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Posted: Sat Apr 01, 2006 4:54 pm
by yodaminch
My game also crashed to desktop.
Suggestions:
Remove jedi protector and make them locals instead and add ki adi as a local with the jedi. Replace jedi protector's slot with yoda
Replace ep3 jedi fighter with ep2 jedi fighter.
Posted: Sat Apr 01, 2006 5:13 pm
by Aksel3
Even through the game closes midways, it's still an awesome mod! Keep going!

However, the Geonosian and the Jedi Defenders should be locals. And maybe you should lower the damage of the Jedi Defenders, they sure packs a punch

If you make the Jedi locals, you will also have one more free slot, I suggest putting Aayla Secura in there, she did fought on Geonosis
About the Sith Lord - I think it's a good idea having him there, especially for balancing issues, however, you should take out the Saber Trow, and add Force Choke and Force Lighting instead
Oh, and the Jedi Fighters dons't really fit in either. Please remove them in the next update

Posted: Sat Apr 01, 2006 5:18 pm
by Wadi
the Jedi Starfigher was around in Ep II, I think it's great to fly low over Geonosis in.
Posted: Sat Apr 01, 2006 6:02 pm
by yodaminch
not that version. but the ep2 starfighter is available to use.
Also there's still a hill issue with bots jumping instead of running up it.
Posted: Sat Apr 01, 2006 6:55 pm
by DeathRow
Darn, Rapidshare is playing up on me...
Still have V1.5

Posted: Sat Apr 01, 2006 7:06 pm
by Jessicka
I always liked Grievous on the droid side, it was the only reason to really play them, without him (on my server) there was team balance issues (everyone picked republic). Grievous really made it exciting and gave value to the CIS side. I didn't have too much fun playing old Dooku and Jango is cool but I think Grievous should be there (over the sith lord), he adds a presence to the battlefield that made playing the CIS side enjoyable even inspirational. Maybe he wasn't at this specific battle in the film, but I run a server that usually gets full player load and I put all your releases up for fun on my server, no one is playing CIS now and no one ever played Dooku.
Jedi Starfighters should be there, I don't think it really needs to be accurate to the film. They make it fun.
Those turrets seem to get taken out quickly too, but maybe it's just because now everyone is playing the republic side. Either way with the AT-TE walkers coming straight up that path, I'd think the guns should be a little more armored (adjust hp on them) to withstand heavy fire long enough to be an advantage. The AT-TE's should provide support and cover for the ground troops to avoid the sheer power the turrets should have, if they play cautious with tactics. (see more below about the jedi vs turrets.)
The hill I believe described by yodaminch above... as the bots climb up it they seem to get stuck on the wreckage there and "rubberband". I love the wreckage as when coming up on that hill it can provide great value as a cover fire position to snipe when you need to make a push through to take the cp... of course with everyone playing republic now, it doesn't much matter, but you should check out the bot pathing there.
That area also seems bare, near that cp - ackly cave maybe? Or how about a side objective: a cave that has controls (borrow something from the cap ship) that needs to be destroyed to drop shield power to the turrets, thus reason to make them stronger, until this objective is destroyed by the republic, making them weaker...
cause I can rush a turret the minute the match begins, and destroy it with a Jedi VERY quickly with -little- danger to myself
The CP in the biggest CIS "base" and the one next to it, are not visible, but as you capture them, you can see the icon. Here's some screens:
CP Shot
and also here
CP Shot 2
oh and two Anakins still -
two Anakins
I liked 1.5 a lot and reverted back for now. I feel the newest version while it fixed some bugs and I see you worked hard on it, seems to lack the pacing, action and fun factor the others had, more specifically the last release.
I hope you don't think differently of me now that I posted this. I love your work, this is my favorite map for swbf2, I just liked the last release a lot better. Version 1.5 (while it was a test and had bugs) was more hectic and had a level of EXCITEMENT, General Grievous, and the people who play on my server wanted 1.5 back up, as it seemed one step closer to a perfect map.
I look forward to the next release!
I miss this! 
Posted: Sat Apr 01, 2006 7:33 pm
by yodaminch
Actually according to Star Wars insider and Labrinyth of Evil, he's present at Geonosis. So I had no problem with him there.
Posted: Sat Apr 01, 2006 8:10 pm
by Gwaihir
I didn't test 1.6 out cause Rapidshare decided it wanted to play up. But thanks for increasing the droideka count ^_^
Grievous fought in the catacombs IIRC. That's where he slew his first Jedi and took their lightsabres.
I agree with Jessicka; replacing the Sith Lord with Grievous. Grievous may not have been out in the open on Geonosis but fits in more than a random Sith Lord.
Posted: Sat Apr 01, 2006 10:43 pm
by Stager00
I was sitting here scratching my head and saying:" Is this feedback on v1.6? It seems like a earlier draft". The bugs reported are clearly not in my version.
Im wondering if i packaged up the wrong munge. Been a busy day and havent had much time to look into it...for now im pulling the 1.6 and testing it to see if it is indeed an earlier draft I sent out.
Ill get back and let you know what I discover(my kids have been playing it all afternoon and report NO crashes..glitches...or double Anakins...lol)
My deepest appologies. Thanks all for the feedback!
Posted: Sat Apr 01, 2006 10:53 pm
by Jessicka
Well all the fixes and changes you mentioned are there, but maybe it was some previous version to the one you meant to post. I hope you add Grievous back in though (he's logical choice of to be there) and maybe look at those turrets and maybe placing a side objective up near the highest cp.
I also have had this up on my server all day, and I brought it into a friends store, where he runs a lan (hope that's okay) and those turrets get taken out way too quicly. Most of the bugs seen where the same as I posted. No one plays CIS on my server anymore though and not to many interested at the lan, at least until I reverted back to 1.5 on my server. No crashes though what-so-ever, and I like the placement of the capital ships now.
Also when I did revert back to 1.5, no one reported any crashes or disconnected (as far as I know) in relation to the astromech crash. Not sure if that info is helpful.
Posted: Sun Apr 02, 2006 12:26 am
by Stager00
Odd indeed. I must confess Im confused about it all. I was under the impression Multi wasnt working in 1.5
Anyway...Ill sort it all out tomorrow. Just a slight setback.
What Im running here seems rock solid...and even more chaotic than before. Cant understand about the CP's..as they are here in my version(just checked).
I munged three seperate files beofre I wrapped one up. First two I culled out due to last minute glitches until I got the final one zipped. Tested that one ALL NIGHT without issues. Im thinking when I went to upload to the server..I clicked one of the previous two zipped. Ill know for sure tomorrow....Well see.
BTW...Ill make sure Grievous makes a comabck.
Posted: Sun Apr 02, 2006 12:48 am
by Jessicka
Probably not what you want to hear but a friend of mine made it playable in multi just for us to play (not sure how but I want to investigate the tools more, I'm just an unreal mapper). I find testing it with real people to be more authentic, and we all wanted to test it multi. Plus it's such a great map.
I was curious though, do you think the map performance would suffer if you put something up near the corner area of the highest cp terrian area, some sort of objective that actually is hard to destroy (even for a jedi) ? I'm not sure how zoning/portaling works on this game, or rather how well it does, I just feel like something should be up there.

