Battlefront Chronicles

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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Eggman
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Re: Battlefront Chronicles

Post by Eggman »

willinator wrote:With your Cato Nemoidia, I have a quick question about some scenery. I notice that in the screenshots from EPIII, their are buildings hanging down from the rock arch as well. Now, I understand that there is no practical way to play up there, but will they be lowrez objects like the spires on Mygeeto, or will they be more detailed objects closer to the battlefield. Looks great so far :thumbs: .
Do you mean in images like this? If so, those are just stalactites, not buildings.
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Re: Battlefront Chronicles

Post by willinator »

Eggman wrote:Do you mean in images like this? If so, those are just stalactites, not buildings.
Oh :shock: ............... my bad.
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Eggman
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Re: Battlefront Chronicles

Post by Eggman »

The FA-3 is in-game, along with CodaRez's EVO Trooper. :)
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Re: Battlefront Chronicles

Post by RevanSithLord »

:shock: Woah. This just keeps getting better and better! Great job, Eggman!
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Re: Battlefront Chronicles

Post by kinetosimpetus »

Looks good ingame. :)
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Re: Battlefront Chronicles

Post by ANDEWEGET »

I really like the gun! Good job! ;)
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Re: Battlefront Chronicles

Post by Lephenix »

Really nice Eggman, will there be new effects for the sides like in your aldura map pack, they were awesome. And by the way, have you added Mav's T-16 model to your Beggar Canyon map ? It could be a really nice addon, and he made a new model which is awesome looking.
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Re: Battlefront Chronicles

Post by Eggman »

Lephenix wrote:Really nice Eggman, will there be new effects for the sides like in your aldura map pack, they were awesome. And by the way, have you added Mav's T-16 model to your Beggar Canyon map ? It could be a really nice addon, and he made a new model which is awesome looking.
I haven't made any custom effects yet, but I certainly will. I haven't heard anything further from Mav regarding his T-16 model - if he does decide to update the model and send it my way, great, if not, I can always make my own.

To everyone: thanks for all the comments over the last couple of weeks! Progress will slow down significantly now that I'm back in the grind of school (23 credits this semester, and that's a light load!), but I'll try to keep posting updates every now and then. I'm hoping to post a large update on the sides in the near future. I just need to hammer out two or three more units. :)
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Re: Battlefront Chronicles

Post by sean1441 »

does this add a new era or mod.and the pics look nice cant wait to play. :thumbs:
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Re: Battlefront Chronicles

Post by Eggman »

Update time!

Sides Update #3: Base Classes
I've given a broad overview of BFC's side setup in a previous update, but now I have finalized the system and can release an "official" description of the sides. BFC features a revamped class system that is loosely based on that of Battlefield 3. Each side has a foundation of four base classes: Trooper, Anti-Armor, Sniper, and Engineer. These classes are available on every map. In addition, each side has two slots for "special" units. These units are distinct classes that are unique to each team, and they vary from map to map.

In Battlefront II, the stock classes are set apart by variations in their health, speed, and stamina. In Battlefront Chronicles, the base stats for all units start at the same level, but each class then has a special "Ability" that provides a bonus to a particular stat or grants the unit some other advantageous skill. For example, the Trooper class has increased stamina, while the Engineer class is immune to mines. The Ability system really isn't so different from the way the stock sides were balanced, but it provides players (and me) with a more concrete mechanic.

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Trooper
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Ability: Stamina (+50% to energy bar)
Primary Weapon: Blaster Rifle
Backup Weapon: Blaster Pistol
Secondary Weapons: Thermal Detonators (x4)
The Trooper is best suited for facing off against enemy infantry at short-medium ranges. Troopers' high stamina allows them to sprint and perform other strenuous activities for long periods of time. Their thermal detonators are all-purpose grenades - they are deadly against infantry, and can cause a respectable amount of damage to vehicles and armored emplacements.

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Anti-Armor
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Ability: Health (+50% health, slight decrease to speed)
Primary Weapon: Rocket Launcher
Backup Weapon: Heavy Pistol, Repeating Pistol, or Blaster Carbine
Secondary Weapons: Concussion Grenades (x2), Proximity Mines (x2)
The Anti-Armor class specializes in taking out enemy vehicles and other heavily armored targets. These units can take a beating, but are slowed by their heavy equipment. Concussion grenades can stick to vehicles and buildings and cause considerable damage, but are less effective against infantry. In a pinch, the Anti-Armor class can pull out its backup weapon and put up a strong fight against enemy soldiers.

