W.I.P.: Pax Empiricae, BETA OUT!

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Maveritchell
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Re: W.I.P.: Pax Empiricae

Post by Maveritchell »

StarkillerMarek wrote:I want my map back, please. I could of released it separately if I wanted to.

Edit: I mean, I don't really understand what you are doing, and just don't release my map.
He's not releasing anyone's map separately. Maps that are already released are simply not included with the download so as to save space.
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Re: W.I.P.: Pax Empiricae

Post by impspy »

StarkillerMarek wrote:I want my map back, please. I could of released it separately if I wanted to.

Edit: I mean, I don't really understand what you are doing, and just don't release my map.
Don't worry, like Mav said we won't be releasing your map, just taking on an era via lua coding ;)

It's actually quite easy, I don't know why I didn't even consider it :runaway:
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Re: W.I.P.: Pax Empiricae

Post by bobfinkl »

Quick question, did TheUltimat give you guys permission to use/add the era to Mustafar: Blazing Gorge?
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Re: W.I.P.: Pax Empiricae

Post by impspy »

bobfinkl wrote:Quick question, did TheUltimat give you guys permission to use/add the era to Mustafar: Blazing Gorge?
Yes he did. Here is the pm he sent me:
theultimat wrote:Hi there, impspy.
I was wondering - only if you want it - if you would like to include one more custom map in your mod? If you don't want it that's fine by me, just I'm never going to do any more work on it, and seeing as your mod so far is looking great I thought you might want to give it a go. The map's Mustafar: Blazing Gorge.
Of course, it's you (and your team's [?]) decision, just thought if you want it to edit you can.

Regards, theultimat.
I haven't edited it in the slightest, just added the era to the map.
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Re: W.I.P.: Pax Empiricae

Post by bobfinkl »

Good, just checking. And great work on the mod guys, it looks great :wink: .
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Re: W.I.P.: Pax Empiricae

Post by impspy »

bobfinkl wrote:Good, just checking. And great work on the mod guys, it looks great :wink: .
Thanks, love the map btw, great job :thumbs:

Good news, I have successfully added IndianaJoe's new era icon:

Image

(If you can't make it out, its half a stormtrooper helmet and half an imperial logo.)
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Re: W.I.P.: Pax Empiricae

Post by Filipinio »

That is so cool, i cant wait for updates, nice job Impsy and Joe :)
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Re: W.I.P.: Pax Empiricae

Post by StarkillerMarek »

impspy wrote:
StarkillerMarek wrote:I want my map back, please. I could of released it separately if I wanted to.

Edit: I mean, I don't really understand what you are doing, and just don't release my map.
Don't worry, like Mav said we won't be releasing your map, just taking on an era via lua coding ;)

It's actually quite easy, I don't know why I didn't even consider it :runaway:
Ok, so what do I do then exactly?
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Re: W.I.P.: Pax Empiricae

Post by impspy »

StarkillerMarek wrote:
impspy wrote:
StarkillerMarek wrote:I want my map back, please. I could of released it separately if I wanted to.

Edit: I mean, I don't really understand what you are doing, and just don't release my map.
Don't worry, like Mav said we won't be releasing your map, just taking on an era via lua coding ;)

It's actually quite easy, I don't know why I didn't even consider it :runaway:
Ok, so what do I do then exactly?
Just release your map ;) . All I am doing is adding on a mission in the "Pax" addme.lua. Your map is not affected .
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Re: W.I.P.: Pax Empiricae

Post by Cody_LG »

this year it is (in my view) the best mod for swbf2 :bowdown:
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Re: W.I.P.: Pax Empiricae

Post by carfanaticphil »

Sorry I'm late to the party, but this is looking great :) Can't wait til the release, well done so far!
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Re: W.I.P.: Pax Empiricae

Post by Sky_216 »

Re: my map, I'll get it to you soon (within next month), have lots of real life stuff atm.

Btw (@p[roject author's), what's a color theme you like (eg red, blue, brown, warm, cool, white, black etc)? I'll use your answers to change the color scheme/environment of the map (map itself is mostly done).
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Re: W.I.P.: Pax Empiricae

Post by impspy »

Skyhammer_216 wrote:Re: my map, I'll get it to you soon (within next month), have lots of real life stuff atm.

Btw (@p[roject author's), what's a color theme you like (eg red, blue, brown, warm, cool, white, black etc)? I'll use your answers to change the color scheme/environment of the map (map itself is mostly done).

Hey, no problem, no rush ;) . Color theme wise, "cool" sounds good, thanks :) .
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Re: W.I.P.: Pax Empiricae

Post by CressAlbane »

WOW! Cannot wait, my problems with too many eras were solved. Waiting on tenterhooks for release!
Era mods were always my favorite.
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Re: W.I.P.: Pax Empiricae

Post by impspy »

UPDATE 5/8:

Sides are finished, now a small preview.

All weapons (except the award weapons, sniper rifles, and the Z-6) overheat instead of having ammo limits.

Weapons are divided into several catagories:

Blaster Rifles are standard issue weapons carried by the main infantry units and some officer/special units.

