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Mount&Blade Expansion => Mod Graveyard => Star Wars Conquest => Topic started by: HokieBT on May 11, 2009, 09:09:07 AM

Title: [SWC] Suggestions for future releases
Post by: HokieBT on May 11, 2009, 09:09:07 AM
Please post any suggestions or requests for future releases of Star Wars: Conquest here.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on May 11, 2009, 10:49:54 AM
posting some suggestions from the Taleworlds thread....

-Different skin colours for mon calamari (or whatewer they are)  and other races.You dont have to make completely new faces, just more colours for skins, and you get variety  :wink:

-maybe some obstacles ,when you are fighting on ship (crates, barrels, stairs, elevators if possible(you go on the elevator field wich would be constantly moving up and down.Awesome for jedi fights  :P),for example : you can hide behind barrels before ranged attacks and then you atttack them, while they are reloading, or shoot/hide tactic with wookie crossbow ,while staying behind barrels,...

-expanded gameplay features like sprint(make it more powerfull),warcry,etc...? This would be available only to jedies  :)

-music? I really miss classic star war theme songs in this mod (in battle)

-Maybe I didnt play enough long, but overally, I miss more different enemies to kill on a map...

- more different ship battle scenes if this can be implemented?

-Maybe an option to buy new ship at merchant? Different ships would give you different bonuses.Some ships would be faster(bonus to pathfinding), and other ships would have better tracking system (bonus to tracking),and some for bonuses for faster healing.Ofc you can only have one ship...



Never started playing this mod until about an hour ago, when I spent a good 10 mins staring in amazement at all of the possible races available to you.

As a whole, I'm very impressed with the amount of detail and class brought to this mod, I especially like the new face textures, they are 3x better then native. :) so grats there.  There are a few, annoying hiccups, now nothing serious but - it is serious enough for me not to ever wear them, since it'd make my character look like a squashed rectangle.

The armours and the armour textures, for cloaks, Manadarin and most of the other generic armours I foind in market shops, they weren't that good. :( The models need editing and smoothening out, the block effect is quite distressing for me, also maybe the textures could be re-vised a little.  In all i think everything is amazing, especially with the sound effects and the voice overs, the mod is a definite win, so please do not think I'm insulting the work here, I just feel as if it requires some attention.

Also, the map background, although space is brilliant and the planets look amazing, both by scene and by map-icon.  I can't play the game for longer then 10 mins via the main map, because the map itself sends my head spinning and I start tripping out.  It does something very bad to my eye-sight xD so maybe using a standard birds-eye view picture of space may be better here with additional tiles.  Because the way is currently rotates and moves just sends my head swirling (not sure why).

But yeah, it's a brilliant mod.

P.S - whoever did the face textures deserve some SERIOUS recognition publically, I haven't seen face textures that good since i've been playing these mods.  So yeah, also - lightsabres look brilliant and sound brilliant, heck the whole thing is brilliant, just a few hiccups in graphical/physical design. :)


Excellent work. Just somethings that bug me:
-There are many geonosians over the galaxy
-DC weapon series are smaller than their original sizes
-Droids using DC series! COuld you make the B1 series' rifle?
-Where are stardestroyers?
-The stardestroyer purchase cost is so low... it should be incredibly high!
-At the Trade Federation you can buy any tipe of ship, but for 0 credits! I had to pay nothing for te star destroyer.
-Nobody moves in the cantina, is it posible to make some of them walk all over it? So that you ge to see some life.
-Could you add more pirate parties of little size? It's not easy to find a group of pirates, and when you find it it has about 30 soldiers on board.
-Boba Fett as lord? Couldn't you add famous bountyhunters as independent hirable(or not) characters that travel all over the galaxy?
-Is Alderaan in the map? I don't remember. I ask this because it SHOULDN'T, remember it was destroyed by the 1st Death Star.
-Think twice before putting Geonosis under imperial. It was when the Death Star was being built, that they conquered (Vader) the planet in order to get aliens to do the hard work on te project. The geonosians defended theirselves from the imperials, and where friendly with the Rebellion and the CIS Remnants. It's 100% probable that the entire planet wasn't conquered and that, in fact, Vader left nobody to keep it under control.

Suggestions:
-Space station and outpost scenes (both siege and walk around)
-The Legionnaire series battledroid (the one given to the mandalorians by the CIS, reskin of the C-3PO)
-Add the rebel base at the Vergesso Asteroids (very important base, made an incredible resistence to the Empire, as seen in EMpire at War and Galactic Battlegrounds).
-Add three more factions: The CIS remnants (Mustafar, Geonosis? also fought in Corellia..., could be treated as pirates too), The Mandalorian Clans (only in Mandalore, but with some sort of reappearance feature if they are conquered) and the Zann Consortium (Ryloth, Felutia, Hypori, Salueucami). This three additional factions would make the game much more fun, and varied. Suggested Colours: CIS (dark blue), Zann Consortium (brown), Mandalorian CLans (purple).
-Add the deathstar and it/its scenes. Would it be posible to make it so that it moves all over the galaxy? I suggest to make the unfinished Second Deathstar, so that it's more historical accurate, if Luke is a lord then the First Death Star is destroyed.
-Add more planets: Sarapin (volcanic, from where the empire gets 80% of it's energy), Taspir (volcanic, similar to Mustafar) and Raxus Prime (controlled by the Empire and rodian gangs, there is an abandoned jedi temple and it's where all the war trush (cruisers and so) go).
-Add models for each really different planet. Kuat for example has an entire space base ring. Geonosis has an asteroid ring. Coruscant is a entire city... Also: Volcanic planets.

A suggestion: turn shopkeepers to droids, it was pretty common.

I became really happy when I noticed, that I can join one of the factions at the beginning but I still hope that there is possibility to get a small army on the beginning. Like selecting to be an officer and get about ten stormtroopers and so on. It's really annoying to start from a scratch every time I try a new mod. I think I've said this before...
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on May 11, 2009, 04:22:08 PM
Aha! Finally, we can post in here.

Two suggestions for now:


1. As mentioned on the SWC thread, a battle over a sarlacc would rock the cock. Have the big ol' sail barge for one (the defending?) army, then three or four skiffs where the attackers spawn from. That is, provided multiple spawn points are possible. It'd be cool for a custom battle, but a generic battle for desert maps involving the sarlacc in some manner would be nice too. I even went to a team of conceptual artists to design how it would look.

(http://i3.photobucket.com/albums/y97/rabotango/mbsarlacc.jpg)

I fired them.



2. Give some of the lords mounts. Guys like Luke, Solo, Vader, Wedge, Fett, Lando, etc. were all noteworthy pilots. Plus, it's rare we notice the lords on the battlefield as they often get cut down in the volley of laser bolts as the armies charge into each other. Mounted guys (especially those with melee attacks and shields) often last a while longer.

Title: Re: SWC: Suggestions for future releases
Post by: HocusPocus on May 11, 2009, 04:23:51 PM
I've have lots of ideas for the future and I hope other people will keep on suggesting them as well, to make this mod of of the great ones  :)
Title: Re: SWC: Suggestions for future releases
Post by: Lymphatic on May 11, 2009, 05:17:20 PM
Just some quick thoughts, not thinking about whether it's possible with M&B
My sincerest apologies if I accidentally plagiarize

I particularly would like to see the droid one. I think that would be fun to start as a typical droid, and then upgrade to a B2 Super battledroid over time :)
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on May 11, 2009, 07:19:21 PM
Just a thought, can we have super strong NPC Lords? Even it's duel, I beat Yoda, Luke, Darth Vader 1on1 all the times with their own weapons, on foot.
I think I've read somewhere in Chel's EG III sub-board about how has he made his NPC super strong with Melee (over 300 HP,mostly 1 hit kill everything, super fast on foot, very hard to damage, accurate "throwing weapons" - in SWC it's Force, so it'd be the same)
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on May 12, 2009, 11:22:45 AM
Regarding the 3PO an R2 droids: wouldn't it be the easiest way to use them as party members (like Rahm Kota and all the others)?
For example you could give R2 unit high skills in navigation, pathfinding, and spotting. Give him a high enough level, so he won't level up (because it might be hard to explain how a programmed droid earns experience in combat), and make him expensive to hire. The conversation with the droid could be written so that it looks more like you buy the droid, not like you hire him.

For the 3PO units you could do the same with persuasion for example (though i don't know if that's possible, because it's a leader skill).
You could use a 3PO unit as medical droid as well.

Upgrading them could be done by using invisible armor, helmets, gloves, and if possible weapons with really low or no damage, maybe ourchasable at a droidpart merchant in the cantina.

The big advantage would be that you don't loose your beloved droid in an auto-resolved battle...
Title: Re: SWC: Suggestions for future releases
Post by: Lore.Ik on May 12, 2009, 11:51:02 AM
You could use a 3PO unit as medical droid as well.
yeah, we need some Real 21B med droids, not that little Mini in the item slot
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on May 12, 2009, 12:01:21 PM

Happy Stormtrooper - I really like your sarlacc battle idea, we will have to try and add this

Tyrinius - yeah, what you described was almost exactly what I had planned to do with the droids.   I really wanted to have droids as playable characters and companions, but ran into a game engine limitation when I tried to code it a month or two ago.  The limitation/bug is there can only be a maximum of 16 races (ie. unique body/face model with custom sound effects) in M&B.  So when I tried to do this I was already at 15 races (human male, human female, twilek m+f, bothan, rodian, trandoshan, wookiee, jawa, etc) so just had to create a generic "droid" race to use for the droid troops.   This is just an invisible body, with generic droid sounds, and then I equip different armor over it (R2, 3PO, B1, IG, MSE6, etc)......   So if we wanted to have droids as playable characters/companions it would be possible, but we'd have to remove a playable race (bothan, mon cal, sullustan, etc) for every droid we added.  Also, those alien troops would then have to go back to the old method of wearing alien helmets and gloves to cover the human body....   I was planning on adding a ton of playable races and droids, so the limitation of 16 races is a major pain and quite frustrating....
 