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Sniper
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Ability: Surveillance (spot/transmit enemy locations on radar)
Primary Weapon: Sniper Rifle
Backup Weapon: Blaster Pistol
Secondary Weapons: Thermal Detonators (x2), Sentry Turret (x1)
The Sniper class is most effective at long range. If snipers must engage in close-quarters combat, however, they can pull out their blaster pistols and thermal detonators. They can also deploy sentry turrets to guard important areas. Their Surveillance ability allows them to spot enemy units on the radar and transmit those locations to teammates.

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Engineer
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Ability: Mine Immunity
Primary Weapon: Shotgun, Blaster Carbine, or Heavy Pistol
Backup Weapon: Fusion Cutter
Secondary Weapons: Detpacks (x3), Health/Ammo (x3)
The Engineer functions as a support unit. The fusion cutter allows the Engineer to repair, build, and slice vehicles, turrets, or ammo/health droids. Detpacks can be used to destroy enemy installations, or to provide a nasty ambush for enemy units. Health/Ammo packs can dropped to assist teammates. In close-quarters combat, engineers can defend themselves with a shotgun, heavy pistol, or blaster carbine.

Thanks for reading! Stay tuned for more updates on the special classes, and feel free to ask questions! This update was a little more impersonal than some of my others. I'm really busy right now, so I just copied this directly from the article I wrote last night for BFC's ModDB page.
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Re: Battlefront Chronicles

Post by THEWULFMAN »

Nice to see an update, and as most somewhat experienced modders will tell you, take your time. :thumbs:

All looks like a good setup. Sometimes simpler is better. I've learned the hard way trying to do too many complicated things for the units gets very penguiny. :)
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Re: Battlefront Chronicles

Post by Noobasaurus »

Wait just a second!
Eggman wrote:Ability: Surveillance (spot/transmit enemy locations on radar)
How does that work?
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Re: Battlefront Chronicles

Post by THEWULFMAN »

Noobasaurus wrote:Wait just a second!
Eggman wrote:Ability: Surveillance (spot/transmit enemy locations on radar)
How does that work?
To save him from answering,

Code: Select all

ScanningRange       	= 30.0
TransmitRange       	= 300.0
Used to change how good your radar is, and how stealthy you are.
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Re: Battlefront Chronicles

Post by FiWe »

Hi,

following this thread since months now. Great work!
might be a dumb question but:

Will BFC have different unit skins (like GARs 91st Recon, 501., 41. etc) within one army or has every map the same 4 standart classes using the 4 different skins we see above?
For example: I'm playing on Saleucami. My engineer is from the 91st, my antiarmor clone is a Phase I clone...
Hope you guys understand what I mean. :runaway:
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Re: Battlefront Chronicles

Post by Nihillo »

Each map will have a different legion skin. In Coruscant all clones will be 501st soldiers, in Saleucami, they will be 91st, etcetera.
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Re: Battlefront Chronicles

Post by FiWe »

That's what I wanted to hear, thank you!
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Re: Battlefront Chronicles

Post by Eggman »

FiWe wrote:Hi,

following this thread since months now. Great work!
might be a dumb question but:

Will BFC have different unit skins (like GARs 91st Recon, 501., 41. etc) within one army or has every map the same 4 standart classes using the 4 different skins we see above?
For example: I'm playing on Saleucami. My engineer is from the 91st, my antiarmor clone is a Phase I clone...
Hope you guys understand what I mean. :runaway:
See Nihillo's answer. :wink:
Yes, skins vary by planet for each side. So you have all 91st clones on Saleucami, but all Phase I on Geonosis, for example. Same thing for CIS, Alliance, and Empire.
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Re: Battlefront Chronicles

Post by Nihillo »

Eggman wrote:Same thing for CIS, Alliance, and Empire.
Oh, so the CIS will have different skins as well? That's kinda new.
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Re: Battlefront Chronicles

Post by Eggman »

Nihillo wrote:
Eggman wrote:Same thing for CIS, Alliance, and Empire.
Oh, so the CIS will have different skins as well? That's kinda new.
Well, I haven't implemented them yet, and it won't be to the same extent as the other sides, but there will probably be at least a bit of variation. I'm thinking a few different sniper skins and the reddish-brown Geonosis skins. I think a common complaint among fans of the CIS is that modders tend not to give much attention to the droids.
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Re: Battlefront Chronicles

Post by H_BOMB »

Really like the class setup. Keeping it to a small variety of simple yet usefulclasses is much better than having like a bajillion different cool-looking albeit unnecessary units. Keep it up!
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