Blaster Carbines are carried by specialists (snipers, rocketeers, engineers) as a backup weapon. They overheat faster then Blaster Rifles and do less damage, but are still fully automatic.

Blaster Pistols overheat instead of having ammo limits. They are only carried by riflemen and officers. They are pretty similar to the stock BF2 pistols.

Sniper Rifles have been tweaked; they now do more damage, but have less ammo.

Stormtrooper:
Hidden/Spoiler:
Image
Weapons: E-11 Blaster Rifle, se-14r blaster pistol, Baradium Core Thermal Detonator (x1), Concussion Grenades (x2)
Variations: Snowtrooper, Sandtrooper, 501st Stormtrooper
msh changes: none
Class:Rifleman
Description: Pretty standard unit; has slightly more health then its rebel counterpart, but carries only one Baradium Core Detonator instead of four V-1's

Rebel Trooper:
Hidden/Spoiler:
Image
Weapons: A295 Blaster Rifle, DL-18 blaster pistol, V-1 Thermal Detonator (x4), Concussion Grenades (x2)
Variations: Wears camo if applicable
msh changes: Human male, Zabrak male, Kel-dor male, Tantive IV trooper
Class:Rifleman
Description: Again, a pretty standard unit, set up similar to the BF1 Rifleman class. MSH changes (as seen in the pic above) help add variety to SP matches, but will only appear for the host in MP matches.

Stormtrooper Sniper:
Hidden/Spoiler:
Image
Weapons: DLT-19s Sniper Rifle, E-11 Blaster Carbine, Baradium Core Thermal Detonator (x1), Dispense Health/ammo (x2)
Variations: Snowtrooper, sandtrooper, 501st, Scout Trooper
msh changes: none
Class:Sniper
Description: Snipers have been tweaked a bit; they now have the same health as their rifleman counterparts, however Blaster Carbines overheat faster in a firefight and should only be used for close quarters combat.

Rebel Sniper:
Hidden/Spoiler:
Image
Weapons: DC-15s Sniper Rifle, DC-15 Blaster Carbine, V-1 Thermal Detonator (x4), Dispense Health/ammo (x2)
Variations:Wears camo if applicable
msh changes:Rebels vanguard, alt vanguard, gran, Tantive IV trooper
Class:Sniper
Description: Like the Stormtrooper Sniper, this unit has been tweaked a bit; they now have the same health as their rifleman counterparts, however Blaster Carbines overheat faster in a firefight and should only be used for close quarters combat.

Army Trooper:
Hidden/Spoiler:
Image
Weapons: E-11 Blaster Rifle, Q-4 Holdout Blaster, Concussion Grenades (x3), Dispense Health/ammo (x2), Fusion Cutter
Variations:Stormtrooper Engineer, Sandtrooper engineers, TIE pilot, AT-AT pilot
msh changes:Slightly changed kitbashes by IJ.
Class:Engineer
Description: The imperial engineer class; he is equipped with a Blaster Rifle instead of a Carbine.

Rebel Pilot:
Hidden/Spoiler:
Image
Weapons: E-5 Blaster Carbine, DL-18 Blaster pistol, Fusion Cutter, Dispense Health/ammo (x3), Deployable E-WEB turret.
Variations:none
msh changes:none
Class:Engineer/Gunner
Description: The Rebel Engineer, he has no grenades and a Carbine, but carries more health and ammo and can deploy an E-Web turret to support his teammates.

Shocktrooper:
Hidden/Spoiler:
Image
Weapons: PLX missle launcher, E-11 Blaster Carbine, Baradium Core Thermal Detonator (x1), Mines(x2)
Variations:Snowtrooper
msh changes:none
Class:Rocketeer
Description: Pretty standard unit, has heavy weapons and a carbine. Moves slower then normal. Only on a few maps for balance reasons.

Katarn Heavy Weapons Specialist:
Hidden/Spoiler:
Image
Image
Weapons: PLX missle launcher, DC-15 Blaster Carbine, Baradium Core Thermal Detonator (x2), Detpacks(x2)
Variations:Katarn Mercenary (blue)
msh changes:none
Class:Rocketeer
Description: This one was fun to design :D . Has standard movement, so he moves much faster then his Imperial counterpart, he has as much health as the Stormtrooper, plus detpacks for an explosive suprise. Katarn Mercenary varient shows up as local or with Kota's militia. Shows up on most maps.

Stormtrooper Gunner:
Hidden/Spoiler:
Image
Image
Weapons: DLT-19 Heavy Blaster Rifle, SE-14r Blaster Pistol, Baradium Core Thermal Detonator (x1), E-web Turret (x1)
Variations:Snowtrooper, sandtrooper, 501st
msh changes:Death Star Gunner, Stormtrooper, stormtrooper with backpack
Class:Gunner
Description: Inspired by TFU, this unit has a heavy Blaster Rifle and can deploy an E-web turret to lay done supressive fire.

That does it for the "normal" units, now onto officers and specials.

