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Posted: Fri Jan 26, 2007 8:28 pm
by EGG_GUTS
It's SO hard to get past the wookies and smugglers :x but it is a great mod :D

Posted: Sat Jan 27, 2007 3:19 am
by Spacerocker
EGG_GUTS wrote:It's SO hard to get past the wookies and smugglers :x but it is a great mod :D
I know. I want to play the rest of the map, but I can't make it even half way accross the island. They kill me so fast it's really making me angry. But hey, it's fun.

Posted: Sat Jan 27, 2007 9:00 am
by Rekubot
Yeah, I try and go around the island to avoid the Wookiees only to have those bandits surround me and tear me to pieces. It's really frustrating. Any chance you can tone down the difficulty a bit Archer?

Posted: Sat Jan 27, 2007 1:05 pm
by Razgriz
Hmm Archer maybe after this you could start on a different one. Like you can choose your class (smuggler, commando, outcast jedi) from the list and they have an idvidual story

Posted: Sat Jan 27, 2007 3:15 pm
by Xavious
Sweet, this map's a keeper.

Posted: Sat Jan 27, 2007 3:46 pm
by Ateas
Hmm Archer maybe after this you could start on a different one. Like you can choose your class (smuggler, commando, outcast jedi) from the list and they have an idvidual story
Thats a pretty good idea. Maybe he could also make it so quests can be completed multiple times and make it online, so that way it could be a small Star wars battlefront mmorpg>

Posted: Sat Jan 27, 2007 4:26 pm
by Achronos-117
I agree with Ateas and the person he quoted; its a little bit boring playing as that Han Solo-like guy

Posted: Sat Jan 27, 2007 6:47 pm
by Xavious
Eh, just downloaded and conquest isn't there.

Posted: Sat Jan 27, 2007 7:10 pm
by FullMetal_Alchemist
u have to manually unlock conquest. didst thou not readeth the first post?

Posted: Sun Jan 28, 2007 2:02 am
by archer01
@AlexSecura
The story is still the same. The major changes mostly come from suggestions people have made (heal zone in town, capture type for the hill CP, etc) and a few new terrain features (blockades and more rocks mostly). The v0.61 beta didn’t have much in the way of hint nodes for the AI either, they too have been added.

@LastJedi
I wish I could make it saveable… I’ve been searching for a way to save information from inside the game, but it seems the developers went out of their way to make sure people couldn’t do that. They disabled both Lua’s OS and I/O functionality, and I am not aware of any interface functions that would allow something to be saved through the exe. Even Lua’s “loadlib()” core function was removed it seems. If someone could find a way to write a small binary file (from inside the game) designed to store some basic information, it would be appreciated. In the meantime, the only thing that might work would be a password system… You spawn in, shoot a set of objects in a certain order, and it restores stuff to the way you left it. Unfortunately, since I didn’t design the map with that type of thing in mind, adding it now would require almost starting over from scratch. So I’m afraid it’s not going to happen. I’ll keep it in mind for future projects though.

@Razgriz

That is a very good idea! This map was only a prototype so character development (or variety of characters) wasn’t a focus in its construction, but I’ll definitely need to remember that idea for my next project. Thanks!

@Everyone having trouble with the “random encounters”
What difficulty level do you have the game set at? I tend to balance my maps so they provide a challenge in some way on the Normal setting. I can’t imagine what it would be like on Elite.

Related side question:
Does Zerted’s shell fix that bug in the instant action menu? The error that made it so the difficulty level chosen from the Instant Action options is ignored, and the difficult level specified in the Options menu is used instead. This was a bug with the original game, not Zerted’s stuff.

@Everyone!
For those who have tried it, what’s the word on the Conquest mode? I tried to give it the same sort of feeling the movies had to them (massive droid army made up mostly of the generic battle droids Vs the Republic army and its Jedi allies). I hope having to unlock it manually hasn’t been too much of a bother for everyone, but I did have my reasons (as I stated in the readme).

Also, what do you guys think of the Jedi Knight’s Force Heal move? In case you couldn’t tell, it heals 1/3 of the total HP of the Jedi that uses it. I found it balanced, but I was wondering what you guys think.

