc.
I would have liked to get a new ZeroEditor version, with a divided screen, as in WorldCraft or Valve Hammer Editor.Will there be ANY difference in Mapping, modding, the files etc. ? and is it still using ZeroEditor? or maybe an Improved ZeroEditor ? simply: is it the SAME as before just with new and improved stuffs ?
-
Drawde
Thanks very much for the info! Looks like SWBF2 is certainly going to be a game worth looking out for.
Hope they fix the AI problem with open-topped vehicles too, it's only a minor thing but it does affect the balance
on maps with a lot of vehicles of this type (e.g Endor); even in MP mode, if you have bots enabled.
Hope they fix the AI problem with open-topped vehicles too, it's only a minor thing but it does affect the balance
on maps with a lot of vehicles of this type (e.g Endor); even in MP mode, if you have bots enabled.
-
Drawde
One other question I forgot to add in my first post.
- Will any of the battles/maps from the first game be included (or rather, new maps based on the same movie
battles/locations)? It'd be great to be able to play maps like Hoth and Geonosis with all of the new game's features and improvements.
I think I saw the Hoth map on the video trailer, but I'm not sure (it was certainly a snow map with AT-ATs). I also think I saw a Gungan getting shot at one point in the video
- which would suggest that there is a Naboo map in BF2.
- Will any of the battles/maps from the first game be included (or rather, new maps based on the same movie
battles/locations)? It'd be great to be able to play maps like Hoth and Geonosis with all of the new game's features and improvements.
I think I saw the Hoth map on the video trailer, but I'm not sure (it was certainly a snow map with AT-ATs). I also think I saw a Gungan getting shot at one point in the video
-
arramus
-
Qdin
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Leviathan
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
The Hoth map you saw is just a part of one of the SWBF official movies... Maybe this map will be improved for SWBF sequel...I think I saw the Hoth map on the video trailer, but I'm not sure (it was certainly a snow map with AT-ATs). I also think I saw a Gungan getting shot at one point in the video- which would suggest that there is a Naboo map in BF2.