Title: Re: SWC: Suggestions for future releases
Post by: Lore.Ik on May 12, 2009, 12:19:59 PM
maybe you could have like a 'Kill jabba' quest where you have to go with luke, han, lando, ect...
to tatooine and have a battle over the sarlacc!  :P
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on May 12, 2009, 12:35:49 PM


Tyrinius - yeah, what you described was almost exactly what I had planned to do with the droids.   I really wanted to have droids as playable characters and companions, but ran into a game engine limitation when I tried to code it a month or two ago.  The limitation/bug is there can only be a maximum of 16 races (ie. unique body/face model with custom sound effects) in M&B.  So when I tried to do this I was already at 15 races (human male, human female, twilek m+f, bothan, rodian, trandoshan, wookiee, jawa, etc) so just had to create a generic "droid" race to use for the droid troops.   This is just an invisible body, with generic droid sounds, and then I equip different armor over it (R2, 3PO, B1, IG, MSE6, etc)......   So if we wanted to have droids as playable characters/companions it would be possible, but we'd have to remove a playable race (bothan, mon cal, sullustan, etc) for every droid we added.  Also, those alien troops would then have to go back to the old method of wearing alien helmets and gloves to cover the human body....   I was planning on adding a ton of playable races and droids, so the limitation of 16 races is a major pain and quite frustrating....
 

No need for the Fett clone to be a race. If it's for the purpose of clone troopers, couldn't the Fett head just be an alternative helmet for them? If the player wants to be a clone, it's not especially hard to create a decent likeness in the character creator.

Also, if push came to shove, I'm sure nobody would miss Bothans and Sullustans being playable. I'm guessing, really, but can't imagine they have mass appeal. Obviously keeps the heads so they can still be units, though.



Now I'm probably asking something that's hard-coded, but can we alter how the game chooses units to push the siege tower? I lose all my melee units (sith) getting the tower in place, and my dipshit stormtroopers are left having to punch their way through the defences. Ideally, the game would have peasant level units expose themselves to danger and do the dirty work.
Title: Re: SWC: Suggestions for future releases
Post by: Shatari on May 12, 2009, 12:51:40 PM
Hey! I like Bothans! Admittadly the present model's a little rough (and I don't know if it can really be improved due to the engine), but I really like the race.

Now I'm probably asking something that's hard-coded, but can we alter how the game chooses units to push the siege tower? I lose all my melee units (sith) getting the tower in place, and my dipshit stormtroopers are left having to punch their way through the defences. Ideally, the game would have peasant level units expose themselves to danger and do the dirty work.
I think a better solution might be to remove the siege towers and add holes in the walls or ladders. Siege towers just don't make much sense.
Now if we could get AT-AT walkers to replace them, that would be cool. You could have an AT-AT slowly advancing towards the defenses, and the defenders have to deal enough damage to destroy it before it reaches their lines. If it's destroyed, the soldiers inside all die, and a new AT-AT appears with the next wave. All the while, enemy snipers are trying to knock off the defenders and draw fire. Probably not practical for the engine, but it would be cool.
Title: Re: SWC: Suggestions for future releases
Post by: Geroj on May 12, 2009, 01:59:57 PM
Hey! I like Bothans! Admittadly the present model's a little rough (and I don't know if it can really be improved due to the engine), but I really like the race.

Now I'm probably asking something that's hard-coded, but can we alter how the game chooses units to push the siege tower? I lose all my melee units (sith) getting the tower in place, and my dipshit stormtroopers are left having to punch their way through the defences. Ideally, the game would have peasant level units expose themselves to danger and do the dirty work.
I think a better solution might be to remove the siege towers and add holes in the walls or ladders. Siege towers just don't make much sense.
Now if we could get AT-AT walkers to replace them, that would be cool. You could have an AT-AT slowly advancing towards the defenses, and the defenders have to deal enough damage to destroy it before it reaches their lines. If it's destroyed, the soldiers inside all die, and a new AT-AT appears with the next wave. All the while, enemy snipers are trying to knock off the defenders and draw fire. Probably not practical for the engine, but it would be cool.

Yes, Bothans was reworked 2 times by me, it is some curse, but i dont know how to create nice bothan :D

And i tried several times to add ATST ot game but it cant be added because in game exist only human skeleton(for both -male and female) and nobody know how to add new skelton to game
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on May 12, 2009, 02:05:22 PM
yeah, we could find a few races to get rid of, so we could probably have an R2-unit and a 3PO-series droid as a companion, but won't be able to add a ton without limiting the playable races more....    There are also some other limitations like you can't show the body through an armor/glove/boots, etc, so I couldn't really do transparent droid parts as upgrades, I would have to have a model for each piece.  Then if the player tried to equip a 3PO upgrade on a R2 unit it would look weird, etc.   MartinF and I were talking about removing the 'view equipment' menu for droid companions so the player couldn't change it, and instead creating a menu system of droid upgrades, etc, but that was a longer term plan.   Switching the siege towers to use AT walkers is probably do-able and we already have models for them.

I think the main problem with the future of this mod is we are starting to max out my coding and module system knowledge.  ???   My coding skills are good enough to switch equipment around, create troops, change menus, add items, etc, but MartinF and Obi created the more advanced coding that is in the latest release.   I don't really understand the code for sieges at all, most of the AI logic and other scripts, and have a tough time creating new code from scratch unless it is really basic.  So I think I can put out a release with some minor fixes but am really going to have to stare or play with the code for a while to figure other things out...  So if anybody wants to help with coding then please let me know.   :)
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on May 12, 2009, 07:58:21 PM
Hi guys, I'd loved to make few suggestion. I have done some studies and papers in my past courses of Customers Behaviors. And my choice is Gaming Industry, of course  :lol: I might not be an expert in gaming industry, but I read few of these experts' articles in the feild and I wished to share with u guys
Due to my research, most big games developers'd gave their efforts to show the best of the game in 1st 15 minutes of the game. If the players are impressed in 15 to 1st hour of the game, it's about to success 90% of the time. I felt SWC was really really great peace of art and I enjoyed it every times I played, but with a few more touchs, it would be sold perfectly.

1. If you ever made a complete system of upgrade system of Droids and the Force Selling NPC, Please put Them in the City Scene, . Since you guys are making so much efforts to creat such beautiful scenes, you have let the players to see it, put them all in the Cantina is such a big waste.

2. About City Menu/Visiting the whole City, the old M&B already had this model: when you visit somewhere in the 1st time, you have to walk and talk in the city before they are accesible through the Menu. Granted that the scenes are magnificant to view, but the players'd be bored/ annoying at 30-80 days ingame to walk in cities all the times to unload your loads. So let them see the View and impressed for the 1st time, and that impression will encourage them to explore the game in later games/but make it optional though.
The emotion and style is differ for each players/each time they go in game as well, so it made the game more enjoyable this way.

3. Also, The Spawn point when u firts appear in the game could be near the main cities with distintive themes of scenes (Tatooine for Hutt Players, Kashyyyk for Rebel and err ... what for Imperial players?)
The normal reaction of 99% of players when starting new games would be visiting the first Visible/accessible thing on the scene. But most of players are Veteran on M&B, so the Training ground is skipable since it's benefits and scene is not that much different in the most mods.

4. The Travelers would use an upgrade to his dialog to introduce what's new in the game as well. My suggestion is make 1 of tutorial sceen in the
early game pop up with few CAPSLOCK words to indicate the players to find and ask those travellers. Or just let the bar keepers to inform players of it - since they will visit the catina soon and notice the different in bar-keeper Dialog.

5. Loading screens Tips and Quotes could be added for some hints/introduction ingame as well  :)
Title: Re: SWC: Suggestions for future releases
Post by: Nameless One on May 13, 2009, 02:46:17 AM
1) Would it be too difficult to edit the Shield Bash script to allow off-hand attack? If someone could make it knock the opponent down, it can certainly do some damage. With an adequate if statement, you could have both shield bash and off-hand attack at the same time.

2) Speaking of shields, do those energy shields really exist in SW or did you make them up for the module? Onin No Ran is a module with similarly dealdy combat as SWC and it has no shields at all, and it works great. I would like to see SWC without energy shields also because it would make the Jedi more powerful with their Force Block and off-hand lightsabers.

3) It would also be great if you could bind some force powers to keys instead of representing them with items. Things like that have already been done in other mods like Expanded Gameplay and Chronicles of Talera, just to name a few. For example, Burst of Speed, as it is called in d20 Star Wars system, could be the same as Sprint ability from EGIII.

4) Concerning speeders, you've made a great improvement in 0.8 by making them extremely fragile. Could you also add some sounds for speeder engines and give them some slower deceleration? It would make them perfectly realistic.

