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Re: Dark Space...Update p7....

Posted: Thu May 21, 2009 12:56 am
by Sky_216
DarthRogueKnight wrote:
*pokepokequestionabove*
Oops didn't see it...definitely source files (any chance I could use the hero too?)

Re: Dark Space...Force Power Update p11

Posted: Thu May 21, 2009 1:08 am
by Nihillo
Hum, the Force Powers are very good, but I don't understand how that system works, are you going to make a preview video of it or something similar? A visual explanation would help. :P

Re: Dark Space...Force Power Update p11

Posted: Thu May 21, 2009 1:49 am
by Sky_216
Nihillo wrote:Hum, the Force Powers are very good, but I don't understand how that system works, are you going to make a preview video of it or something similar? A visual explanation would help. :P
Unfortunately not - I have slow internet (upload = painful), don't have fraps (did) and several of the force powers can't really be seen on video (since a few just use blurs as effects).

I'll try to explain the system more clearly:

Each jedi has 3 powers + a buff.
Each force power can be charged to improve it in some simple way.
Each power overheats with continued use.

The 'themes' are just groupings, jed/sith actually have a mix of powers.
Within each theme:
As levels go up, force power is more powerful.
As levels go up, force power has less shots before overheat.

Examples of hero set ups:

Luminara's Powers
- Sabre Throw - (Standard one)
- Force Push - (Lv 1 Push theme)
- Force Well - (Lv 2 Pull theme)
- Force Heal - (Regen Buff)

Haji's Powers
- Force Choke - (Lv 1 Choke theme)
- Force Venom - (Lv 1 Poison theme)
- Force Curse - (Lv 3 Poison theme)
- Force Fury - (Attack Buff)

Re: Dark Space...Force Power Update p11

Posted: Thu May 21, 2009 2:16 am
by Nihillo
Ahhh, now I get it.

I thought you could have all (or most) Force Powers in a certain theme by simply charging that power up to the max, like in BF Extreme, where you have a simple Force Push if you press the button without charging and a Force Wave when you charge it up to the max.

Right, that sounds good, nice to see some new Force Powers.

Re: Dark Space...Force Power Update p11

Posted: Thu May 21, 2009 2:24 am
by Sky_216
Nihillo wrote:Ahhh, now I get it.

I thought you could have all (or most) Force Powers in a certain theme by simply charging that power up to the max, like in BF Extreme, where you have a simple Force Push if you press the button without charging and a Force Wave when you charge it up to the max.

Right, that sounds good, nice to see some new Force Powers.
Originally was just using the BFX ones, but decided to split them up a bit.

Re: Dark Space...Update p7....

Posted: Thu May 21, 2009 8:57 am
by RogueKnight
Skyhammer_216 wrote:
DarthRogueKnight wrote:
*pokepokequestionabove*
Oops didn't see it...definitely source files (any chance I could use the hero too?)
Yeah, i just gotta remind my modeler to get it to me.....

Re: Dark Space...Force Power Update p11

Posted: Sat May 23, 2009 3:22 am
by Sky_216
Update:
This may not get put in conquest but will be in hero assault + some campaigns:

Throwable objects. As in things lying around that you can force push/pull.

Re: Dark Space...Force Power Update p11

Posted: Sat May 23, 2009 3:34 am
by Nova Hawk
Omg, that's awesome!

Re: Dark Space...Force Power Update p11

Posted: Sat May 23, 2009 3:54 am
by Nihillo
I remember saying that it was impossible to manipulate objects in the scenario in Battlefront II, guess this proves I was wrong. This is the first time I'm somewhat happy to be wrong. :P

Won't the objects look kind of weird when you push or pull them? (assuming that it works like a normal Force Pull/Push) They don't have animations for it so it should look a bit silly and unrealistic. Well, as long as it's fun, I guess we can ignore that little problem.

Re: Dark Space...Force Power Update p11

Posted: Sat May 23, 2009 9:10 am
by Fluffy_the_ic
@Nihillo: I'm assuming that what Sky is doing with this is making the pushaqble and pullable objects into actual LOCAL units that cannot move by themselves and have indefinite health.

Re: Dark Space...Force Power Update p11

Posted: Sun May 24, 2009 5:21 pm
by Sky_216
Fluffy_the_ic wrote:@Nihillo: I'm assuming that what Sky is doing with this is making the pushaqble and pullable objects into actual LOCAL units that cannot move by themselves and have indefinite health.
Almost but not quite. Decide that it'll be used in campaign + wave only anyway, it's just a bit pointless in conquest.


Update/Downdate:

Well my heroes side is messing up all DS maps quite spectacuarly. This means (oh joy) I'll have to rebuild the heroes side one little bit at a time (to find out what's causing the crashes, error log shows absolutely nothng). A few fp will probably get cut to (pointless ones like plague).

On the other hand, there's a small update: most maps are done. Fai'Kaal need better planning, and the CW Sraiden map (underground) is only about 50% done, but other than that random skies is all most need.

Re: Dark Space...Force Power Update p11

Posted: Sun May 24, 2009 5:38 pm
by Nova Hawk
Well, that first part sucks but I'm glad to hear that it's almost gonna get released! May the Force be with you, Skyhammer!

Re: Dark Space...Force Power Update p11

Posted: Sun May 24, 2009 6:54 pm
by RogueKnight
Nova Hawk wrote:Well, that first part sucks but I'm glad to hear that it's almost gonna get released! May the Force be with you, Skyhammer!
Hopefully not before monday/tuesday, or there will need to be a 2.0......