Stormtrooper Sergeant:
Hidden/Spoiler:
Image
Weapons: T-21 Blaster Rifle, FC-1 Flechette launcher, V-6 mortor launcher, Baradium Core Thermal Detonator (x1), V-1 Thermal detonator (x4) Mines (x2)
Variations:Sandtrooper, Snowtrooper, 501st
msh changes:alt msh for sandtrooper varient
Class:Officer
Description: The "heavy" officer for the Imperials. T-21 does more damage then the E-11, but overheats much quicker.

Stormtrooper Squad Commander:
Hidden/Spoiler:
Image
Weapons: DLT-20A Heavy Blaster Rifle, SE-14r, V-6 mortor launcher, Baradium Core Thermal Detonator (x1), V-1 Thermal detonator (x4) Remote Driods (x2)
Variations:Sandtrooper, Snowtrooper, 501st
msh changes:alt msh for sandtrooper varient
Class:Officer
Description: Another Stormtrooper Officer, this varient has a more powerful DLT-20A Heavy Blaster Rifle, and can also survay the battlefield remotely.

More later
Last edited by impspy on Sat May 08, 2010 12:48 pm, edited 1 time in total.
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Re: W.I.P.: Pax Empiricae

Post by theultimat »

Looks like it's coming along very well. I really like the Rebel Zabrak. Good job! :thumbs:
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Re: W.I.P.: Pax Empiricae

Post by Filipinio »

WOW! this is looking amazing! Keep it up... :D
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Re: W.I.P.: Pax Empiricae

Post by Nova Hawk »

Nice units, I like you got random skins for just one class. Anyway, the only thing is I prefer just the regular scout trooper as the sniper not the stormtrooper with a visor.
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Re: W.I.P.: Pax Empiricae

Post by impspy »

Part 2 of the unit preview:

Stormtrooper Commander:
Hidden/Spoiler:
Image
Weapons: E-11b Advanced Blaster Rifle, SE-14r blaster pistol, E-11b Grenade launcher (x3), Baradium Core Thermal Detonator (x1) Proton Grenades (x2) Rage
Variations: none
msh changes: none
Class:Officer/Special/Rifleman
Description: The unit responsible for this mod. I originally was just going to do a simple sides mod with this unit replacing the Imperial Officer. But once I came here and learned some new things I had to do a whole mod :D . This unit plays like the rifleman class, but has a shield generator and more health. His advanced E-11b Blaster Rifle can be equipped to launch grenades, and he can give a damage boost to nearby units with his rage ability.

Rebel Officer:
Hidden/Spoiler:
Image
Weapons: DXR-6 Disruptor Rifle, E-11b Blaster Rifle, Rally, Eriadu Stealth field
Variations: none
msh changes: Bothan, Kota Officer, Tantive IV trooper, Rebel Vanguard
Class:Officer/Special/Rifleman
Description: The Rebel counterpart to the Stormtrooper Commander, this unit can stealth around the battlefield and rally its comrades. His disruptor is capable of disintigrating distant foes, while his stolen E-11 Blaster Rifle is useful for closer combat.

Wookie Warrior:
Hidden/Spoiler:
Image
Weapons: Bowcaster, Rage, Concussion grenades (x4)
Variations: none
msh changes: none
Class:Officer/Special
Description: A pretty straight forward unit, the Wookie is equipped with a more powerful Bowcaster capible of both being charged up for a larger spread, and of knocking opponants down with each blast. Rage gives nearby friendly units a damage boost.

SpecForce Commando:
Hidden/Spoiler:
Image
Weapons: A280 Advanced Blaster Rifle, DL-44 Blaster Pistol, Baradium core detonators (x2) Frag Grenades (x2) Rage
Variations: none
msh changes: Helmetless Clonetrooper, IJ model, Black Commando
Class:Officer/Rifleman
Description: An advanced Rifleman unit, this particular one has a more powerful A280 Blaster Rifle and Frag Grenades. Like the Wookie, this unit can also give a boost to nearby allied units.

Rogue Stormtrooper:
Hidden/Spoiler:
Image
Weapons: E-11 Blaster Rifle, se-14r blaster pistol, Baradium Core Thermal Detonator (x1), Concussion Grenades (x2)
Variations: none
msh changes: 3 differant heads
Class:Rifleman
Description: Exactly like the Imperial Stormtrooper, except fighting for the rebels

Imperial Officer:
Hidden/Spoiler:
Image
Weapons: E-11 Blaster Rifle, Q-4 Holdout Blaster, Rage
Variations: none
msh changes: Green Officer, Grey Officer, Black Officer, Grey Offficer w/clone trooper head
Class:Rifleman/Officer
Description: This unit is one I couldn't leave out :P He has less health then the Stormtrooper, but is able to support nearby friendlies with a damage bonus.
Last edited by impspy on Sat May 08, 2010 8:34 pm, edited 1 time in total.
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Re: W.I.P.: Pax Empiricae

Post by Nova Hawk »

Isn't the SpecForce Commando AQT's skin? Cuz I remember him doing something just like it. Anyway, nice units. :thumbs:
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