5) It would also be great if you could script some reactions from generals to the equipment the player character is wearing. Wearing Stormtrooper armor while talking to Rebel generals should be a bad idea. Similarly, if you implement some sort of Jedi status, using a lightsaber in combat when fighting alongside a Jedi should be quite a bad idea unless you are at least a Padawan.

6) More races! I want a Kel Dor :)
Title: Re: SWC: Suggestions for future releases
Post by: obi on May 13, 2009, 05:02:50 AM
Does anybody know if there is a phase 2 clone trooper armor in development?

That would be really cool I think
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 13, 2009, 01:48:32 PM
This shouldn't be too hard and could be implented in the upcoming patch: the DC15a MUST be resized sooner or later, and the front part of the gun is too small even in ratio to the rest.
Title: Re: SWC: Suggestions for future releases
Post by: Samael on May 14, 2009, 12:02:53 AM
not sure if its been mentioned but im in a hurry. but tone down force kill. i spam it for days and nothing stands up. ive single handedly taken castles. maybe make it two handed? being able to block while you close the distance makes it unfair,lol. damned fine mod though!
Title: Re: SWC: Suggestions for future releases
Post by: alAshrad on May 14, 2009, 10:50:41 AM
I don't know the mechanics behind the game, but maybe a good replacement for the (overpowered) Force Kill could be:

The Force Choke!

Instead of an invisible sword that deals a hell of a lot damage (or something like that, meaning the Force Kill current aspect), you could make the Force Choke as a:
- throwing weapon (invisible knife?), with low range, and with a very slow recharge time (can't remember if that was possible with throwing weapons).
That would make it possible to one-hit-kill a soldier, instead of an army. And it would be realistic too (by Star Wars standards)!

Rebel Soldier comes up close;
You choke him to death;
And, since it would take too long to do it again on the next soldier, you get your lightsaber out and join the fight!


That would be useless if you are planning on using that Magic Mod-thing anytime soon, though.
---------
EDIT: The ideas keep coming up!

I don't remember if it was the TLD project, or Onin No Ran, but one of them had a script to make it possible for your army to contribute to your skills (by giving you bonuses).
That would open up lots of opportunities, like:
 -Imperial/Rebel Pilots giving you higher Navigation and Radar skills.
 -Scouts could give you higher Tracking.
 -Twi'lek Dancers could give you Persuasion... and so on.
--------
Another thing that botters me, is that the requeriment for higher Force Knowledge and better lightsabers is Strength!
I mean, Agility? Reasonable (for the lightsaber part, at least).
Intelligence? Usable.
Charisma? AFAIK it is used for Force-related things in the RPG books.

Changing that might be impossible due to game limitations, but one can always hope!
---------
Shouldn't the WHOLE Trandoshan line (meaning units and their upgrades) use Stun Guns or at least that blue Stun Ammo?
Since they are slavers and all that, their prey should be kept alive. Or maybe add the Trandoshan Slaver unit to their upgrade list?
Title: Re: SWC: Suggestions for future releases
Post by: HocusPocus on May 15, 2009, 08:02:04 AM
All the powers, weapons and armour will be balanced in the next version. Force kill will be a high level Force power so only the best Jedi/Sith will be able to wield it. As for other force powers, I'd like to add force heal for a start and then see what else the game engine allows. (bear in mind there are a huge amount of powers, most of which we will not be able to add. But we will try.)
Title: Re: SWC: Suggestions for future releases
Post by: Shatari on May 15, 2009, 01:08:41 PM
I'm not sure if it would be practical to implement, but I think it would be cool to mix the Form the Ranks (http://forums.taleworlds.net/index.php/topic,62492.0.html) mod with SWC. The ability to create squads would be awesome.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 15, 2009, 02:18:11 PM
I'm not sure if it would be practical to implement, but I think it would be cool to mix the Form the Ranks (http://forums.taleworlds.net/index.php/topic,62492.0.html) mod with SWC. The ability to create squads would be awesome.

Oh baby, yes please! Just read the stuff, this is friggin' trippin' awesome!
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 16, 2009, 04:12:12 AM
Another thing would be nice: clone troopers should use blue blaster bolts, not red ones. This would take, like, 5 minutes or less to change, so I'm kindly asking you to do so.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on May 16, 2009, 05:15:41 AM
Another thing would be nice: clone troopers should use blue blaster bolts, not red ones. This would take, like, 5 minutes or less to change, so I'm kindly asking you to do so.

Ah yeah that's a point, also the B1's should be using Red bolts rather than Yellow.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 16, 2009, 12:42:24 PM
Exactly. Lasers from clones and droids should be changed. As well as the ones from the rebels. The rebels used both green and red, but not only red. I suggest that some use one and other use the other.


More suggestions:

-Add three more factions:
The CIS remnants (Mustafar, Geonosis? also fought in Corellia..., could be treated as pirates too)
The Mandalorian Clans (only in Mandalore and its system, but with some sort of reappearance feature if they are conquered)
The Zann Consortium (Ryloth, Felutia, Hypori, Salueucami).
This three additional factions would make the game much more fun, and varied.
-Suggested Colours: CIS (dark blue), Zann Consortium (brown), Mandalorian CLans (purple).
-This would need new ship models (for the map). Ask me and I'll tell you which ones should be used for each.

Geonosians
-There are many geonosians over the galaxy. Could you (team) make them unusual to see? They went outside their planet only for belic purposes (aidding the CIS).

Correct droid weaponry
-Droids using DC series! Could you make the B1 series' rifle?

Dark trooper armour
-The dark trooper is an imperial project. The 'dark troopers' are both personal armours and droids (one or the other, not both at a time).

Expensive ships
-The stardestroyer (and others) purchase cost is so low... and it should be incredibly high!

Dinamic cantina
-Nobody moves in the cantina, is it posible to make some of them walk all over it? So that you ge to see some life.

More pirates-Could you add more pirate parties of little size? It's not easy to find a group of pirates, and when you find it it has about 30 soldiers on board.

Less jawas!
Some jawas could be pirates, but only some! They were merchants over all, they avoided any fight. But not only reduce the number of jawa pirates, but the total number of jawas all over the galaxy. They weren't tat many.

Boba Fett
-Boba Fett as lord? Couldn't you add famous bountyhunters as independent hirable(or not) characters that travel all over the galaxy?

Alderaan
-Is Alderaan in the map? I don't remember. I ask this because it SHOULDN'T, remember it was destroyed by the 1st Death Star.

Geonosis
-Think twice before putting Geonosis under imperial rule. It was when the Death Star was being built, that they conquered (Vader) the planet in order to get aliens to do the hard work on te project. The geonosians defended theirselves from the imperials, and where friendly with the Rebellion and the CIS Remnants. It's 100% probable that the entire planet wasn't conquered and that, in fact, Vader left nobody to keep it under control.

Space stations
-Space station and outpost scenes (both siege and walk around) for next version. Going to a base and appearing at some sort of castle gets me out of the game.

Legionnaire battledroid
-The Legionnaire series battledroid (the one given to the mandalorians by the CIS, reskin of the C-3PO). Is it in? If so, I didn't see him.

Vergesso asteroids
-Add the rebel space base at the Vergesso Asteroids (very important base, made an incredible resistence to the Empire, as seen in Empire at War and Galactic Battlegrounds).

Add the deathstar and it/its scenes
I suggest to make the unfinished Second Deathstar, so that it's more historical accurate, if Luke is a lord then the First Death Star is destroyed. I've seen a ingame model, and it looks like the first deathstar, it would be great if this was fixed.

More Planets
Sarapin (volcanic, from where the empire gets 80% of it's energy), Taspir (volcanic, similar to Mustafar) and Raxus Prime (controlled by the Empire and rodian gangs, there is an abandoned jedi temple and it's where all the war trush goes (cruisers and so)).
-Add models for each really different planet. Kuat for example has an entire space base ring. Geonosis has an asteroid ring. Coruscant is a entire city... Also: Volcanic planets.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on May 17, 2009, 02:11:40 AM

Add the deathstar and it/its scenes
I suggest to make the unfinished Second Deathstar, so that it's more historical accurate, if Luke is a lord then the First Death Star is destroyed. I've seen a ingame model, and it looks like the first deathstar, it would be great if this was fixed.



There is no timeline. Obi Wan, Biggs and Tarkin are still alive, Yoda's out of hiding, and the stormtroopers wear "A New Hope" armour.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 17, 2009, 04:17:57 AM
A new hope armour? The stormtrooper armour is the same in IV, V and VI.

And yes. I know there is little accuracy, but that doesnt mean you can get close to it, does it?

If I were you I would take away Obi Wan (leave Tarkin alive is strange, but Obi Wan is too iconic and died in the middle of the first movie), and instead add Echuu Shen Jon.
http://starwars.wikia.com/wiki/Echuu_Shen-Jon

Echuu was a very important jedi exile from order 66 and really helped the Rebel Alliance. Obi Wan did nothing for the Alliance, he didn't actually fight.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 17, 2009, 04:55:33 AM
I suggest making the second death star as a space station (castle) over Endor.

And don't replace Obi-Wan with some xy Jedi from a videogame.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on May 17, 2009, 05:04:05 AM
A new hope armour? The stormtrooper armour is the same in IV, V and VI.

No it isn't.

You should know better than to challenge me on stormtrooper armour.  :P
Title: Re: SWC: Suggestions for future releases
Post by: Vector on May 17, 2009, 05:18:42 AM

Add the deathstar and it/its scenes
I suggest to make the unfinished Second Deathstar, so that it's more historical accurate, if Luke is a lord then the First Death Star is destroyed. I've seen a ingame model, and it looks like the first deathstar, it would be great if this was fixed.