EDIT: I got the hero today, just gotta reskin, set up the new combo,(unless sky wants too) and make a few small changes.

Re: Dark Space...Force Power Update p11

Posted: Wed May 27, 2009 6:43 am
by Sky_216
*Sigh* it's not almost done, the maps are almost done.

Units Update:

Finally got a setup I like...here's how it works:


DS CW has eight unit classes per team. However, you're pretty much guaranteed units being different each time as the two 'highest' classes for each team (elite and hero support) are random.
Anyway, here's the set up:

Standard Units
-Rifleman
-Heavy (Anti Vehicle)
-Sniper
-Engineer (Support)
Advanced Units (cost points to unlock)
-Squad Leader - Clone Captain, Droid Squad Leader
-Gunner - Jet Trooper, SBD
Elite/HS Units (cost more points to unlock, HS costs more than elite)
-Elite
-Hero Support

Elite (legion unique unit for Rep, advanced droid of some type for CIS) and Hero Support are random. To stop them being too overpowered, most have some sort of weakness or flaw.....in other words, none of them are all rounders.



Here are some example of elite/HS units (not all of them):
Hidden/Spoiler:
Droid Elites:

Droideka
-Pretty much the same, better effects.

Stealth Droid
-Has poison nade launcher. Has kamikaze probe droid. Has stealth. Hasn't got much health or ammo.

Nemoidian Gunner
-Has powerful charge up rifle, anti vehicle nades and a recon droid. Weak at close range due to rifle's charge up time. Lack's sniper scope too.

Droid HS:

Magnaguard (General Grievous, Count Dooku)
-Electrostaff + neuropoison + lots of health. However its got no sprint and a fairly slow (but big) jump. Dive/roll out of its way while nading or blasting it and its not too hard to kill.

Rocket Droid (Haji Cama-Codran)
-Wrist launcher that fires explosive projectiles + bomblets to drop down on enemies. It's got a very fast and powerful jetpack with lots of fuel. However its isn't all that strong (standard health).

Catacran Elite Guard (Augustine)
-Blaster Rifle, Grenade Launcher, Flamethrower. High health. But slow.

Clone Elites:

Clone Gunner (Phase I 'Standard' Legion)
-Has Chaingun, Pistol, EMP Nades. Powerful but slow.

Covert Ops Trooper (PhI 91st Legion)
-Stealth Carbine, Commando Pistol, stealth, Therm dets.

Xenogunner (92nd stealth corps)
-Republic Bowcaster, EMP nades, HP/A packs, E-Web. Similar to engineer, basically a support unit.

Clone HS:

Clone Assassin (Mace Windu)
-Vibroblades, 1 orbital strike beacon. Much weaker than Magnaguard but sprints, rolls and has a better secondary weapon. Again, dodge and shoot to kill.

Clone Medic (Luminara)
- Medics Pistol, Lots of HP/A packs, haywire nade. Pistol is powerful, haywitre nades are bigger explosion area EMPs that disable vehicles. Only get one haywire but wioth lots of HP/a Packs really have a lot of haywires.

Myddrian Mercenary (Rai gar-San)
-All rounder. Has Incinerator, Sniper Rifle (2 shot overheat version), Plasma Nades. Also has a large jump.


Oh and here's some random hero pics....top one is Rai using Push, bottom is Haji using Venom. Both max charged.

Image
Image

Re: Dark Space...Units Update p12

Posted: Wed May 27, 2009 7:49 am
by Dom380
nice update I like the way you have made it so theirs not just some guys with a lightsaber killing everything and not dieing

Re: Dark Space...Units Update p12

Posted: Wed May 27, 2009 10:40 am
by MandeRek
Very nice man.. Just pm me when you think you need my help: still waiting for the pics ;)

Re: Dark Space...Units Update p12

Posted: Wed May 27, 2009 10:41 am
by GangsterJawa
Ahh, so 2 random units per play. That'll make it a lot more complex. Me likey!

Re: Dark Space...Units Update p12

Posted: Wed May 27, 2009 1:08 pm
by Nova Hawk
Very nice, Sky! :thumbs:

Re: Dark Space...Units Update p12

Posted: Sat May 30, 2009 1:05 am
by Sky_216
Screenshot Time. :D
Some Legion Units.



92nd Stealth Corps Elite Unit: Xenogunner
Hidden/Spoiler:
-Republic Bowcaster, EMP nades, HP/A packs, E-Web. Similar to engineer, basically an elite support unit.
Image

44th Legion Elite Unit: Clone Gunner
Hidden/Spoiler:
-Has Chaingun, Pistol, EMP Nades. Powerful but slow.
Image

91st Legion Elite Unit: Covert Ops Trooper
Hidden/Spoiler:
-Stealth Carbine, Commando Pistol, stealth, Therm dets.
Image

Sandtroopers (299th Legion) Elite Unit: Stealth Commando
Hidden/Spoiler:
-Dual Pistols, Stealth, Haywire Nade.
Image

Re: Dark Space...Units Update p12

Posted: Sat May 30, 2009 1:11 am
by B-1Burt
Awesome! I really like the new skin on the Covert Ops. Trooper. But the Sandtrooper looks out of place in his pic. :lol: But he does look fun to play as, keep up the Awesome work.