Thanks again for your input! :D

Posted: Sun Jan 28, 2007 9:52 am
by Ateas
Also, what do you guys think of the Jedi Knight’s Force Heal move? In case you couldn’t tell, it heals 1/3 of the total HP of the Jedi that uses it. I found it balanced, but I was wondering what you guys think.
Do you mean it heals 1/3 of the total origional health, or 1/3 of the remaining health at the time of use?

Also, what about my idea?

Posted: Sun Jan 28, 2007 4:58 pm
by archer01
Oops, I’m sorry Ateas… I must have missed your post. :oops:

The idea of a mini-mmorpg is also an excellent idea, but it might not be possible. Many of the game’s interface functions work "differently" in multiplayer than they do in single player. Take the dialog system in OFM for example: The dialog text is displayed using the mission objectives message functionality. Unless I’m mistaken (I haven’t tested it yet), that function displays the text for all human players playing. So when anyone uses the Talk weapon, everyone would see it no matter where they are.

I have a few ideas about how one might get around that problem, kind of a “middle-ground” if you will, but I don’t want to say anything until I know it would actually work.

There is also another thing to consider: The stability of the exe itself. I’m fairly sure the game has a variety of memory leaks that the developers never got around to fixing. These leaks aren’t really a problem when a map is only running for an hour or so; once the battle ends, memory is cleared, and a new map is loaded. However, a map left running for a long time would no doubt fill up the memory of the server, and then it would crash after it runs out of space. Out of curiosity (some people do some weird things sometimes), has anyone out there started a map that cannot be won through CP captures, activated infinite reinforcements and then left it running for a whole day if not longer? I’m not suggesting you do that, I’m just asking if anyone has.

Anyway, I’ll look around and try some stuff out when I get the chance, but I’m not very optimistic about it. As I said above, it is an awesome idea, but the game itself may not be up to the task. :cry:




Other Force Heal related note:
It restores 1/3 of the max HP of the character. If the Jedi is at 2/3 health, using the ability will bring him up to full health. I think it’s fair since you can’t block while using it, and the ability can only be used three times per spawn (unless you run across a Gonk droid of course). I'm still curious what other people think of it though.

Posted: Sun Jan 28, 2007 9:01 pm
by Lord_Wyrven
Very nice take on Battlefront archer01. I played for a bit -kept dieing, but maybe I should have tried to level up a bit! One thing I must say is it's a Diet Dr. Pepper pity the catamaran's are just props! One thing I couldn't find is a Gonk droid. Are there any?

Might I also make a suggestion, perhaps you should have the odd flyer fly over the town and touch down on the landing pad every now and again? That would add some more ambiance to the map (patrolling X-Wing?)

Posted: Mon Jan 29, 2007 4:25 am
by Spacerocker
archer01 wrote:ct. Thanks!

@Everyone having trouble with the “random encounters”
What difficulty level do you have the game set at? I tend to balance my maps so they provide a challenge in some way on the Normal setting. I can’t imagine what it would be like on Elite.
Cool, I'll try playing on Normal mode and see if I can play longer without dieing.

Posted: Mon Jan 29, 2007 2:39 pm
by -(DW)-Arc9[E]
Can you post an alternate link? Filefront dosent work for me(Again,FOR ME)

Posted: Mon Jan 29, 2007 7:29 pm
by FullMetal_Alchemist
archer, what u said about what would happen online is exactly what happens in an online campaign game. and technically, everyone would now have to do the next objective, would they not?

Posted: Mon Jan 29, 2007 8:43 pm
by Xavious
No, one person would complete the objective and the next objective is activated.

Posted: Tue Jan 30, 2007 7:07 pm
by Ateas
I suggested a mini- mmorpg similar to the Ofm map, but I had a few concerns about how it would flow (assuming you do indeed find a way around the "universal message" problem)

-The fact that team-kill mode must be on to talk to people would undoubtedly lead to noobs killing vital NPCs and other players, thus ruining the level, but if team kill is off, the talk weapon will not work.

-I thought of a possible solution: while team-kill is off, you cannot affect people on your own team with weapons, but you can still affect them with buffs. So maybe, instead of "talk" being a "weapon" it could be an effect similar to a buff or heal.

Posted: Tue Jan 30, 2007 8:01 pm
by FullMetal_Alchemist
so ur saying use a different command to talk to a civilian.

Posted: Tue Jan 30, 2007 8:11 pm
by Ateas
Same command, different effect.