There is no timeline. Obi Wan, Biggs and Tarkin are still alive, Yoda's out of hiding, and the stormtroopers wear "A New Hope" armour.

The module is set in 1ABY so it's set about one year after 'A New Hope'.
So technically Tarkin would be dead, how ever i doubt we will have angry fanboys trying to kill us for having tarkin in game.


@Revan:
We have said countless times that are priority is to focus on films, therefore allot of the suggestions on adding expanded universes content will probably go ignored.


Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on May 17, 2009, 05:41:06 AM

The module is set in 1ABY so it's set about one year after 'A New Hope'.
So technically Tarkin would be dead, how ever i doubt we will have angry fanboys trying to kill us for having tarkin in game.


Do you really doubt that?


Anyway, back to suggestions:


- Could we get particle effects when weapons fire? If not muzzle flashes, then the smoke other mods use for firearms. Currently, shooting feels a little like point and click with an enemy falling down. The sounds are pretty good, and the laser bolts are awesome, but it doesn't really feel like the gun itself is involved in the death-giving process.

- More oddly-shaped aliens. I don't mean super-tentacled slugs with eyes made of laser crystals that shoot ghosts when agitated. But stuff like the pig guard has proven to work well. I'm currently learning to do manual rigs, so some of Jabba's background minions or the lovely folk from the Cantina scene would look cool. It'd be more interesting if every alien didn't just look like it could be some dude in a face mask. Though I think I just made a suggestion to, uh... myself. Deep.

- Some unique ships for heroes. The Falcon to Han Solo, Super Star Destroyer for Vader (or maybe just his personal TIE Fighter from ANH?), Slave I for Fett, etc...
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 17, 2009, 05:48:03 AM
And don't replace Obi-Wan with some xy Jedi from a videogame.

Echuu is a good option, but Obi Wan is a round NO. Obi Wan did nothing in the Galactic Civil War, he didn't kill a single stormtrooper. In fact, he comited suicide.
Title: Re: SWC: Suggestions for future releases
Post by: Shatari on May 18, 2009, 02:23:12 AM
I'm not sure how practical it would be but check this out (http://forums.taleworlds.net/index.php/topic,64328.0.html). Imagine that with a star map.


Echuu is a good option, but Obi Wan is a round NO. Obi Wan did nothing in the Galactic Civil War, he didn't kill a single stormtrooper. In fact, he comited suicide.
Bah, Obi Wan is far better than some no name EU character. Everyone knows and loves Obi.
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on May 18, 2009, 02:55:55 AM
I'm not sure how practical it would be but check this out (http://forums.taleworlds.net/index.php/topic,64328.0.html). Imagine that with a star map.

Something like that would be good, as i sometimes lose orientation due to the missing compass.
We could at least show a grid or something.

edit: I think the info on how to get clones/droids, and where to find the space battles should be included in the readme as people ask for it that often.
Title: Re: SWC: Suggestions for future releases
Post by: Shatari on May 18, 2009, 02:16:13 PM
An in game readme would be nice. You could pose it as a tour guide, and point out all the redone scenes and new features in it.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on May 18, 2009, 04:20:35 PM

sorry I haven't had time to respond individually to all of these but we definitely are reading them and incorporating what we can.   Few general comments:

- we are keeping this close to the movies, so my vote is to keep major characters since they are recognizable to the casual fan.
- some suggestions are quite easy to do (re-size a gun, change a dialog, switch color of laser bolts, etc) while others may be more difficult.  I'm also fairly new to the module system and python coding, so what gets included somewhat depends on how easy it is to change, if we know how, or what we have time to work on, etc.  I will continue to refer to this thread in the future and review current and previous posts as we look for things to add.
- within reason, I'm more than happy to include any star wars model that people make and agree it really helps out.  I can't model, so new ships, armor, scene props, aliens, etc, basically depend on what the team and other community members want to work on.   If people don't care then they can PM me and I can task them with stuff, but since this is all for fun I'm usually hesitant to do that...
- I know the current world map isn't perfect, but I'm not a huge fan of map editing and was trying to somewhat balance realistic planet locations with gameplay balancing since it didn't make sense for some area's of the map to be completely empty.  If anybody likes to play with the map editor and move some planets around then let me know but otherwise I probably won't be tweaking it too much.
- scene editing takes time, we have to create new models, and the code for town/castle sieges is somewhat complicated.  So while we will be working on scene editing its going to take a while before we get a total conversion done.

anyway, I don't have a completely list but I've made several of the easier changes mentioned in this thread and am working to fix some of the bigger bugs to post in a 0.8.1 release.  I'll also try and see how grid-lines look on the map, add a readme popup, and do some particle effects on the blasters since that should help also.  Can probably sneak a few other things into the next release, but the more major changes would have to wait till a future version.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on May 19, 2009, 06:52:45 AM

I tried to add grid lines, does something like this look better?

 (http://s1d2.turboimagehost.com/t/1733125_mb28.JPG) (http://www.turboimagehost.com/p/1733125/mb28.JPG.html) (http://s1d2.turboimagehost.com/t/1733126_mb29.JPG) (http://www.turboimagehost.com/p/1733126/mb29.JPG.html)
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on May 19, 2009, 08:32:23 AM
yeah, that's cool!
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 19, 2009, 10:28:53 AM
Small suggestion: maybe make circular lines along with the already made grid lines. It'd make sense, since the Galaxy is somewhat circular or oval.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 19, 2009, 02:49:14 PM

I tried to add grid lines, does something like this look better?

 (http://s1d2.turboimagehost.com/t/1733125_mb28.JPG) (http://www.turboimagehost.com/p/1733125/mb28.JPG.html) (http://s1d2.turboimagehost.com/t/1733126_mb29.JPG) (http://www.turboimagehost.com/p/1733126/mb29.JPG.html)

Very nice. Like in the EMpire at War's space battle map.
Title: Re: SWC: Suggestions for future releases
Post by: Shatari on May 19, 2009, 04:31:25 PM
I tried to add grid lines, does something like this look better?
I like that. It'll be a lot easier to navigate with some direction. Currently I keep flying too far from my planet when I'm patrolling, since I don't have any landmarks nearby. Some nebulae or other space anomalies would also be a neat touch. ^.^


By the way, in the next patch could you make it so that we can recruit our own troops even if we aren't part of a nation? Or at least get clones that way? It would be awesome.
Also, the weekly cost for troops only displays the ones in your party. Could you tweak that to display the real total, via this (http://forums.taleworlds.net/index.php/topic,46290.msg1262949.html#msg1262949)?
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 19, 2009, 11:41:04 PM
Some nebulae or other space anomalies would also be a neat touch. ^.^

Yeah, that would be awesome, but probably too much for this patch.

By the way, in the next patch could you make it so that we can recruit our own troops even if we aren't part of a nation? Or at least get clones that way? It would be awesome.

Yup, I hate having to join some faction to get clones when I only want to make them and conquer the Galaxy by myself!
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 20, 2009, 02:16:28 AM

I tried to add grid lines, does something like this look better?

 (http://s1d2.turboimagehost.com/t/1733125_mb28.JPG) (http://www.turboimagehost.com/p/1733125/mb28.JPG.html) (http://s1d2.turboimagehost.com/t/1733126_mb29.JPG) (http://www.turboimagehost.com/p/1733126/mb29.JPG.html)

Very nice. Like in the EMpire at War's space battle map.

Lovely, just like in the EMpire at War space battle map.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on May 20, 2009, 08:09:27 AM
yeah, I improved the recruit menu's a bit for the next release.  If you build a village improvement then the "recruit X" menu will always show up regardless of faction, village relationship, etc.  It was also previously hidden if you didn't have enough money or space in your party to hire troops, but that was somewhat confusing so I left the menu there and added some details on the next screen to show you better how many you can or can not hire.
(http://s1d2.turboimagehost.com/t/1736897_mb22.JPG) (http://www.turboimagehost.com/p/1736897/mb22.JPG.html)

The "recruit volunteers" was the only one I wasn't sure what to do with, because the "player faction" doesn't have recruits or a troop tree so this is why it doesn't show up if you aren't part of a faction.  I switched this menu to give you farmers if you aren't part of a faction, which isn't ideal, and maybe if I add something like kingdom management we'll have to make a player faction troop tree.  I also made it so this menu no longer depends on village relationship but what faction you belong to.  So if you are part of a faction you can only recruit from villages of that faction.  If you aren't part of a faction you can recruit troops from planets of other factions, and if the village is owned by player faction you get farmers like I mentioned above.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 20, 2009, 10:44:48 AM
^Who cares if we get farmers, as long as we get clones! You, sir, are the greatest!
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 21, 2009, 02:27:52 AM
-Kashyyyk Moon: Alaris Prime

-Kashyyyk Station: Avatar Orbital Plataform


http://starwars.wikia.com/wiki/Avatar_Orbital_Platform



ABout the Mandalorian Faction:
-You alreeady have the troop tree. You only need to look at wookiepedia to so who was the Mandalore (mandalorian leader) at the moment.

