Dark Times II: Rising Son

Discussion, progress updates, and downloads for the Dark Times and Rising Son mods.

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Re: Dark Times II: Rising Son

Post by (Anonymous) »

one word:
Hidden/Spoiler:
AWSOMENESS
P.S. As Null already said, will there be the sith stalker?
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Re: Dark Times II: Rising Son

Post by Nihillo »

That caught me by surprise, I would never have expected a sequel to a mod, much less a sequel to Dark Times. The pun on the title didn't help shake the feeling that it was just a little joke, but then I watched the teaser and, well, let's just say I regret not taking it seriously as soon as I got here. :wink:
Maveritchell wrote:
ggctuk wrote:Ah, so this will be a new era as well as The Dark Times?
It's going to be part of the "Dark Times" era. On loading a map, it'll be random whether you play with the pre-Episode IV units or post-Episode IV units.
That's amazing! I wasn't even tired of playing Dark Times yet, now I know I certainly won't tire of it for a long time.

I have a suggestion: since Rising Son takes place between episodes IV and V, it would be interesting to have a couple Wave modes depicting the Alliance's retreat from Yavin and estabilishment of a base in Hoth, like... a Wave in Yavin, where you need to protect evacuating transports from an Imperial strike force, another in Hoth, where you will have to clear out Wampas from Echo Base, etcetera... I'm sure you have great plans for the mod though, so I will understand if you don't like this suggestion.

Thanks for the good news, Maveritchell. Will be looking forward to the next update.
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Re: Dark Times II: Rising Son

Post by Skipper 24 »

Awesome, saw the video on YouTube. I knew I had to come and find this thread! Looking forward to the coming instalment.
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Re: Dark Times II: Rising Son

Post by Maveritchell »

Dom380 wrote:looks cool, will it need the first DT to run or will you need both
This will replace the first "Dark Times" mod. Since the original was pretty small, and since I will be sharing units between this and the other mod, it makes the most sense to just combine the two into one release. That also means I'll probably make some tweaks to the original sides as well (most likely just visual).
Is the Sith Stalker going to be in this?
You will just have to wait and see. I'll try and give a fairly consistent stream of updates, like I did with Dark Times. I will tell you that while there will be much less of a focus on Jedi/Sith heroes (since there are canonically a lot fewer), I will make sure to have - at the very least - more wave modes for you to romp around in with Force users.
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Re: Dark Times II: Rising Son

Post by giftheck »

GangsterJawa wrote:
Maveritchell wrote:
ggctuk wrote:Ah, so this will be a new era as well as The Dark Times?
It's going to be part of the "Dark Times" era. On loading a map, it'll be random whether you play with the pre-Episode IV units or post-Episode IV units.
So wait, will this add to the mission count at all?
No, I don't think so, it's probably a script function that switches between certain units upon map load.
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Re: Dark Times II: Rising Son

Post by Maveritchell »

Hidden/Spoiler:
[quote="ggctuk"][quote="GangsterJawa"][quote="Maveritchell"][quote="ggctuk"]Ah, so this will be a new era as well as The Dark Times?[/quote]
It's going to be part of the "Dark Times" era. On loading a map, it'll be random whether you play with the pre-Episode IV units or post-Episode IV units.
[/quote]
So wait, will this add to the mission count at all?[/quote]

No, I don't think so, it's probably a script function that switches between certain units upon map load.[/quote]
Right, sorry for not answering that fully. This mod (Rising Son) will add to the mission count (new modes, maps, etc.), but I'm not going to have to add to the mission count to randomly load pre-GCW or GCW units. I'll be using an extension of my random heroes/hero support script to load the random time period.
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Re: Dark Times II: Rising Son

Post by RED51 »

Will the game be stable with all of the loading going on? I imagine so though, but I was just curious.
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Re: Dark Times II: Rising Son

Post by Maveritchell »

RED51 wrote:Will the game be stable with all of the loading going on? I imagine so though, but I was just curious.
Yes. It loads far more in any given scripted campaign, but aside from that I've already implemented it and it works fine (the mission in the video is yav11_con, and as you can see it loads both the pre-GCW and GCW sides).
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Re: Dark Times II: Rising Son

Post by kinetosimpetus »

how will it work in multiplayer?
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Re: Dark Times II: Rising Son

Post by Nova Hawk »

But what about the mods that have the previous DT such as Dark Space and Khimera Battlegrounds. Will they get updated or will the author have to do it himself?
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Re: Dark Times II: Rising Son

Post by Lord Bardar »

Nova Hawk wrote:But what about the mods that have the previous DT such as Dark Space and Khimera Battlegrounds. Will they get updated or will the author have to do it himself?
pretty sure the author would have to do that.
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Re: Dark Times II: Rising Son

Post by DarthHamster »

Dark Times T-T-Two! :faint:
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Re: Dark Times II: Rising Son

Post by AQT »

Nova Hawk wrote:But what about the mods that have the previous DT such as Dark Space and Khimera Battlegrounds. Will they get updated or will the author have to do it himself?
Maveritchell wrote:
Dom380 wrote:looks cool, will it need the first DT to run or will you need both
This will replace the first "Dark Times" mod. Since the original was pretty small, and since I will be sharing units between this and the other mod, it makes the most sense to just combine the two into one release. That also means I'll probably make some tweaks to the original sides as well (most likely just visual).
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Re: Dark Times II: Rising Son

Post by Nova Hawk »

Ok, thanks.
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Re: Dark Times II: Rising Son

Post by thedoubleMM »

Please could someone upload the preview video somewhere else then youtube ? I'm from Germany and i am not able to watch it because of that stupid copyright thing.... :(

would be really nice :thumbs:
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Re: Dark Times II: Rising Son

Post by genaral_mitch »

Do you mean "Rising Sun"? Not "Rising Son"?
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Re: Dark Times II: Rising Son

Post by AQT »

No, I'm very sure Mav really does mean "Rising Son".
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Re: Dark Times II: Rising Son

Post by B-1Burt »

What coincidence that the new dowoadable content for The Force Unleashed takes place in the same time period. I curious did that inspire you at all?

Looks awesome either way! You never cease to amaze, keep it up! :thumbs:
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Re: Dark Times II: Rising Son

Post by Sky_216 »

AQT wrote:No, I'm very sure Mav really does mean "Rising Son".
:roll:





And back on-topic, I assume for those of us using the DT support, our DT modes will not change apart from changes to original units? ie we'll have to add your new sections/scripts (if you release support for them, of course) if we want to add the new content to our maps?
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Re: Dark Times II: Rising Son

Post by Maveritchell »

Skyhammer_216 wrote:
AQT wrote:No, I'm very sure Mav really does mean "Rising Son".
:roll:
Does the world not appreciate good wordplay anymore? :P The title is an extended metaphor; like a sunrise dispels the dark night, the "rise" of Luke Skywalker meant the end of the "Dark Times" wrought by his father.
Skyhammer_216 wrote:And back on-topic, I assume for those of us using the DT support, our DT modes will not change apart from changes to original units? ie we'll have to add your new sections/scripts (if you release support for them, of course) if we want to add the new content to our maps?
That is correct; I'll make it so that none of the other mods that use Dark Times will be broken. For now, the only functional change I'll be making to the older sides is to make both an online and offline version of the Bothan Spy (online will use invisibility while offline uses disguise kit), and mods that support the older version of Dark Times will most likely be defaulted to the online version.

I will of course release the necessary information to add Rising Son to mods once I'm done with it.
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