Republic Commando: Extraction *See Released Forum*
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[Padawan]Helkaan
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Re: Republic Commando: Extraction
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AQT
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Re: Republic Commando: Extraction
Thanks for all the responses again, everyone. I really appreciate it!
@Delta-1035: Okay.
@Teancum and DarthD.U.C.K.: Yeah, a Republic Commando based HUD would work really great, I think. If you can put one together, D.U.C.K., I'd be very impressed.
). I'm still contemplating whether to include Geonosian Elites or not.
Update: I've set up the seperate difficulty modes. I decided to up the CIS unit count to 48 just so it's a solid ratio (commandos are outnumbered one to four). The default reinforcement count for the CIS is 200, but that can be adjusted under the Conquest mode settings. I've also lowered the number of Clone Trooper locals to 12 in Easy mode and to 6 in Medium mode.
@Delta-1035: Okay.
@Teancum and DarthD.U.C.K.: Yeah, a Republic Commando based HUD would work really great, I think. If you can put one together, D.U.C.K., I'd be very impressed.
The missile launcher has a greater range than the anti-armor attachment, and plus, its projectile increases in damage as it builds up in speed, perfect for taking out large groups of enemies and blowing up explosive barrels from a distance. And it adds variety to the weapon choices. There won't be vehicles though. Enemies will continue to stream in onto the extraction point as long as they have reinforcement points. This means "waves" aren't really divided up by enemy type nor will there be delayed time to take breaks from battle; the action is constant. As for CIS units having sidearms while being unplayable, I guess it's just how I do sides: for balance and also, though not so much, realistic reasons. And yes, I got the ODF as I had confirmed on Xfire (maybe you were feeding your rabbits thenLagomorphia wrote:Looks great. Personally I wonder how a missile launcher is going to be much more effective than an anti-armour attachment when you're fighting just droids. Are there going to be vehicles (STAPS, Dwarf Spiders, Hailfires?) in latter waves? Also, if the CIS aren't playable, why do they have sidearms? You could jsut give them infinite ammo.
Did you get the Geonosian Elite ODFs I sent you?
Update: I've set up the seperate difficulty modes. I decided to up the CIS unit count to 48 just so it's a solid ratio (commandos are outnumbered one to four). The default reinforcement count for the CIS is 200, but that can be adjusted under the Conquest mode settings. I've also lowered the number of Clone Trooper locals to 12 in Easy mode and to 6 in Medium mode.
- darthtyren
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Re: Republic Commando: Extraction
Will we all need an XFire?
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AQT
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Re: Republic Commando: Extraction
I personally don't use Xfire while in-game, but it would be nice if you can set up an account for communication and pregame briefing purposes.
- darthtyren
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Re: Republic Commando: Extraction
I already have one. darthtyren
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Blade117
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Re: Republic Commando: Extraction
Sounds fun! I wouldn't mind beta testing, please.
-EDIT-
Somewhat more polite (I think...)
-EDIT-
Somewhat more polite (I think...)
Last edited by Blade117 on Wed Oct 06, 2010 10:15 pm, edited 1 time in total.
- Lagomorphia
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Re: Republic Commando: Extraction
How do you choose between the Easy, Medium and Hard modes?

I believe it is phrased 'Can I beta please?"Blade117 wrote:Sounds fun! I'll beta.
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RevanSithLord
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Re: Republic Commando: Extraction
@Blade117

And, as Lagomorphia said more or less... a please would be nice - just for friendly advice, sir.AQT wrote:Yep, that seems like a very good list to me. I might just cut it off there. I don't want to spoil the fun (I'll let you guys be the judge of that) if I send out too many betas. Unless someone really, really wants to join in on the madness...
Well, I'm going to estimate that the beta will be out at the earliest some time this Friday. I just need to tweak a few things here and there and do a bit of polishing, and then it'll be good hopefully.
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Null_1138
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Re: Republic Commando: Extraction
Very promising, AQT! I love the idea!
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AQT
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Re: Republic Commando: Extraction
They are listed on the Instant Action under those names as available modes. You choose them like you would with any regular mode, such as Conquest.Lagomorphia wrote:How do you choose between the Easy, Medium and Hard modes?
- Cerfon Rournes
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Re: Republic Commando: Extraction
Sounds great AQT! And If you have any spots left, I'd gladly test!

*EDIT* By the way, I heard you were looking for a HUD for the mod:D
Well, A Long time ago,( before I even started modding) I made this:
I made the HUD then simply put It over the picture.
Anyways, If you are interested In using this for your mod, Please PM me
*EDIT* By the way, I heard you were looking for a HUD for the mod:D
Well, A Long time ago,( before I even started modding) I made this:
Hidden/Spoiler:
Anyways, If you are interested In using this for your mod, Please PM me
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Blade117
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Re: Republic Commando: Extraction
Nice HUD, man.
- Cerfon Rournes
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Re: Republic Commando: Extraction
ThanksBlade117 wrote:Nice HUD, man.
As I said, I made It with a picture editing program, then put It over a SwBf2(BFX2.2) Picture.
- Fiodis
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Re: Republic Commando: Extraction
Wait...did you actually put it in-game by editing the HUD files and all, or did you just draw a picture of a HUD idea you had?
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Darth_Spiderpig
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Re: Republic Commando: Extraction
As he was saying...
Nice work on this AQT, sounds and looks promising.
Nice work on this AQT, sounds and looks promising.
- Cerfon Rournes
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Re: Republic Commando: Extraction
Yes, I did "Draw" it. As I said before, I made this before I started modding. I just made It with a picture program, then put It over a picture.Fiodis wrote:Wait...did you actually put it in-game by editing the HUD files and all, or did you just draw a picture of a HUD idea you had?
I know It might not be possible in-game,(It could, because I HUD Is just a tga. right?) But I just wanted to see If it might be useful to him in in some way
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AQT
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Re: Republic Commando: Extraction
While I do appreciate your effort, Cerfon, I don't know where I could use that. Thanks for you offer though.
@Beta testers: Please download THIS patch if you haven't already. It should correct a small issue with multiplayer.
Changes I've made so far (not included with the above patch) are:
@Beta testers: Please download THIS patch if you haven't already. It should correct a small issue with multiplayer.
Changes I've made so far (not included with the above patch) are:
- Local Clone Troopers will stop spawning if the CP is neutral or under enemy control
- The announcer for the Republic will no longer mention that their side is losing reinforcements
- Map name is now in grey
- Cerfon Rournes
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Re: Republic Commando: Extraction
Okay, thanks for responding ^_^ Btw... The mod looks Great so far!AQT wrote:While I do appreciate your effort, Cerfon, I don't know where I could use that. Thanks for you offer though.![]()
@Beta testers: Please download THIS patch if you haven't already. It should correct a small issue with multiplayer.
Changes I've made so far (not included with the above patch) are:I'm planning a fourth mode called Jedi that will feature Dwarf Spider droids for the CIS and an AI-controlled gunship for the Republic.
- Local Clone Troopers will stop spawning if the CP is neutral or under enemy control
- The announcer for the Republic will no longer mention that their side is losing reinforcements
- Map name is now in grey
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inky
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Re: Republic Commando: Extraction
Looks very nice! We need more wave maps like this. If there is a beta spot left (unlikely) may I test?
- Lagomorphia
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Re: Republic Commando: Extraction
Of the animated turret variety, so it doesn't go exploring?an AI-controlled gunship for the Republic.

