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Re: Republic Commando: Extraction

Posted: Tue Oct 05, 2010 2:47 pm
by [Padawan]Helkaan
:eek: Awesome :thumbs: . I like specially the explosive barrels placement.

Re: Republic Commando: Extraction

Posted: Tue Oct 05, 2010 3:52 pm
by AQT
Thanks for all the responses again, everyone. I really appreciate it!

@Delta-1035: Okay. :D

@Teancum and DarthD.U.C.K.: Yeah, a Republic Commando based HUD would work really great, I think. If you can put one together, D.U.C.K., I'd be very impressed. :)
Lagomorphia wrote:Looks great. Personally I wonder how a missile launcher is going to be much more effective than an anti-armour attachment when you're fighting just droids. Are there going to be vehicles (STAPS, Dwarf Spiders, Hailfires?) in latter waves? Also, if the CIS aren't playable, why do they have sidearms? You could jsut give them infinite ammo.

Did you get the Geonosian Elite ODFs I sent you?
The missile launcher has a greater range than the anti-armor attachment, and plus, its projectile increases in damage as it builds up in speed, perfect for taking out large groups of enemies and blowing up explosive barrels from a distance. And it adds variety to the weapon choices. There won't be vehicles though. Enemies will continue to stream in onto the extraction point as long as they have reinforcement points. This means "waves" aren't really divided up by enemy type nor will there be delayed time to take breaks from battle; the action is constant. As for CIS units having sidearms while being unplayable, I guess it's just how I do sides: for balance and also, though not so much, realistic reasons. And yes, I got the ODF as I had confirmed on Xfire (maybe you were feeding your rabbits then :wink: ). I'm still contemplating whether to include Geonosian Elites or not.

Update: I've set up the seperate difficulty modes. I decided to up the CIS unit count to 48 just so it's a solid ratio (commandos are outnumbered one to four). The default reinforcement count for the CIS is 200, but that can be adjusted under the Conquest mode settings. I've also lowered the number of Clone Trooper locals to 12 in Easy mode and to 6 in Medium mode.

Re: Republic Commando: Extraction

Posted: Tue Oct 05, 2010 3:56 pm
by darthtyren
Will we all need an XFire?

Re: Republic Commando: Extraction

Posted: Tue Oct 05, 2010 4:03 pm
by AQT
I personally don't use Xfire while in-game, but it would be nice if you can set up an account for communication and pregame briefing purposes.

Re: Republic Commando: Extraction

Posted: Tue Oct 05, 2010 4:21 pm
by darthtyren
I already have one. darthtyren

Re: Republic Commando: Extraction

Posted: Wed Oct 06, 2010 7:19 am
by Blade117
Sounds fun! I wouldn't mind beta testing, please.

-EDIT-
Somewhat more polite (I think...)

Re: Republic Commando: Extraction

Posted: Wed Oct 06, 2010 11:04 am
by Lagomorphia
How do you choose between the Easy, Medium and Hard modes?
Blade117 wrote:Sounds fun! I'll beta.
I believe it is phrased 'Can I beta please?" :wink:

Re: Republic Commando: Extraction

Posted: Wed Oct 06, 2010 2:29 pm
by RevanSithLord
@Blade117
AQT wrote:Yep, that seems like a very good list to me. I might just cut it off there. I don't want to spoil the fun (I'll let you guys be the judge of that :wink: ) if I send out too many betas. Unless someone really, really wants to join in on the madness...

Well, I'm going to estimate that the beta will be out at the earliest some time this Friday. I just need to tweak a few things here and there and do a bit of polishing, and then it'll be good hopefully. :)
And, as Lagomorphia said more or less... a please would be nice - just for friendly advice, sir. ;)

Re: Republic Commando: Extraction

Posted: Wed Oct 06, 2010 3:21 pm
by Null_1138
Very promising, AQT! I love the idea!

