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Re: Strangers era mod [updated Jan. 3rd 2013]

Posted: Sun Feb 03, 2013 2:07 pm
by Dreadnot9
Looking really cool, I like those missile turrets quite a bit! Great work.

Re: Strangers era mod [updated Jan. 3rd 2013]

Posted: Sun Feb 03, 2013 6:43 pm
by Zapattack1234
Bob my friend, you are great at what u do :thumbs:

Re: Strangers era mod [updated Jan. 3rd 2013]

Posted: Sat Feb 09, 2013 8:48 am
by Bob
Thank you for the praise, guys :D

Since working on one and the same map all the time can get quite boring, I decided to pause on the custom map a bit and strangerfy a stock one, namely Kashyyyk. I don't have a plan on what to do in campain mode (Strangers vs Star Wars), so let's poll.
- Kingdom vs CIS
- Kingdom+Wookies vs CIS
- Wookies vs Order
- Wookies+Republic vs Order
- I have a better idea! (post it)

Re: Strangers era mod [updated Jan. 3rd 2013, now with poll]

Posted: Wed Feb 20, 2013 7:06 pm
by Ant
I cant wait for the mod :D

Re: Strangers era mod [updated Jan. 3rd 2013, now with poll]

Posted: Wed Feb 20, 2013 7:29 pm
by yuke5
What about Kingdom and Wookiees vs Order?

Re: Strangers era mod [updated Jan. 3rd 2013, now with poll]

Posted: Wed Feb 20, 2013 8:03 pm
by DarthSolous
Or maybe Kingdom + Jedi vs Order + CIS?

Re: Strangers era mod [(a bit) updated April 9th 2013]

Posted: Tue Apr 09, 2013 6:01 pm
by Bob
yuke5 wrote:What about Kingdom and Wookiees vs Order?
Too much strangers for the campain conquest, but I could feature Wookies in the normal conquest.
DarthSolous wrote:Or maybe Kingdom + Jedi vs Order + CIS?
2 vs 2 should be fun, but I think the Kingdom wouldn't fight together with Jedi.
For the Kingdom the Force is nothing but a tool for cheating in combat. They only see it as telekinesis and mind control, not as a celestial power that holds the universe together.
But the Kingdom will probably understand the concept of the Force after "visiting" the Temple on Coruscant, talking to the Council and doing a friendly match against them.
They would team up with the GAR and the Wookies though. Wookies, the Kingdom and of course the Clones esteem honor and loyality and are capable warriors.
Also, team Kingwook seems to win the poll.

not dead


Just letting you guys know that the project is still runing. I tweaked some weapon damages and fixed the spread. Before, zooming in would reduce the spreading of any weapon to zero, wich gives people an unfair advantage. Now, some weapons spray even more than before, but that's ok since almost every weapon does high damage.
The Kindom's troopers now use the unused human_lascannon_stand_runforward, because it looks actually pretty cool.
Kashyyyk conquest is working so far, but has some balance issues. The Kingdom has a fortified position, vehicles, wookies and outnumbers the Order by far, and still gets overrun.
I replaced the beam laser turrets from the stock tur side with epic scatterguns to act as anti-infantery (apart from what one could think, these things are not the cause for the inbalance).
Also, the Kingdom has one additional knight order.
Hidden/Spoiler:
Image
Image
Beeing german, I wanted one order to resemble the Ordo Teutonicus and here we go.
They act as heavy support units, having lots of health and shields at the price of mobility. Carry a Chaingun with insane rate of fire and lots of spraying (the bullets have low individual damage) and a Warhammer for punching people thru the air.

Re: Strangers era mod [(a bit) updated April 9th 2013]

Posted: Wed Apr 10, 2013 2:26 pm
by Nedarb7
Sounds fun! I like the giant Warhammer, I can imagine how fun it will be launching people way up
into the air :lol: . Great idea.

Re: Strangers era mod [(a bit) updated April 9th 2013]

Posted: Thu Apr 11, 2013 3:54 am
by DarthSolous
He should also have the Mace jump attack.
Hidden/Spoiler:
*Imagines running directly into a large group of enemies and smashing the ground beneath them*

Re: Strangers era mod [(a bit) updated April 9th 2013]

Posted: Thu Apr 11, 2013 4:10 am
by Bob
DarthSolous wrote:He should also have the Mace jump attack.
Hidden/Spoiler:
*Imagines running directly into a large group of enemies and smashing the ground beneath them*
What exactly do you think just happened in the second pic? All smashing weapons I make have this jumpattack by default :wink:

Re: Strangers era mod [(a bit) updated April 9th 2013]

Posted: Thu Apr 11, 2013 4:22 am
by DarthSolous
Well it's past midnight where I live, so you can cut me some slack.

Re: Strangers era mod [(a bit) updated April 9th 2013]

Posted: Wed Jun 19, 2013 6:40 pm
by Bob
After mastering my final exams and beeing lazy for too long I started doing something usefull again.
That custom map now has a crashed Recusant.
Hidden/Spoiler:
Image
There will be 2 command post nearby, one on top of the cliff (easy to reach for the Order) and one in the valley (easy to reach for the Empire). Capturing them will allow the rivaling forces to modify and use CIS vehicles, AATs (shining white with machine guns, but will keep main weapon)for the Empire and Spiderwalkers for the Order (because these things weren't already scary enough without beeing painted black).
There is also a little path close to the Recusant that gives infantery the option to attack the other command post without running about 2 kilometers over open field while under heavy fire by vehicles and arty.
To connect the 2 battlefields (Recusant and the Order's fortification) I'll place artillery guns and wall segments on top of the opposing cliffs, so if the player doesn't feel like charging he can participate in some trench warfare.

Kashyyyk features now mini versions of the Order's hovertank MAFs seen on Hoth. Lower health, weaker guns, no shields, more agile.

I also have fixed the floating weapon icons for the 2 main sides of the mod.

Re: Strangers era mod [still not dead]

Posted: Wed Jun 19, 2013 6:43 pm
by Noobasaurus
Wow, the map is looking pretty epic! Great job on that atmosphere! :thumbs:

Re: Strangers era mod [dead, premature release]

Posted: Tue Jan 07, 2014 5:04 pm
by Bob
My external hard drive can't be fixed, the source is lost.
I don't want my work to go completely to waste, so I'll give you guys my latest munged testversion:
Link

This time in revolutionary selfextracting form.

Re: Strangers era mod [dead, premature release]

Posted: Wed Jan 08, 2014 11:07 pm
by Zapattack1234
Thats a shame, this looked like it was shaping up to be a good mod.

Re: Strangers era mod [dead, premature release]

Posted: Thu Jan 09, 2014 5:02 pm
by TWINKEYRUNAWAY
oh no :( Im so sorry that happened. I know you put a lot of work into the skins and odf files.