Republic Assault is a full scale conversion mod for the Petroglyphy game Star Wars Forces of Corruption. Using elements from both the current canon, and existing EU to create the best possible game experience.
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Jul 13 2017 Anchor | ||
I've noted a few things so far, and have some ideas, and some things that need to be fixed (probably all minor). I note the items that I have screenshots for, they are all on my Steam profile, so let me know and I can pm the links, you should be able to see them. I recently built a big fleet of 20 or more ships that has had to defend multiple planets. Unfortunately, this means that as many ships as can fit in the pop cap are already spawned in the map. This isn't fun as I get quite a bit of slowdown initially, more ships than I need (and often, more than I can manage), and ships are often in...inconvenient locations. My Mandator is always below my other ships (essentially next to the planet), not a problem, except for the fact that I usually can't see the model, and going into its BattleCam looks...weird. This is really only a problem when defending, but I can see my suggestions helping for attacks when you forget to have someone jump in ahead of the rest of the fleet. My suggestions:
I've noticed on some mods (The Clone War Mod 4.0 specifically) and yours that so many units are available that they aren't visible. This has been a pain because I can't seem to find the MTT on TCW 4.0 (Recently found out he never actually put it into his binaries, but he had made it...), and units show up on your mod as I select buildings. I would suggest making a horizontal scroll feature in the build menu for both rows. Each unit or building gets a slot, and buttons on both sides to scroll back and forth. I have no idea how difficult this is to implement.
As an observation, I currently have old Tarkin and young Tarkin defending Kuat at the same time. I assume this will be ironed out eventually. Also, it was odd having Obi-Wan Kenobi kill C-3P0 and R2-D2. I think that's it for me, for now at least. |
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Jul 14 2017 Anchor | ||
Interesting ideas, could indeed be hard to implement for sure but could be quite useful in-game, especially in a battle, and could allow players to stragetically place their ships and use them accordingly in said battle, this would certainly be a useful feature, and your scroll feature for the build menu would be nice to have. Edited by: CT-1119 |
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Jul 14 2017 Anchor | ||
CT-1119 wrote: I can write C and Java, but I've never had a go at modding. If I had the time, I'd start learning and just write at least the scroll feature myself. But too much to do, not enough time. |
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Jul 17 2017 Anchor | ||
Ugh, I usually get a notification for a new thread. Anyways, as for some of your ideas. While I appreciate some of them, I need to shoot some down right away.
Best you can do is send an advanced unit in before your fleet. EaW is hard coded to force you to send in either the entire fleet, or one unit in advance.
There's really no way to do this either. Like before, best you can do is deploy one company, pause the game, place you troops, and unpause.
It was originally planned, but Petro decided to cut it. Best I can do is create a filter, which might not be planned.
Gotta disagree, heroes should play like somewhat better infantry. If you're foolish enough to throw a hero into a giant pack of enemies, there will be consequences.
Yeah... That's, uhh.... I'm still working on trying to balance everything
Hyperspace lanes are being fixed completely. No more ability to jump to random systems, you need to use charted lanes.
Once again, I gotta disagree. The player needs to plan ahead, and change their tactics.
Hardcase probably, from my understanding, that triggers a special attack
Yeah, text is WIP
All credit goes to X2. But he's getting replaced....
These really need to be rebalanced as a whole. I hate those things, but one side should have certain advantages over the other
Balance is completely WIP
It might, but not anymore. The model has been replaced.
Certain heroes, and units were left as placeholders, or role fillers. But some did get left in. Though I really do appreciate the feedback. |
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Jul 18 2017 Anchor | ||
Okay, I'll have to figure out how to manage defensive space battles better. |
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Jul 18 2017 Anchor | ||
Ungeheuer1 wrote: Ah, the issue was with defense battles. Yeah, the sad thing is, there's not much you can do. |
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Jul 20 2017 Anchor | ||
Sergeant wrote:Ungeheuer1 wrote: Forgive me if this is an ignorant question: If we assign a ship to the orange box (the one that makes that ship jump into an offensive battle first), would it be possible to have the game make only that ship appear initially during a defensive battle? The code for that should already exist, could you invoke that when a defensive battle starts? |
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Jul 22 2017 Anchor | ||
Ungeheuer1 wrote:Sergeant wrote:Ungeheuer1 wrote: It might be possible, but only if it's lua/xml based. If it's actual basic game code, than it's a big 'ol no on that. Unless Petro decides to resupport the game, and adds something like that. |
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Jul 23 2017 Anchor | ||
Sergeant wrote:Ungeheuer1 wrote:Sergeant wrote:Ungeheuer1 wrote: I don't know shit about about scripting for games, but what scripting languages would I need to learn to make that scroll bar I mentioned above, and the orange box thing? I'm guessing at this point that neither of those are really on your radar for goals, so if I don't get through em, it isn't a loss for you, and if I do, everyone wins. |
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Jul 23 2017 Anchor | ||
Ungeheuer1 wrote:Sergeant wrote:Ungeheuer1 wrote:Sergeant wrote:Ungeheuer1 wrote: Honestly, unless Petrol releases source code, or someone manages to decompile the game. It's not really possible. |
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