OFM v1.0 - The RPG-ish Adventure
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timusafa
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cloneknight
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You don't access it. You pick up the holocron on the rebel island and bring to the computer by the hut on the same island. It has nothing to do with the Black Sun. Btw, what happens when you get all the holocrons to them?PvtParts wrote:No the black sun guy asks for 8. And I didnt need any holocrons to access the computer on the rebel island.
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Ace_Azzameen_5
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- valiant
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cloneknight
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CmdAt-a
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cloneknight
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- Teancum
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Protector_Pulch
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CmdAt-a
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Pereza0
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archer01
Hey guys, it's me again. I've been checking over the last few pages of this thread and here's what I've read and what I'm thinking of doing about them...
1 - Early character healing
I'll setup another Black Sun operative in the town. He will be standing next to a CTF-like marker (the glowing circle). When you enter the circle, your character will be healed back to full health, but it will reduce your XP a bit. You won't lose any levels, but it will just take that much longer to reach your 'next' character level.
2 - Capturing the hill CP
The difficulty of taking that CP is dependant on 'when' you attack (timing the attack waves), but in the interest of possible improvement I put forward another idea: What does everyone say to making it so it takes longer to capture that CP, but the rebels cannot recapture it (ie any reduction in their hold stays the way it is)? On top of that, the rebels will be able to spawn at the CP even after it has been neutralized. So what do the players think; would this be better or worse?
3- Map size/too much walking
This is still only my second map for this game. I'm still getting used to the difference in the sense of scale between the editor and the actual game. Resizing the map now would require completely redoing the entire terrain/regions/paths/etc, so I afraid that's not going to happen. I will however make an effort to avoid this type of thing in any future maps I create. (Third time will hopefully be the charm)
4- No multiplayer support
Teancum guessed right; I set it up so the map would not appear in the multiplayer list. I did that because I had structured the mission scripts for a single player game only. While the script-based engines I created for this map 'should' work in multiplayer (dialog, level, sidequests, etc), the main quest was not setup to support several players moving around the map at once. Some of the scripted events might not execute in correct order thus possibly breaking the quest. Considering the attention this map has gotten, I'll likely end up doing another (time permitting), and I'll attempt to make that one multiplayer compatible. I would say I "will" make it multiplayer compatible, but there are a few things in the game engine that work differently in multiplayer than they do in singleplayer. Experimentation would be required.
5- Acklay not moving
That's an issue with the game's AI. I could make the Acklay more ruthless and chase you all over the map, but that's not what I was aiming for.
6- Moving around under water for a long time
I guess it is possible to move around underwater for a while at higher levels, and while it might be odd, it doesn't really destroy the gameplay does it? I'm assuming you were exaggerating Penguin when you said "10-25 mins". Even at level 10 the health loss is fairly steady. How long can 1490 HP last? The shields shouldn't add on too much either.
7- CTF circle near the landing pad
It is a little "sunken" into the ground. I'll raise it up a bit and make it more noticable.
8- Holocrons
To make thing clear: There are 8 holocrons in total, and none of them have to do with the main quest. They are all just simple "pickups" hidden around the map. Would anyone like a map of their locations? I have one if you're interested.
9- Leaving vehicles
If you enter a vehicle, and then leave after it starts moving, you'll have "missed the boat" so to speak. If that happens, respawning should reset the transport.
So, I think that's it. Did I miss anything?
Also, just to keep everyone updated: With Christmas fast approaching I haven't had the time to work on my modding. Hopefully that will change as the month goes on and I complete most of my holiday tasks. I wish you a "happy gaming" until then, and thank you all for the input.
1 - Early character healing
I'll setup another Black Sun operative in the town. He will be standing next to a CTF-like marker (the glowing circle). When you enter the circle, your character will be healed back to full health, but it will reduce your XP a bit. You won't lose any levels, but it will just take that much longer to reach your 'next' character level.
2 - Capturing the hill CP
The difficulty of taking that CP is dependant on 'when' you attack (timing the attack waves), but in the interest of possible improvement I put forward another idea: What does everyone say to making it so it takes longer to capture that CP, but the rebels cannot recapture it (ie any reduction in their hold stays the way it is)? On top of that, the rebels will be able to spawn at the CP even after it has been neutralized. So what do the players think; would this be better or worse?
3- Map size/too much walking
This is still only my second map for this game. I'm still getting used to the difference in the sense of scale between the editor and the actual game. Resizing the map now would require completely redoing the entire terrain/regions/paths/etc, so I afraid that's not going to happen. I will however make an effort to avoid this type of thing in any future maps I create. (Third time will hopefully be the charm)
4- No multiplayer support
Teancum guessed right; I set it up so the map would not appear in the multiplayer list. I did that because I had structured the mission scripts for a single player game only. While the script-based engines I created for this map 'should' work in multiplayer (dialog, level, sidequests, etc), the main quest was not setup to support several players moving around the map at once. Some of the scripted events might not execute in correct order thus possibly breaking the quest. Considering the attention this map has gotten, I'll likely end up doing another (time permitting), and I'll attempt to make that one multiplayer compatible. I would say I "will" make it multiplayer compatible, but there are a few things in the game engine that work differently in multiplayer than they do in singleplayer. Experimentation would be required.
