KotOR Sides Beta

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

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Pigger
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Re: KotOR Sides Beta

Post by Pigger »

FINALLY! dual pistols in the palm of my hand(s)! literally
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Maveritchell
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Re: KotOR Sides Beta

Post by Maveritchell »

All previously-mentioned bugs/issues have been sorted, if you care to check them over I rereleased a "demo" (really the same thing with bugfixes) version at SWBFFiles to hype up the Pack.

Download: http://starwarsbattlefront.filefront.co ... demo;88070
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Re: KotOR Sides Beta

Post by TheDarkMask »

Wow...really nice...thanks :thumbs:
Fingerfood
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Re: KotOR Sides Beta

Post by Fingerfood »

Wow.... Just played through the one at SWBFFiles... Incredible!

I do have some suggestions though: (I have no idea on the names of the units though)

On the little droid thing, you can roll, and it was a little weird....
The sides on Clone Wars are unbalanced.

Shoot! Can't think of anything else....
Anyway, great!
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Maveritchell
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Re: KotOR Sides Beta

Post by Maveritchell »

Fingerfood wrote:On the little droid thing, you can roll, and it was a little weird....
The sides on Clone Wars are unbalanced.
Roll? You can press the roll button, but there's no rolling animation and it won't speed you up like a roll. (You are talking about the T3 unit, right?)

And how are the sides unbalanced? I've played them through countless times with this setup and I seem to do equally well on either side; if you have other information, though, I'd be pleased to hear it.
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Re: KotOR Sides Beta

Post by Caleb1117 »

Did you ever let the AI play alone, just spectate, as it where?

That is a very good, and true way to test balance, make a MP server, lock other people out, this way, AI won't Auto compensate for whatever side the human is on.

And I have a question, I know was asked before but humor my poor forgetful teen-ness.
Is the source to be released upon official sides completion, or after it's integrated with the pack?
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Maveritchell
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Re: KotOR Sides Beta

Post by Maveritchell »

Caleb1117 wrote:Did you ever let the AI play alone, just spectate, as it where?

That is a very good, and true way to test balance, make a MP server, lock other people out, this way, AI won't Auto compensate for whatever side the human is on.
I've done that before, but I find the easiest way to test (because I can check other stuff at the same time, and be more dynamically involved) is to play for a side the whole game, check the reinforcements remaining when I win, and then switch sides. I've played through a number of times and either side I usually win with ~70 remaining. I can definitely run it through the other way, but if there's any imbalance I'd go so far as to say that it's due more to map setup (i.e. you'd see this if you played AI vs. AI on normal Mygeeto) than it is due to specialized classes, since I've minimized the appearance of them (I think it's something like 4 of each unlockable class and 2 of each adept class, which are the only ones that have any differentiation side-to-side). But sure, I'll go ahead and check it out a bit AI vs. AI.
Caleb1117 wrote:And I have a question, I know was asked before but humor my poor forgetful teen-ness.
Is the source to be released upon official sides completion, or after it's integrated with the pack?
Probably'll go ahead and release the source to the community when the pack is released to the public - I can't remember if I said that openly before or just in response to people PMing for the source. Sides are actually done now, the only thing left is adding in anything new that might come, modelwise.
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Re: KotOR Sides Beta

Post by wazmol »

Its amazing, well done Mav'

Really fun to play!
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