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A few SWBF2 questions - AI, mods, SP mode etc.

Posted: Tue May 24, 2005 9:47 am
by Drawde
The new Battlefront game looks really impressive from the screenshots + video that I've seen, particularly the improved space/air battles. However I've a couple of questions - not sure if anyone will be able to enlighten me (I know some Pandemic developers visit this board, but they may not

- Will there still be an "instant action" mode like that of SWBF1? The increased story element in SP mode sounds
very interesting, but I'm concerned it might reduce the game's offline replayability a lot if the story-based missions
are the only ones you can play.

- Will there be any AI improvements? The SWBF AI is definitely better than that in (for example) the Battlefield
series, particularly with vehicles, and the developers have generally done a good job in creating an AI that is
unscripted and involves a lot of entities but is still challenging. However, IMHO it could definitely do with some
tweaking and improvement.

One particular example is with open-topped vehicles, such as speeder bikes, the Gian speeder in the Theed map, and (I
think) some turrets. The AI does not seem to recognise that the driver/crew are vulnerable to weapons fire, and still
only uses rockets and grenades against these vehicles. This makes speeder bikes/STAPS particularly unbalanced when used
offline, as it's very hard for the AI to kill you.

Seeing the AT-RT in the third set of screenshots made me think of this. Like the speederbikes, this vehicle might be a
bit overpowered against the AI if they aren't able to shoot the exposed pilot with their blasters.

The AI also has problems with driving speeder bikes (and I think STAPs as well). The AI is very poor at using these
vehicles in combat - it hardly ever uses the weapons, and usually simply uses the vehicles to get from one point to
another.

- Is there any possibility of an "addon" override folder for modding, as with the Battlezone series (any Pandemic
developers will know what I'm talking about)? Basically a subdirectory/folder of the game directory, and any .odf files,
sounds, textures etc. placedin this directory override those in the .lvl files.
This would be a simple and straightforward way to make third-party modifications MUCH easier, as you won't need to either distribute entire compiled .lvl files
(which are usually huge) or create a patcher utility to apply the mod.

Probably my #1 disappointment with the first SWBF is the difficulty in creating "tweak" mods (as opposed to creating
entirely new maps/content). It's very hard to do things like balance/"realism" mods, new sounds, reskinned vehicles +
characters, etc.

RE: A few SWBF2 questions - AI, mods, SP mode etc.

Posted: Tue May 24, 2005 10:18 am
by Qdin
ok, so we are getting WATCHED by some Pandemic Developers??? :D :D :D :P :P :P WOW!!! WHAT AN HONOR!!!

but I then have a question we ALL want to know:
"Will there be ANY difference in Mapping, modding, the files etc.? and is it still using ZeroEditor? or maybe an Improved ZeroEditor?" simply: is it the SAME as before just with new and improved stuffs?

thnx :D

C ya - and I'm gonna buy SWBF2 if its HALF as good as you promise :P btw, do you guys like our work? :wink:

RE: A few SWBF2 questions - AI, mods, SP mode etc.

Posted: Tue May 24, 2005 10:45 am
by Chamboozer
- Will there still be an "instant action" mode like that of SWBF1? The increased story element in SP mode sounds
very interesting, but I'm concerned it might reduce the game's offline replayability a lot if the story-based missions
are the only ones you can play.
yes, there will be instant action.
Will there be any AI improvements? The SWBF AI is definitely better than that in (for example) the Battlefield
series, particularly with vehicles, and the developers have generally done a good job in creating an AI that is
unscripted and involves a lot of entities but is still challenging. However, IMHO it could definitely do with some
tweaking and improvement.
AI will be better.
the game looks goos so far!

RE: A few SWBF2 questions - AI, mods, SP mode etc.

Posted: Tue May 24, 2005 10:51 am
by Qdin
hey, how can you answer THAT??? :wink: lol, besides - they more or less answered it :P lol

C ya

Re: A few SWBF2 questions - AI, mods, SP mode etc.

