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Re: Republic Commando: Extraction
Posted: Fri Oct 08, 2010 7:29 pm
by AQT
That's what I'm hoping. Animation mode in ZE is really being stubborn for me though (crashes). Maybe my computer isn't strong enough. I'm currently using a self-piloted gunship following a flyer spine. The AI's being very stupid with the movement however. So I might just scrap this idea and move on.
EDIT: A new feature in an upcoming improved beta:
Credits to AceMastermind for the brilliant model. Very useful for keeping the CIS out. They take awhile to construct with
one fusion cutter, but once they're up they become very helpful in changing the course of the mission.
Re: Republic Commando: Extraction
Posted: Fri Oct 08, 2010 7:38 pm
by RevanSithLord
AQT wrote:That's what I'm hoping. Animation mode in ZE is really being stubborn for me though (crashes). Maybe my computer isn't strong enough. I'm currently using a self-piloted gunship following a flyer spine. The AI's being very stupid with the movement however. So I might just scrap this idea and move on.
EDIT: A new feature in an upcoming improved beta:
Credits to AceMastermind for the brilliant model. Very useful for keeping the CIS out. They take awhile to construct with
one fusion cutter, but once they're up they become very helpful in changing the course of the mission.
Finally! I was always getting overwhelmed no matter the difficulty (maybe I just suck...Lol.) These should help prove to be great defenses. Helps keep those droidekas from rolling in. Combine these with a few E-webs and auto-turrets and you got yourself a strong defense. The models look great too. Props to Ace. As well as you for the whole defense idea in general.

Re: Republic Commando: Extraction
Posted: Fri Oct 08, 2010 8:48 pm
by commander501stappo
buildable defense barricades

thats awesome
Re: Republic Commando: Extraction
Posted: Fri Oct 08, 2010 9:19 pm
by AQT
Thanks to Lagomorphia for the idea and suggestion.
I managed to fix the player-select bug in multiplayer. No more hassle with the administrative commands, as Twilight_Warrior had tried.

A simple LUA function took care of it.
@My beta testers: Here's the link to the newest beta:
http://www.filefront.com/17366168/RCE_beta_2.zip
You don't need the old version to install this one. The file again is a self-extracting archive within a .zip file. The password to the archive is the same as last time. I tried to fix a good number of issues for this release. Geonosians still however can steal your E-Webs for some reason, but none of the droids can.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Fri Oct 08, 2010 9:32 pm
by Nova Hawk
Ok, I'll be sure to beta test this tonight. Sorry I haven't gotten back to you sooner. I've been busy with school and other stuff this week. Tonight I am free to test it, though. Expect my review later tonight at the latest.
EDIT:
I tried it out in medium for starters cuz I thought easy was gonna be well... all too easy. I didn't notice any visual errors (i.e missing localization, floating icons, etc) which is rare that I would considering you always do a great job on your projects. The main thing that annoyed me was that in the first minute of the game I was overrun by the CIS and after that point I could not recapture the CP, the droids just kept on coming. I feel like the droidekas were the main problem in my failure for defending the CP cuz I think they were just too powerful. Maybe before you release it, you should tone down the droidekas health and rate of fire cuz they were overpowering me like crazy.
Other than the over-powerful droidekas, I thought it was a great map. I'm eager to see more of these Commando Extraction points. Maybe in your next one we can play as Delta Squad.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Fri Oct 08, 2010 11:33 pm
by Twilight_Warrior
Nova Hawk wrote:
I tried it out in medium for starters cuz I thought easy was gonna be well... all too easy. I didn't notice any visual errors (i.e missing localization, floating icons, etc) which is rare that I would considering you always do a great job on your projects. The main thing that annoyed me was that in the first minute of the game I was overrun by the CIS and after that point I could not recapture the CP, the droids just kept on coming. I feel like the droidekas were the main problem in my failure for defending the CP cuz I think they were just too powerful.
I will admit, it took me a few tries to beat Medium. It's a different kind of play style. But once you get it down you start consistently beating it. If you had started on EASY, this might have helped :p (Okay... I, too, started on Medium... But hey, if you cant get it, turn it down a notch and gradually work your way up. Easy presents its own challenge). Anyway, I thought medium was very well balanced. Provided a good challenge, yet do-able once you know the play style.
Hard mode, on the other hand, was difficult. Very difficult. As in borderline impossible with less than 4-5 people. But AQT has stated that he will address this already (it might be addressed in this beta, idk, I haven't had time to do a second beta test yet). I'll get to it if I have time tomorrow.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sat Oct 09, 2010 12:45 am
by AQT
@Nova Hawk: Thanks for the feedback. You were playing this latest version, right? Did the buildable barricades not help? There is some strategy involved when dealing with Droidekas. Well, as I mentioned before, getting the barricades up should prevent the Droidekas, or any other enemy units, from entering the ring. Also, you can exploit the fact that they will unravel if you shoot at them at optimal range. That should also delay them from rolling into the ring. And lastly, some weapons are better suited for combating Droidekas. EMP grenades for one are very effective against droids and detrimental to shields. That's a double whammy right there. And the fusion cutter, not only is it good for repairs, it can bypass shields and inflict great damage to droids. Of course, this will only work at close range.
I'm eager to see more of these Commando Extraction points. Maybe in your next one we can play as Delta Squad.
It is called
Republic Commando #1 after all for a reason on the IA list. So you will to both of those.

Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sat Oct 09, 2010 3:37 am
by DarthD.U.C.K.
holidays have begun and ill start working on the hud today or atleast pretty soon

Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sat Oct 09, 2010 5:52 am
by Lagomorphia
Found an issue already, and I haven't even started playing the new beta. You changed the Command Post icons for Easy, Medium and Hard to clone trooper heads, Apart from that looking a bit worse in my opinion, it's changed every conquest icon to a clone head. Even the Dark Times ones. They look normal on the list, but on the select side they're clone heads. Simple fix: change them back.
EDIT: I've discovered this only happens after selecting the map on the list. My suggested fix still stands however.
getting the barricades up should prevent the Droidekas, or any other enemy units, from entering the ring.
I can only ever get two built, evn with AI help.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sat Oct 09, 2010 10:50 am
by martin105038
This map looks great, and those Clone Commandos are

. Great work AQT. I will surely download it when its finished.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sat Oct 09, 2010 11:43 am
by Fiodis
Unfortunately, I shot a barrel and got a CTD. I'm not sure why.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sat Oct 09, 2010 1:45 pm
by theultimat
Looks really nice!

And I made a more hi-res exploding barrel, if you want it.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sat Oct 09, 2010 3:34 pm
by Nova Hawk
AQT wrote:@Nova Hawk: Thanks for the feedback. You were playing this latest version, right? Did the buildable barricades not help? There is some strategy involved when dealing with Droidekas. Well, as I mentioned before, getting the barricades up should prevent the Droidekas, or any other enemy units, from entering the ring. Also, you can exploit the fact that they will unravel if you shoot at them at optimal range. That should also delay them from rolling into the ring. And lastly, some weapons are better suited for combating Droidekas. EMP grenades for one are very effective against droids and detrimental to shields. That's a double whammy right there. And the fusion cutter, not only is it good for repairs, it can bypass shields and inflict great damage to droids. Of course, this will only work at close range.
No, I wasn't able to build any barricades, I'll try that next time.
AQT wrote:I'm eager to see more of these Commando Extraction points. Maybe in your next one we can play as Delta Squad.
It is called
Republic Commando #1 after all for a reason on the IA list. So you will to both of those.

Ya, but just because its Republic Commando, doesn't mean that it necessarily has to be about Delta Squad and seeing as you didn't put them in your first map I thought you were doing your own Commando series, my bad.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sat Oct 09, 2010 3:38 pm
by Lagomorphia
No, I wasn't able to build any barricades, I'll try that next time.
They're about as obvious as they come. You've probably got the old beta.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sat Oct 09, 2010 6:15 pm
by AQT
@DarthD.U.C.K.: Sweet!
@Lagomorphia: Yep, that's the wave icon that came with the 1.3 patch for you. If I were to change it back to the Conquest icon, then the same problem you mentioned would occur with 2-Flag (Medium) and 1-Flag (Hard) CTF modes. But since not a lot people play the CTF modes anyway, I guess I could change the icons back.
About the barricades: Since there are six to choose from, the point is you would want to build the sides that you won't be defending, usually two to three. This is also where teamwork comes in with MP.
@Fiodis: I'm not sure either; the ODFs were set up right, and the effect is a stock one. You're the first to confirm this CTD.
@theultimat: Thanks, I know you released one so I'll look into it.
@Nova Hawk: That's quite alright. I wasn't being clear myself.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sun Oct 10, 2010 4:57 am
by theultimat
AQT wrote:@theultimat: Thanks, I know you released one so I'll look into it.

Ah, that's not what I meant.

I meant I could send you the one which I haven't released yet, because the one I have released it pretty...well...yeah. You know.

Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sun Oct 10, 2010 5:44 am
by Lagomorphia
you would want to build the sides that you won't be defending, usually two to three.
You can't just build the barricades and leave them to defend those sides though, because they don't last. I think halving the build time would make them more useful, otherwise you spend the whole match trying to get three of them up.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sun Oct 10, 2010 9:30 am
by Grev
Perhaps you could put up barricades as a droppable object that is destructible. That way, you can provide yourself cover for a short period of time. Then you could change the buildable barricades into something like the mustafar bridges: have a large destructible node in the middle of the cp/box cluster that could be destroyed from afar.
Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sun Oct 10, 2010 5:48 pm
by AQT
@Lagomorphia: Yes, I know they don't last very long. They're meant to be temporary relief; you can choose to take the time to build them or not. What fun would it be if you were able to build up the barricades very quickly and then repair them if needed at a fast rate? I would think you (anyone in general) would end up relying on them too much.
@Grev: I won't be adding in deployable barricades. There are already enough cover and other defense mechanisms as is (E-Webs, auto turrets, mines, etc.). But thanks for the thought.
@theultimat: I think I'll just stick to using squipple's for now. I don't think anyone would take the time to look at how hi-res the barrels are, rather they'll be busy blowing them up.

Re: Republic Commando: Extraction *2nd beta link up, see pg.
Posted: Sun Oct 10, 2010 6:02 pm
by DarthD.U.C.K.
AQT wrote:@theultimat: I think I'll just stick to using squipple's for now. I don't think anyone would take the time to look at how hi-res the barrels are, rather they'll be busy blowing them up.

i'd do!
btw: here's the helmet so far (with really crappy normalmap)
the model and uv is basically done