About Mandalorian ships (map models).
-Mandal Viper Hunter
(http://images1.wikia.nocookie.net/starwars/images/thumb/f/f4/StarViper-EaWFoC.jpg/250px-StarViper-EaWFoC.jpg)
-Kedalbe Cruiser
(http://images1.wikia.nocookie.net/starwars/images/0/03/Kedalbe_Final.jpg)
-'Crusader' Corvette
(http://www.petroglyphgames.com/games/screenshots/Crusader-Class%20Corvette_Final.jpg)
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on May 21, 2009, 03:25:30 PM
thank you
Title: Re: SWC: Suggestions for future releases
Post by: alAshrad on May 21, 2009, 07:05:59 PM
ABout the Mandalorian Faction:
-You alreeady have the troop tree. You only need to look at wookiepedia to so who was the Mandalore (mandalorian leader) at the moment.

I suppose that would be Fenn Shysa, but I can't seem to find the exact date he took the title of Mandalore. I know Boba Fett took it around 23 ABY, and Mandalore the Resurrector (previous leader) died after the Clone Wars.

"Taking the title of Mandalore and rebuilding the Mandalorian Protectors, Shysa led his forces in an uprising against Grand Admiral Miltin Takel, who ruled over the Mandalore Sector. Shysa's influence also saw his home planet ally with the Alliance to Restore the Republic, joining the effort to topple the Empire's rule over the galaxy."
http://starwars.wikia.com/wiki/Fenn_Shysa
http://starwars.wikia.com/wiki/Mandalore


Maybe you could name the leader Mandalore, and to hell with his real name at the time.
That is, if you make the Mandalorian Faction.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 22, 2009, 04:53:25 AM
ABout the Mandalorian Faction:
-You alreeady have the troop tree. You only need to look at wookiepedia to so who was the Mandalore (mandalorian leader) at the moment.

I suppose that would be Fenn Shysa, but I can't seem to find the exact date he took the title of Mandalore. I know Boba Fett took it around 23 ABY, and Mandalore the Resurrector (previous leader) died after the Clone Wars.

"Taking the title of Mandalore and rebuilding the Mandalorian Protectors, Shysa led his forces in an uprising against Grand Admiral Miltin Takel, who ruled over the Mandalore Sector. Shysa's influence also saw his home planet ally with the Alliance to Restore the Republic, joining the effort to topple the Empire's rule over the galaxy."
http://starwars.wikia.com/wiki/Fenn_Shysa
http://starwars.wikia.com/wiki/Mandalore


Maybe you could name the leader Mandalore, and to hell with his real name at the time.
That is, if you make the Mandalorian Faction.

Yes, he is Fenn Shysa. Though I agre that naming him 'Mandalore' would look all right (plus: there's allways a Mandalore, so it would be a practical name).


And by te way, I forgot to post one of the most important mandalorian ships, the
-Crusader Corvette
[spoiler](http://www.petroglyphgames.com/games/screenshots/Crusader-Class%20Corvette_Final.jpg)[/spoiler]
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 22, 2009, 12:33:13 PM
And by te way, I forgot to post one of the most important mandalorian ships, the
-Crusader Corvette

No, you didn't ::)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 22, 2009, 12:43:23 PM
And by te way, I forgot to post one of the most important mandalorian ships, the
-Crusader Corvette

No, you didn't ::)

Yes I did, I just modified the post so that it was complete.


More Suggestions (Overall: Missing things):

Chicken and dog sounds replacement
-It's really weird when you walk through geonosis and hear a dog barking. I suggest the following: replace this sounds for speeder and flying ship sounds. That way it would give you even more starwarish feeling.

Prisoners at Kessel
Kessel is the biggest prison in Star Wars, and I got near the planet (though it should be an asteroid) and saw not even one prisioner. Could you add a lot of them? Wookies were the great part of the creatures there, but you could also add Sullustians, Bothans, Gamorreans, Calamari and Weeqay.

Town walkers at city fights
When you enter a planet it appears the 'try to fight your way out' you get to fight 3 or 4 guys  in middle of the streets. It would be cool if there were people running all over the place, to mak it more reallistic. You don't get spotted and then everybody disappears... Just imagine the posible accidents! lol
(fighting in a empty city takes me out of the game)
Title: Re: SWC: Suggestions for future releases
Post by: maddog00 on May 23, 2009, 09:23:27 PM
What SW music are you thinking about adding? Is it going to keep Original Trilogy music only or span all 6 movies?

The cantina music and redesign was fantastic, by the way. :)
Title: Re: SWC: Suggestions for future releases
Post by: Pellidon on May 23, 2009, 10:03:34 PM
I think a "walk around the ship" option would really be cool. You wouldn't really have to make different interiors for different ships, it would be fun just to have a generic one. Maybe add a little polish if you're on a Star Destoryer, a simple re-texture could take care of that. I'm sure you all have things you want to do more, but I think it would add to the feel. I've always wanted to hang out on and walk around in the Millennium Falcon or a similar ship in a star wars game, a bit like KOTOR.

Another idea I had was to incorporate some kind of menu-based ship to ship battle system, like what Yoshiboy did waaay in the Pirates mod. You stand next to your bridge crew and talk to the first mate, telling him to fire the lasers or aim a tractor beam to board them. If your laser volley is successful, you don't have to fight them. If choose to boeard, you get to fight them conventionally. That's probab;y too complicated and annoying so I understand if you ignore the idea.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 24, 2009, 03:12:17 AM
I think a "walk around the ship" option would really be cool. You wouldn't really have to make different interiors for different ships, it would be fun just to have a generic one. Maybe add a little polish if you're on a Star Destoryer, a simple re-texture could take care of that. I'm sure you all have things you want to do more, but I think it would add to the feel. I've always wanted to hang out on and walk around in the Millennium Falcon or a similar ship in a star wars game, a bit like KOTOR.

I suggested that in the past. A scene for ships like the YT-1300 transport (millenium falcon), a scene for the Gallofree cruiser... The big ships, such as the imperial stardestroyer would have enormous scenes, so it would be imposible. But, instead of making the entire ship, you could make a scene of the command post (the one at the top).


ABout Planets:
There are still important planets left in the mod.


Primary Planets (MaB cities):
TARIS (Galactic Empire)
NAR SHADDAA (Hutt Cartel) - Nal Hutta's Moon, but it's very important, it deserves somth greater than 'Nal Hutta Moon'.
HYPORI (Zann Consortium, Hutt Cartel if this faction isn't ready)
SALEUCAMI (Zann Consortium, Hutt Cartel if this faction isn't ready)
RAXUS PRIME (Planet: Rodian Gangs, would work as Hutt Cartel / Battlestation and outpost belong to the Galactic Empire)
MUSTAFAR (CIS Remnants, Rebel Alliance if this faction isn't ready) - At the moment it's a MaB village, but it's an iconic planet and should be seen as more important. I'm sure many would like to go and buy weapons, or play a tournament in front of the Mustafarians. It was were the CIS constructed an army during the GCW and prepared to start a war against the Galactic Empire.
GEONOSIS (CIS Remnants or Rebel Alliance, but not Galactic Empire) - Change the faction controlling it, the EMpire didn't have power over it, they just attacked it once in order to enslave Geonosians. Geonosians help the CIS remnants and the Rebel Alliance.
SARAPIN (Galactic Empire) - The Empire's No 1 energy source.
MANAAN (Galactic EMpire)

Secondary Planets (MaB villages)
FELUCIA (Galactic Empire)
POLUS (Rebel Alliance)
TASPIR III (Galactic Empire)
MYGEETO (Rebel Alliance)
MUUNILINST (Galactic Empire)
BESTINE IV (Galactic Empire)- don't know if it's already in the mod or not
UTAPAU (Zann Consortium or Galactic Empire)
Title: Re: SWC: Suggestions for future releases
Post by: Lore.Ik on May 24, 2009, 12:18:46 PM
add some sort of 'Bounty hunter's guild' (like you did with the "trade fed") so you can go bounty hunting  :D
Title: Re: SWC: Suggestions for future releases
Post by: Pellidon on May 25, 2009, 11:13:44 AM
I think a "walk around the ship" option would really be cool. You wouldn't really have to make different interiors for different ships, it would be fun just to have a generic one. Maybe add a little polish if you're on a Star Destoryer, a simple re-texture could take care of that. I'm sure you all have things you want to do more, but I think it would add to the feel. I've always wanted to hang out on and walk around in the Millennium Falcon or a similar ship in a star wars game, a bit like KOTOR.

I suggested that in the past. A scene for ships like the YT-1300 transport (millenium falcon), a scene for the Gallofree cruiser... The big ships, such as the imperial stardestroyer would have enormous scenes, so it would be imposible. But, instead of making the entire ship, you could make a scene of the command post (the one at the top).
Oh yeah, that's right. Ironically, I think I was one of the people who voted that down  :lol:. But a cockpit/command bridge scene could be cool.

About the ships, the purchaseable ships have the Gallofree transport marked as a Rebel Cruiser, which is wrong. You have a cruiser map icon, why not just make the real MC89 Star Cruiser available instead of calling a small transport a cruiser. Plus, as a rebel commander, it sucks to be flying around in a Gallofree when I could have a Cruiser.
Title: Re: SWC: Suggestions for future releases
Post by: Clownmite on May 25, 2009, 12:15:19 PM
Another idea I had was to incorporate some kind of menu-based ship to ship battle system, like what Yoshiboy did waaay in the Pirates mod. You stand next to your bridge crew and talk to the first mate, telling him to fire the lasers or aim a tractor beam to board them. If your laser volley is successful, you don't have to fight them. If choose to boeard, you get to fight them conventionally. That's probab;y too complicated and annoying so I understand if you ignore the idea.