Posted: Tue May 24, 2005 11:48 am
by arramus
Drawde wrote:
- Will there still be an "instant action" mode like that of SWBF1? The increased story element in SP mode sounds
very interesting, but I'm concerned it might reduce the game's offline replayability a lot if the story-based missions
are the only ones you can play.
Hey Drawde,

Here's a Shara Miller quote (May 17 2005)
This time there are actually three game modes, two of which are based off the original’s Galactic Conquest. First, there’s the historical campaign, with story- and objective-based gameplay. This is the “linear” campaign, in that players must conquer missions in a specific order (of course there’s still plenty of freedom once you’re inside a mission to play as you want). Second, we’ll have a “scenario” mode of Galactic Conquest, in which players choose a faction, start with a bunch of planets, and try to conquer the galaxy in whatever order they want. Third, we have a more open-ended mode of Galactic Conquest, in which players start by divvying up control of the planets, one by one. Think of the board game “RISK,” and that’ll give you a good sense for how many variations are possible with this gameplay mode.

I can’t unveil the story just yet, but I can tell you two things: First, it was inspired by Star Wars fans. Second, it spans the timeframe roughly from Episode II through V. Stay tuned. We can tell you more later.
Staying tight lipped at the mo. :lol:

and on AI?
AI will work more as a team than in the first Battlefront, with more specialized roles. Some AI will be objective-focused (like helping the player find or deliver a key item), some will be more focused on attack, and some will be more geared toward defending areas. In general, all AI will be better at evasive techniques.
Check out this recent interview here
http://interviews.teamxbox.com/xbox/115 ... erview/p1/

It's an Xbox interview however it's all pretty generic stuff.

RE: Re: A few SWBF2 questions - AI, mods, SP mode etc.

Posted: Tue May 24, 2005 12:00 pm
by Qdin
yay!!! PRETTY cool :P

C ya - and THIS game is gonna be SO awsome :D :D :D C ya :wink:

RE: Re: A few SWBF2 questions - AI, mods, SP mode etc.

Posted: Tue May 24, 2005 12:29 pm
by Leviathan
Will there be ANY difference in Mapping, modding, the files etc. ? and is it still using ZeroEditor? or maybe an Improved ZeroEditor ? simply: is it the SAME as before just with new and improved stuffs ?
I would have liked to get a new ZeroEditor version, with a divided screen, as in WorldCraft or Valve Hammer Editor.

Posted: Tue May 24, 2005 12:50 pm
by Drawde
Thanks very much for the info! Looks like SWBF2 is certainly going to be a game worth looking out for.

Hope they fix the AI problem with open-topped vehicles too, it's only a minor thing but it does affect the balance
on maps with a lot of vehicles of this type (e.g Endor); even in MP mode, if you have bots enabled.

Posted: Wed May 25, 2005 4:51 am
by Drawde
One other question I forgot to add in my first post.

- Will any of the battles/maps from the first game be included (or rather, new maps based on the same movie
battles/locations)? It'd be great to be able to play maps like Hoth and Geonosis with all of the new game's features and improvements.
I think I saw the Hoth map on the video trailer, but I'm not sure (it was certainly a snow map with AT-ATs). I also think I saw a Gungan getting shot at one point in the video :P - which would suggest that there is a Naboo map in BF2.

Posted: Wed May 25, 2005 6:18 am
by arramus
We will see some of the same maps from SWBF but with all new game play, new vehicles, ships, and weapons.

In some of the SWBF levels that were too vehicle dominant we will see a better balance giving infantry more of a chance.

Posted: Wed May 25, 2005 7:05 am
by Qdin
aha, and here is the GOOD news for the developers: What THEY doesnt produce, WE WILL!!! :P :P :P isnt that right? :wink:

I CANT wait to buy it - maybe I should subscribe and reserve it already now...? lol

C ya

Posted: Wed May 25, 2005 1:05 pm
by Leviathan
I think I saw the Hoth map on the video trailer, but I'm not sure (it was certainly a snow map with AT-ATs). I also think I saw a Gungan getting shot at one point in the video :P - which would suggest that there is a Naboo map in BF2.
The Hoth map you saw is just a part of one of the SWBF official movies... Maybe this map will be improved for SWBF sequel...