5- Acklay not moving
That's an issue with the game's AI. I could make the Acklay more ruthless and chase you all over the map, but that's not what I was aiming for.
6- Moving around under water for a long time
I guess it is possible to move around underwater for a while at higher levels, and while it might be odd, it doesn't really destroy the gameplay does it? I'm assuming you were exaggerating Penguin when you said "10-25 mins". Even at level 10 the health loss is fairly steady. How long can 1490 HP last? The shields shouldn't add on too much either.
7- CTF circle near the landing pad
It is a little "sunken" into the ground. I'll raise it up a bit and make it more noticable.
8- Holocrons
To make thing clear: There are 8 holocrons in total, and none of them have to do with the main quest. They are all just simple "pickups" hidden around the map. Would anyone like a map of their locations? I have one if you're interested.
9- Leaving vehicles
If you enter a vehicle, and then leave after it starts moving, you'll have "missed the boat" so to speak. If that happens, respawning should reset the transport.
So, I think that's it. Did I miss anything?
Also, just to keep everyone updated: With Christmas fast approaching I haven't had the time to work on my modding. Hopefully that will change as the month goes on and I complete most of my holiday tasks. I wish you a "happy gaming" until then, and thank you all for the input.
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Penguin
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I timed it,6- Moving around under water for a long time
I guess it is possible to move around underwater for a while at higher levels, and while it might be odd, it doesn't really destroy the gameplay does it? I'm assuming you were exaggerating Penguin when you said "10-25 mins". Even at level 10 the health loss is fairly steady. How long can 1490 HP last? The shields shouldn't add on too much either.
Its becouse when the sheilds go, they regenerate when the water does damage and makes it do very minimal damage to you
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cloneknight
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- Maveritchell
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I've watched it too, and it's hardly "10-25" minutes, even when you get the shield at level 1 and your character is max level. It does let you stay underwater for a substantial amount of time, though, and you basically can go anywhere.Penguin wrote:I timed it,6- Moving around under water for a long time
I guess it is possible to move around underwater for a while at higher levels, and while it might be odd, it doesn't really destroy the gameplay does it? I'm assuming you were exaggerating Penguin when you said "10-25 mins". Even at level 10 the health loss is fairly steady. How long can 1490 HP last? The shields shouldn't add on too much either.
Its becouse when the sheilds go, they regenerate when the water does damage and makes it do very minimal damage to you
I must confess, I actually have not been playing the beta versions, only your final alpha. In all of those, the CP was un-recaptureable by the Rebels. Did you remove that? If so, then I would agree that it was a good thing to have so that they couldn't recapture it. However, I wouldn't make the rebels spawn at old command posts, because it would reduce (presumably) the amount of AI in the mountain, and make that last part easier. With all the upgrades, it's already pretty easy, and without the upgrades, it's still definitely beatable.archer01 wrote:2 - Capturing the hill CP
The difficulty of taking that CP is dependant on 'when' you attack (timing the attack waves), but in the interest of possible improvement I put forward another idea: What does everyone say to making it so it takes longer to capture that CP, but the rebels cannot recapture it (ie any reduction in their hold stays the way it is)? On top of that, the rebels will be able to spawn at the CP even after it has been neutralized. So what do the players think; would this be better or worse?
And just FYI, I did find a new bug. You may remember how I mentioned that you could jump out of the transport midflight- if you jump directly into the city, it will - somehow, I'm not sure how, I think because of problems in checkpoint order - make completing the quest impossible, as the jawa will not show up.
Also, don't get too hung on the comments about mapsize. I think there's no problem there at all - think of it this way, everyone who says the map is too big - at least with this, you have somewhere to run. This map isn't your standard battlefront map, in case you haven't noticed. It's set up like an RPG; there's bound to be walking.
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CmdAt-a
i dont understand what youre talking about?? can you enter vehicles?? Is there acklays?? what shield are you talking about?? is it something inside the tunnels, well i feel that there arent alot of things to do, map is too big i think and only 3 different enemys and not alot of quests etc. (in my eyes of course, thats how i see the map) and how do i get into the tunnels??
Oh and i have an idea, you should be able to get grenades, like you start with zero and have to find them somewhere on the map, oh and if you kill a civilian you should not lose the mission but other civilians should begin shooting you when they see you etc. and it could be if you kill 3 or 4 civilians
Oh and i have an idea, you should be able to get grenades, like you start with zero and have to find them somewhere on the map, oh and if you kill a civilian you should not lose the mission but other civilians should begin shooting you when they see you etc. and it could be if you kill 3 or 4 civilians
- king
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timusafa
And, uh, about the holocrons. I was having all the trouble in the world, until I got all of the Holocrons. Trust me, you WANT to find them all, I found them all and my jaw dropped through the floor. Anyway, i was finally able to beat the map, and i have to say nice ending to a long campaign... Archer, any way this is gonna be a series?!?!?!?!?!? 
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cloneknight
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