That's a cool idea.


Also, do you think you can change the ingame font? I always thought the default M&B font was a little bit cartoony.

One last thing- in Pazaak, I have no idea what the yellow card with the 2 vertical lines (one is half as big as the other) means.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 25, 2009, 01:39:46 PM
Another idea I had was to incorporate some kind of menu-based ship to ship battle system, like what Yoshiboy did waaay in the Pirates mod. You stand next to your bridge crew and talk to the first mate, telling him to fire the lasers or aim a tractor beam to board them. If your laser volley is successful, you don't have to fight them. If choose to boeard, you get to fight them conventionally. That's probab;y too complicated and annoying so I understand if you ignore the idea.

That's a cool idea.


Also, do you think you can change the ingame font? I always thought the default M&B font was a little bit cartoony.

One last thing- in Pazaak, I have no idea what the yellow card with the 2 vertical lines (one is half as big as the other) means.

If I'm not mistaken... the only way to change the font is changing the game's font, which would change the font in Native and other modules.


Another suggestion involving replacing sounds: A part of replacing the chiken and dog sounds, it would be great if you could  replace the one of the hammer.
Title: Re: SWC: Suggestions for future releases
Post by: Dain Ironfoot on May 25, 2009, 04:50:13 PM
Here's my suggestion.

I reckon you can give Reven Shan his own thread where he can post all the "important" things from SW videogames which the mod needs!
Title: Re: SWC: Suggestions for future releases
Post by: Clownmite on May 25, 2009, 08:54:00 PM
One more suggestion relating to "active" cantinas: along with people walking around, it would be cool to have a sort of black market underground happening in cantinas. Perhaps a few rare items, spaceship parts, droids, etc could be accessed through finding and talking to certain NPCs which have small chances of appearing in cantinas. On the other hand, certain NPCs may be set to respond harshly to the player, and would start a fight if spoken to. This would all be set up in such a way that the black market and the barfight NPCs would have the same name, i.e. "Gamorrean." This way, if you decided to talk to this NPC, you wouldn't know whether it was a black market dealer, a regular "go away" NPC, or someone ready to attack you.
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on May 25, 2009, 11:44:28 PM
One more suggestion relating to "active" cantinas: along with people walking around, it would be cool to have a sort of black market underground happening in cantinas. Perhaps a few rare items, spaceship parts, droids, etc could be accessed through finding and talking to certain NPCs which have small chances of appearing in cantinas. On the other hand, certain NPCs may be set to respond harshly to the player, and would start a fight if spoken to. This would all be set up in such a way that the black market and the barfight NPCs would have the same name, i.e. "Gamorrean." This way, if you decided to talk to this NPC, you wouldn't know whether it was a black market dealer, a regular "go away" NPC, or someone ready to attack you.
*t would be cool to have a sort of black market underground happening in cantinas. Perhaps a few rare items, spaceship parts, droids, etc could be accessed through finding and talking to certain NPCs which have small chances of appearing in cantinas.
<Already there, look HARDER>
On the other hand, certain NPCs may be set to respond harshly to the player
<Already there, look HARDER>
though, I agreed w. ur post, Cantina would used some lively upgrade  :P
Title: Re: SWC: Suggestions for future releases
Post by: Nameless One on May 26, 2009, 07:30:50 AM
Bring back the natural mounts but don't remove the speeders. It would be great to have mounts like baby rancors and the thing Obi-Wan rides in the movie.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on May 26, 2009, 08:29:50 AM
Bring back the natural mounts but don't remove the speeders. It would be great to have mounts like baby rancors and the thing Obi-Wan rides in the movie.

We used to have some dewbacks and kaaduu's in the game, but we had to remove them when we disabled the gallop animation to fix the speeders.  Unfortunately, there is only one type of "mount" in the game (ie. a horse) so either everything gallops or nothing does.  So right now we're probably limited to only small vehicles that hover or float across the ground.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on May 26, 2009, 09:10:31 AM
Bring back the natural mounts but don't remove the speeders. It would be great to have mounts like baby rancors and the thing Obi-Wan rides in the movie.

We used to have some dewbacks and kaaduu's in the game, but we had to remove them when we disabled the gallop animation to fix the speeders.  Unfortunately, there is only one type of "mount" in the game (ie. a horse) so either everything gallops or nothing does.  So right now we're probably limited to only small vehicles that hover or float across the ground.

I'm still not sure why this is...

Since the speeders aren't animated, could they not just be detached from all bones? Or would the speeder still jump up and down as it drove?
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on May 26, 2009, 09:27:47 AM
I'm still not sure why this is...
Since the speeders aren't animated, could they not just be detached from all bones? Or would the speeder still jump up and down as it drove?
I know nothing of rigging, so you might be right.  I'll send you a PM to talk over it further.
Title: Re: SWC: Suggestions for future releases
Post by: Clownmite on May 26, 2009, 09:39:56 AM
Although they definitely look cool, it feels weird having speederbikes in a battle. I'm not a big star wars buff, but it seems like they would be used for transportation only.
Title: Re: SWC: Suggestions for future releases
Post by: alAshrad on May 26, 2009, 10:02:56 AM
Although they definitely look cool, it feels weird having speederbikes in a battle. I'm not a big star wars buff, but it seems like they would be used for transportation only.

Well, in the movies, we do have people "fightning" on speeder bikes, like those Scout Troopers in Episode.... VI, I think.
But I suppose, in a real battle, they would either be used as hit-and-run tactics, or just to scout the environment.

Either way, real cavalary would be tanks and stuff, and since that would be way too hard to make (impossible?), I guess speeder bikes are a good substitute.
Title: Re: SWC: Suggestions for future releases
Post by: Dain Ironfoot on May 26, 2009, 10:58:52 AM
Bring back the natural mounts but don't remove the speeders. It would be great to have mounts like baby rancors and the thing Obi-Wan rides in the movie.

We used to have some dewbacks and kaaduu's in the game, but we had to remove them when we disabled the gallop animation to fix the speeders.  Unfortunately, there is only one type of "mount" in the game (ie. a horse) so either everything gallops or nothing does.  So right now we're probably limited to only small vehicles that hover or float across the ground.

I'm still not sure why this is...

Since the speeders aren't animated, could they not just be detached from all bones? Or would the speeder still jump up and down as it drove?

No, vertices have to be linked to at least one bone or things go wrong.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on May 26, 2009, 11:03:56 AM
No, vertices have to be linked to at least one bone or things go wrong.


Well that's a bugger and a half. Since no part of the horse is static, that probably ruins any chance of speeders and dewbacks co-existing, huh?

Oh well, dewbacks and banthas are way too big to have the rider in the correct position anyway...  :'(
Title: Re: SWC: Suggestions for future releases
Post by: alAshrad on May 26, 2009, 12:20:26 PM
Well, here goes another suggestion:
More varied Jedis!

I was just playing with a full jedi army (and a sith  >:D) and noticed how weird it is to see a sea of green and purple lightsabers.
I know that most Consulars use green sabers and Guardians, blue. But:
-Purple sabers are extremely rare;
-What about Jedi Sentinels/Watchman (yellow sabers)?   :green:
-And most important of all, Jedis could choose ANY color they want (wookiepedia says there were some with red colored sabers too!).

Maybe you could spawn them (no idea how the game mechanics work) with something like:
Guardians (70% blue, 15% green, 10% yellow, 5% purple); and similar setups (altering the main color) for other units.

Not to mention their armors too, but I guess thats already going to be changed with the new robes Happy Stormtrooper made.
Title: Re: SWC: Suggestions for future releases
Post by: Pellidon on May 26, 2009, 01:03:59 PM
Well according to the New Jedi Order, the purple lightsaber and other colors in general are more common. I think the reason for that is because the crystal caves on Ilum were destroyed during the Clone Wars, which is where most Jedi got their crystals. So now, in the new order, they find them in other places, so more colors are common. Blue and green have always been good enough for me though, they're my favorite saber colors. But I agree, it should really be randomized.

Although they definitely look cool, it feels weird having speederbikes in a battle. I'm not a big star wars buff, but it seems like they would be used for transportation only.
Well, the main fucntion of the speeder isn't just scouting and transport, though those two were used a lot. They were also used for interception, or chasing people down. And the chin-mounted blaster is a formidable anti-personnel blaster. On a different note, I usually do just use my speeder/horse for transportation. I just go around, behind the enemy, get off, and pick them off as the rest of the troops charge at them normally. If I get in a tight spot, I can just hop back on and ride away, but you can still dismount and keep it close by.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on May 26, 2009, 01:37:56 PM

moving the following suggestions that were posted in the request for help thread.


Are you working on the battle scenes?
Every time I assault a planet that has its own scene I get to fight in a random non-starwars castle. Perhaps you could even use the already done 'walk around' scenes.


About moons: In Star Wars many moons are actualy live planets, like Alaris Prime, who look like the planet they move around (Kashyyyk in this case). But many other have not been described in the Star Wars universe or are actually bases in space bodies without atmosphere. It's very strange to go to Tatooine's moon and get to see Tatooine. That scene could be connected to the main planet scene, making the planet's playable area bigger. What we should be able to see at those 'non described moons' are scenes that look like Polis Massa (for example). Something like this:

http://starwars.wikia.com/wiki/File:Polis_massa.JPG

An inbase scene would be cool for each moon. And in fact, you could recicle the scene and get several scenes from a series of models (like you did with the cantina).