for Grievous
Posted: Sun Apr 02, 2006 11:18 am
by DarthDoy11
Stager said the link's been removed, right? Because I love this map and I want the 1.6 version
Posted: Sun Apr 02, 2006 11:56 am
by Leviathan
Indeed, that's right, DarthDoy11... I guess this deletion has been caused by the little "joke" FileFront made to its different users, which must have troubled the proper hosting of this Star Wars Battlefront II level on its servers.
Hopefully, I guess that this "Technical Issue" will be worked out in a few days...
Posted: Sun Apr 02, 2006 12:52 pm
by DarthDoy11
OK, thanks for the info.
Posted: Sun Apr 02, 2006 1:30 pm
by Wadi
If you're putting Grevious back in, then (you probably don't need telling this) but I'd strongly advise removing the Sith Lord, he just doesn't fit. And if you can get the Geonosians/Jedi to be locals without crashing the game, then that would rock.
Posted: Sun Apr 02, 2006 4:30 pm
by Stager00
Ok..I got it figured out. I opened zeroeditor and started looking at the map i sent out as 1.6 MANY of the objects(including spawn points) were mysteriously about 30 feet UNDERGROUND! Obviously, something went really wrong there. I would assume this explains alot of the crashes and such.
Im efforting to repait it now...To those who did get a chance to play 1.6,
were the droidfighter locations acceptable? Also, what about the placement of the Cap ships?
I want to get it right next time out...
Posted: Sun Apr 02, 2006 5:57 pm
by Narlie-Charlie
The droid fighter was in a good spot, if you could give it a brown color instead of blue, like it had in BF1, that would be great. But if you cant it is no big deal. I dont really have an opinion on the cap ship placement. I would really prefer it though if you replaced the jedi starfighter, and tri fighter with episode 2 jedi starfighter, and geonosian fighter. And it would be great if you could put the reinforcement numbers up higher than 900.
Posted: Sun Apr 02, 2006 7:37 pm
by jangoisbaddest
As far as Cap ship placement, I don't care, but the only thing I wish to see are dogfights and a reinforcement count higher than 900 (and maybe mannable anti - aircraft turrets). Other than that, this map needs not a thing (in my opinion).
Posted: Sun Apr 02, 2006 7:55 pm
by Jessicka
The double Anakin issue - I would kill the Anakin bot as Anakin and another would spawn, sometimes it would take awhile but he would eventually and on the map I was playing it was always around the cp under the droid wreaked cp, or next to it... in that general location.
I like the ships placement, it makes more sense now, and the dogfights are fun.. I still wish for Jedi fighters just because there's Jedi on the map and it's a nice fun ship to fly.
One thing that would be great, and I'm not sure if this is possible but to have AT-TE Carriers come down from the cap ship and drop AT-TE's into the fray. I bet the bots would crash though. I don't know how possible this is either, just after watching the movie again, it looks really cool.
I also hope you do try some other options with the turrets, like raising their hp. Seeing what they are up against on the republic side, and they are easy to avoid as a ground unit using the walkers for cover. I can run up to both turrets with a jedi, the minute the match starts, and take out both before the enemy takes me out.