Re: Republic Commando: Extraction

Posted: Wed Oct 06, 2010 4:47 pm
by AQT
Lagomorphia wrote:How do you choose between the Easy, Medium and Hard modes?
They are listed on the Instant Action under those names as available modes. You choose them like you would with any regular mode, such as Conquest.

Re: Republic Commando: Extraction

Posted: Wed Oct 06, 2010 11:02 pm
by Cerfon Rournes
Sounds great AQT! And If you have any spots left, I'd gladly test!
:mrgreen:

*EDIT* By the way, I heard you were looking for a HUD for the mod:D
Well, A Long time ago,( before I even started modding) I made this:
Hidden/Spoiler:
Image
I made the HUD then simply put It over the picture. :)
Anyways, If you are interested In using this for your mod, Please PM me :D

Re: Republic Commando: Extraction

Posted: Thu Oct 07, 2010 7:18 am
by Blade117
Nice HUD, man.

Re: Republic Commando: Extraction

Posted: Thu Oct 07, 2010 5:13 pm
by Cerfon Rournes
Blade117 wrote:Nice HUD, man.
Thanks :mrgreen:
As I said, I made It with a picture editing program, then put It over a SwBf2(BFX2.2) Picture. :D

Re: Republic Commando: Extraction

Posted: Thu Oct 07, 2010 5:24 pm
by Fiodis
Wait...did you actually put it in-game by editing the HUD files and all, or did you just draw a picture of a HUD idea you had?

Re: Republic Commando: Extraction

Posted: Thu Oct 07, 2010 5:46 pm
by Darth_Spiderpig
As he was saying...

Nice work on this AQT, sounds and looks promising. :thumbs:

Re: Republic Commando: Extraction

Posted: Thu Oct 07, 2010 6:04 pm
by Cerfon Rournes
Fiodis wrote:Wait...did you actually put it in-game by editing the HUD files and all, or did you just draw a picture of a HUD idea you had?
Yes, I did "Draw" it. As I said before, I made this before I started modding. I just made It with a picture program, then put It over a picture.
I know It might not be possible in-game,(It could, because I HUD Is just a tga. right?) But I just wanted to see If it might be useful to him in in some way :)

Re: Republic Commando: Extraction

Posted: Thu Oct 07, 2010 6:28 pm
by AQT
While I do appreciate your effort, Cerfon, I don't know where I could use that. Thanks for you offer though. :)

@Beta testers: Please download THIS patch if you haven't already. It should correct a small issue with multiplayer.

Changes I've made so far (not included with the above patch) are:
  • Local Clone Troopers will stop spawning if the CP is neutral or under enemy control
  • The announcer for the Republic will no longer mention that their side is losing reinforcements
  • Map name is now in grey
I'm planning a fourth mode called Jedi that will feature Dwarf Spider droids for the CIS and an AI-controlled gunship for the Republic.

Re: Republic Commando: Extraction

Posted: Thu Oct 07, 2010 6:29 pm
by Cerfon Rournes
AQT wrote:While I do appreciate your effort, Cerfon, I don't know where I could use that. Thanks for you offer though. :)

@Beta testers: Please download THIS patch if you haven't already. It should correct a small issue with multiplayer.

Changes I've made so far (not included with the above patch) are:
  • Local Clone Troopers will stop spawning if the CP is neutral or under enemy control
  • The announcer for the Republic will no longer mention that their side is losing reinforcements
  • Map name is now in grey
I'm planning a fourth mode called Jedi that will feature Dwarf Spider droids for the CIS and an AI-controlled gunship for the Republic.
Okay, thanks for responding ^_^ Btw... The mod looks Great so far! :thumbs:

Re: Republic Commando: Extraction

Posted: Thu Oct 07, 2010 11:55 pm
by inky
Looks very nice! We need more wave maps like this. If there is a beta spot left (unlikely) may I test?

Re: Republic Commando: Extraction

Posted: Fri Oct 08, 2010 4:01 am
by Lagomorphia
an AI-controlled gunship for the Republic.
Of the animated turret variety, so it doesn't go exploring?