Revan Shan just gave me an idea:

Maybe, instead of making diferent scenes for every single planet, you (meaning the team) could create something like 10 slightly diferent Spaceport scenes and apply them to the villages and towns you didn't create an unique scene yet.
Could be 10 variations of Fondor. It looks good as a spaceport.

What do you think?

That's more or less what I suggested. Spaceport variations for moons. But remember: Tatooine Moon's scene is just another moon, not a copy of Tatooine. I suggest that you remove that scene from that place and place it somewhere else, attach it to Tatooine's scene itself.

Are the "battlestations" (mount & blade "castles") supposed to be planets with a fortress on it or some type of space fortress? If it's the latter, it would be cool to land in the hangar bay and have to assault the battlestation from there. I'm not sure what you'd do about ladders and siege towers though.

Are the "battlestations" (mount & blade "castles") supposed to be planets with a fortress on it or some type of space fortress? If it's the latter, it would be cool to land in the hangar bay and have to assault the battlestation from there. I'm not sure what you'd do about ladders and siege towers though.
You could just remove the siege stuff. There is non in Star Wars space station battles. The hangar stuff is what I had in mind, I don't know what the team thinks though.

Note: The hangar could present some sort of cover: space ships, cargo..., and perhaps some bridges (that give the high position advantage).

Yeah, the "prepare ladders to attack the walls" dialogue can be replaced with "wait for an opportune moment to land in the hangar bay and begin the assault," which would take x amount of hours depending on engineer skill.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 28, 2009, 12:14:51 PM
Small thingy I've forgotten: clones use black gloves. Give them stormtrooper gloves.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 28, 2009, 01:07:16 PM
Sorry for the double post, but somehow I can't edit my previous one.

I suggest a low-priority new ship icon: the Venator-class Star Destroyer. Best ship in the Galaxy, if you ask me.
Title: Re: SWC: Suggestions for future releases
Post by: alAshrad on May 28, 2009, 05:19:34 PM
Well, heres a couple of ideas:

Imperial "main hall" scene:
(http://images2.wikia.nocookie.net/starwars/images/f/f2/Imperial_meeting_SWGTCG.jpg)

And, since we have "the Empire wants YOU!" poster:

(http://images2.wikia.nocookie.net/starwars/images/f/fc/RebelPoster.JPG)

Oh, and maybe some more droid units? Its been a while since I last saw the original Trilogy, but there must be some useful droid out there that could be added to SWC.
If that thing about units in the army giving bonus to the party's skill was implemented, we would have a reason for units like C-3PO and R2 with the group (I think I already posted something like that, in a previous suggestion, so... well, it would be great! :green:).
Title: Re: SWC: Suggestions for future releases
Post by: Pellidon on May 28, 2009, 06:45:42 PM
That poster is cool. And for the inside of the Imperial bases, we also have access to all the shots of it in the films.
Title: Re: SWC: Suggestions for future releases
Post by: scyrius on May 29, 2009, 08:29:30 AM
i have a suggestion regarding the scenes, Tyrinius made that skyscraper and i think a good way to make a huge city scene like coresant would be to make just tiny variations to that one model over and over until you have an entire city
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 29, 2009, 01:12:12 PM
i have a suggestion regarding the scenes, Tyrinius made that skyscraper and i think a good way to make a huge city scene like coresant would be to make just tiny variations to that one model over and over until you have an entire city
lol

No. Really?  ;)
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on May 30, 2009, 02:24:45 PM
This day of furry breasts has reminded me of something I keep meaning to suggest:

Could we possiblly get a Wookiee companion? Oh go on. Do that and I'll make some wookiee armours so they aren't screwed by lack of choice.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 30, 2009, 02:59:56 PM
Lowbacca maybe?
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on May 30, 2009, 04:17:33 PM
No idea who that is, so I looked him up. "Born 4 ABY"...
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on May 31, 2009, 06:46:45 AM
Suggestion: Gun holding position. I remembered once HokieBT told us that the Crossbow holding to Gun is kind of hardcoded, but somehow guys at 1866 Mod have done it, I think you can ask them for advices, Hokie  :)
Here's the ss 'bout it, w. the guy in the middle holding his rifle
http://forums.taleworlds.net/index.php?topic=30110.3975
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on May 31, 2009, 07:58:13 AM

I asked the 1866 guys and a few of the other mods that use gun about the holding position a while back.  They all renamed "crossbows" to be their muskets/rifles so that is why they look correct.   I could do this, but there are some problem with this...

1) the rifles and pistols would end up using different ammo types (currently both use plasma gas cartridges)
2) rifles and pistols would then use different weapon proficiencies (currently both use firearms prof)
3) I used 'crossbows' as the heavy weapons, so we'd have to eliminate those or code some other concept for their ammo, etc.

so I don't think its all that possible to use two hands when carrying a rifle, but I've been proven wrong in the past, so maybe...
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on May 31, 2009, 08:13:43 AM
Those all seem like very reasonable losses/changes to me.

1. Diffrent ammo? Sure, whatever.
2. Being skilled with a rifle wouldn't necessarily mean you're good at shooting a pistol from the hip. Plus, it'd make it less tempting to simply give all your companions rifles due to the stat differences. If a dude's clearly better with a pistol and fumbles with a rifle, it makes sense to give him the "lesser" firearm.
3. You've said, yourself, that heavy weapons are unbalanced and for shits and giggles only. And since troops can't adequately use them without killing half your own army anyway, they don't serve any real purpose.

Imagine how good it'll look when stormtroopers charge the enemy holding their rifles properly.


...Though, would this mean all weapons would need to be repositioned?
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on May 31, 2009, 08:41:04 AM
I saw all of my reasoning was posted by Happy Stormtrooper  ;)
So:
- Remove Heavy Weapons
- Tag all Rifles as "Crossbow" and give them different Ammos (There were many ammos types/icons already, I think it's just the matter of rename and seperate them from pistols' ammos)
- Rifles will use Native Crossbow skill and Pistols will use Native Firearm skill - rename them is obvious
- Players still have Force Kill as "Fun Method to kill" any way  ;)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 31, 2009, 09:25:31 AM
-Remove force kill. It gets the player out of the game.

-Don't remove heaby weapons, but reduce their ammo (or their area of effect). And make it so that the ammo doesn't reappear (so that you need to buy ammo).
-Take out the real world bazooka and add star wars rocket launchers.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on May 31, 2009, 12:15:10 PM

ok, I'll look into switching rifles into crossbows, shouldn't be that difficult since the model positioning was the same as far as I remember.  I'm not sure if I'll be able to keep heavy weapons or not.  They aren't a high priority for me since the AI can't really use them and they un-balance the game if used, but I realize some people like them, so I'll try to code it so it doesn't use any ammo, but you can only fire each weapon it a certain number of times....  I also hope the AI is smart enough to pick the correct ammo type if I give them both, since a lot of the troops have both pistols and rifles....  I switched force-kill to do some damage to the player ever time you use it as a penalty, so while you could go around with that and a few medpacs you can't survive forever anymore.

What should the pistol and rifle ammo be called?  I have that old ammo icon from the 0.7.4 release so we could use that to tell the two apart.   Should they both just be labeled 'plasma gas cartridges' with different icons, or do we need to call them 'rifle gas cartridges' or something?
Title: Re: SWC: Suggestions for future releases
Post by: Clownmite on May 31, 2009, 03:00:18 PM
A few random suggestions:

It was pretty funny to see my droids splatter with blood when they were hit. My suggestion is to change the color of the "blood" that appears on armor to black or dark gray to simulate scorched armor. This would eliminate bleeding droids, and in my opinion, would look better on regular armor, since (I'm guessing) blasters generally scorch armor rather than penetrate it/cause the victim to bleed.

I'm sure this has been brought up in the other thread, but it looks weird to have laser bolts arc through the air. I'm guessing that it's been looked at and is hardcoded, but if not, I think making the velocity of the laser bolts faster and/or reducing the curvature of the bolts would be a bit more realistic (I'm also guessing that increasing the velocity will naturally straighten the bolts, but obviously this won't work if you're at the hardcoded velocity limit).

As for "Castle" sieges, if they are in fact planned to take place in the hangar bay/interior of a space fortress, perhaps you can create an immobile turret unit which can spawn as part of the map (not included in the defender's armies) to balance the fact that you are not assaulting the walls of a castle. Not sure if this is doable or feasible, I'm just trying to think of ways to give the defender the advantage as in a castle siege.

I know speeder bikes must be attached to at least one bone of the mount thing, but is there a way to attach it to, say, one bone that doesn't wobble too much? I mean, it wouldn't be the end of the world to see a speeder fluctuate a little bit in altitude while cruising, and this would presumably allow you to add "real" mounts.

I know they're already powerful, but I think the lords, especially famous ones, can probably stand to have their levels/hp/skills increased a little more.

Speaking of which, some bounty hunting quests would be cool. I know there's already the default one, but the 300 credits gained from completing it is a little low for traveling across the galaxy to kill some villain. I would suggest upping the credit reward to make it worthwhile, and (if possible) replacing the target of the mission to be a special (named) character, high level, with good gear, etc. This would make bounty hunting more dangerous but more rewarding, as I feel it should be. There could be several tiers of missions, with low level targets yielding low credits, and so on for each tier. Hier tier bounty hunting jobs would also cause the player to lose more honor.

I'm also not sure if this can be touched, but it seems like the default behavior of the AI is to rush your army if it has more troops. In a mod like this, where ranged combat is dominant, it's too easy to have your men hold atop a hill while the enemy charges forward, barely stopping to fire a shot. If the AI can be set to move forward, and once in range, stop to shoot, I feel it would do much better.

On the subject of overpowered ranged combat, it's nearly impossible to siege a castle with a siege tower, since the defenders nail your guys at the siege tower as soon as they get there. It's even more aggravating because your men don't listen to orders like spread out, etc, until the tower has reached the walls. Therefore, I'd say it's best to get rid of siege towers, although it does make sieges much more challenging.

Well, this turned out to be a longer post than I intended. I have to say though, that the mod is pretty incredible so far.
Title: Re: SWC: Suggestions for future releases
Post by: SpartanPride on June 01, 2009, 12:02:26 AM
Well - I posted on the thread at Taleworlds. Figured I might as well post here as well.

It would be nice to have more facial hair options - smaller ones, too. Most of them are gigantic beards, and the goatee is edited to be bigger... so there is really only the soul-patch left for those people who don't like having dead cells hanging from there face.

The other thing that has probably been thought of already are cantina fights - that was really cool. Would it be possible to add some Twi'Lek dancers and a Bith band?

Great job, anyway. I am eagerly awaiting the next release :D
Title: Re: SWC: Suggestions for future releases
Post by: Wookiee Padawan on June 01, 2009, 04:51:40 AM
Could you add a morale system to battles like in EGIII and some other mods? For exsample i can't imagine the hutts to fight to the last man  ;)

Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 01, 2009, 05:57:38 AM
Could you add a morale system to battles like in EGIII and some other mods? For example i can't imagine the hutts to fight to the last man  ;)

I believe there is a bug in which, when outnumbered, units pile up in an edge of the battlefield, in a seeming attempt to flee. They fail and I slaughter them.
So you can take that bug as a morale feature ;) !
Title: Re: SWC: Suggestions for future releases
Post by: Wookiee Padawan on June 01, 2009, 06:33:56 AM
Could you add a morale system to battles like in EGIII and some other mods? For example i can't imagine the hutts to fight to the last man  ;)

I believe there is a bug in which, when outnumbered, units pile up in an edge of the battlefield, in a seeming attempt to flee. They fail and I slaughter them.
So you can take that bug as a morale feature ;) !
Really?! that hasn't happened to me. I guess it's kind of  fun to watch how they try to escape :P
How outnumbered were they?
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 01, 2009, 06:54:57 AM
Could you add a morale system to battles like in EGIII and some other mods? For example i can't imagine the hutts to fight to the last man  ;)

I believe there is a bug in which, when outnumbered, units pile up in an edge of the battlefield, in a seeming attempt to flee. They fail and I slaughter them.
So you can take that bug as a morale feature ;) !
Really?! that hasn't happened to me. I guess it's kind of  fun to watch how they try to escape :P
How outnumbered were they?

VERY, my boy. VERY.
I'm not sure about the numbers.
Title: Re: SWC: Suggestions for future releases
Post by: alAshrad on June 01, 2009, 05:48:31 PM
Since we now have re-sized armors and all that, is it possible to add some female variety to the army?
Some random generated female units like Jedis, Mercenaries; that kind of stuff.
EDIT: And female Wookiees! With shaved hands and all that  ;)
No idea if that is doable without creating a whole diferent unit (which would be kinda pointless).
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 02, 2009, 04:57:01 AM
Can town-walkers be set as faction-specifics, or is it limited to stationary guards? It might be nice to see, for example, a busy Imperial outpost with officers going about their business, or rebel pilots enjoying some time off.

Oh, and change the font to Aurabesh, please. Thanks.
Title: Re: SWC: Suggestions for future releases
Post by: alAshrad on June 02, 2009, 05:32:02 AM
Oh, and change the font to Aurabesh, please. Thanks.

You ARE kidding, right?  :shock:

And nevermind my "female variety" idea, now that I think of it, I've never seen (in any mod) males and females mixed in the same unit, so, that's probably not possible.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 02, 2009, 06:17:40 AM

I've been busy in real life, but here are some random comments...

Clownmite
- I looked into blood before, I can change the color of the splatter, but the red vertex coloring that is done to the armor/weapons when they are bloodly seems hard-coded at red... :(   you can turn blood off in the M&B config, but I don't know how else to stop it.
- the arc on flying ammo seems to be hard-coded, we also can't make them any faster or they pass through people without hurting them
- we eventually need to work on castle sieges and there are a lot of things that could be done with this, but we haven't done much with this yet so I'm not really sure what is possible, etc.
- is somebody can suggest a horse 'bone' that doesn't move much when it is running then let us know and we can try to rig the speeder to that and put back in the other mounts
- I was thinking about giving lords/knights a HP regen of a few points a second on the battlefield just to make them a little more powerful, does that sound good?
- it will be nice to add quests and other type of stuff, this takes time/coding, but hopefully will make it into future releases
- I haven't tried messing with the battlefield AI at all, having the other army stop to fire is probably possible, but I'm not sure how to do that right now
- castle sieges need to be re-done, so I'm guessing siege towers would be removed at that point

SpartanPride
- its possible to create new hair models, or we could probably export part of one of the native hair models, etc. Probably not a real high priority, but we'll see if we can fit it in
- I'd like to add cantina fights, moving people in the cantina's, and stuff like that.  not sure how to code that yet tho.  ;)

Wookiee Padawan
- I personally found morale to be a cool concept but a pain when it is implemented in a mod. I spent a ton of time chasing the last few people around to the far edges of the screen since they run away but never leave the map. its much easier/quicker when they all charge at you.  ;)    I do eventually want to add some of those concepts from EGIII since they might work for jedi/sith powers or battlefield equipment boosts, etc.

alAshrad
- we could probably add in some females to armies.  we don't have a ton of battlefield clothes for them, and most of the other armor doesn't shrink on their bodies, so something like a female padawan would look a little weird since their outfit would be male sized. but I could probably toss in a few with the pirates easy enough to start with.

The Happy Stormtrooper
- hmm. I have coded town-specific walkers (ie. see kashyyyk, geonosis, etc) so it should be possible to code faction specific town-walkers, good suggestion. I never did like seeing wookiee's walk around an imperial town, etc... I'll try to code that.
- font can be changed, Barf was looking it into a while back, you just have to modify font.dds.  However, unless you manually modify this file (which takes forever) you have to use a program to auto-generate the file, and if you do that the only way to get it to work is to replace some files in the root of the M&B folder, which means we'd have to require a standalone install.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 02, 2009, 06:34:54 AM

- font can be changed, Barf was looking it into a while back, you just have to modify font.dds.  However, unless you manually modify this file (which takes forever) you have to use a program to auto-generate the file, and if you do that the only way to get it to work is to replace some files in the root of the M&B folder, which means we'd have to require a standalone install.


I know, I just fancied making a ridiculous request. The guys who can read Aurabesh are the scary types who probably speak fluent Klingon too.
Title: Re: SWC: Suggestions for future releases
Post by: Wookiee Padawan on June 02, 2009, 07:34:48 AM
- I personally found morale to be a cool concept but a pain when it is implemented in a mod. I spent a ton of time chasing the last few people around to the far edges of the screen since they run away but never leave the map. its much easier/quicker when they all charge at you.  ;)    I do eventually want to add some of those concepts from EGIII since they might work for jedi/sith powers or battlefield equipment boosts, etc.


Well you could add some code that knocks the running troops unconscious.
That could count as surrendering..
(I hope it's possible ???)
EDIT: Oh it would be really cool if you add a custom culture so that the players coluld add their own troops
to their factions
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 02, 2009, 08:29:23 AM

So do we want to force people to visit a scene before we allow them to access it on the main menu?   In older version of M&B you had to walk to the tavern before the option to enter the tavern would appear on the main menu but this code was commented out.  I could but it back in easy enough, and while this sounds cool and would force people to explore our scenes, it seems like a bit of a pain if we're forcing the player to walk to all 18 cantina's before they can go recruit mercs, etc.  We also haven't finish scene editing for everything, so for some towns we'd be forcing them to walk around basically a re-textured native town.  I personally like it the way it is, but if people really think I should u-comment this code then let me know.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 02, 2009, 08:49:10 AM
Don't force exploration. Reward eploration. Chuck in a couple of hidden merchants with rare items, much like how the Cantinas work.

But also, think about players using their nth character (increased likelihood once cultures and such are implemented) - they wouldn't want to have to go through the process of running around every single town, again and again...
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 02, 2009, 09:01:08 AM

good point.  we can probably do some rare merchants, or at the minimum we can add some 'bonus chests' like where in native, etc.
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on June 02, 2009, 09:07:54 AM
- I was thinking about giving lords/knights a HP regen of a few points a second on the battlefield just to make them a little more powerful, does that sound good?[/quote]
I really dont think this gonna work, SWC combat is a matter of a second: a blaster or a slash, so few HP regens is not that useful in a fight
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 02, 2009, 09:33:37 AM
I really dont think this gonna work, SWC combat is a matter of a second: a blaster or a slash, so few HP regens is not that useful in a fight

You ever watched the higher level (usually melee) units using the Deathcam? They can take quite a beating.

The Lord units do need some attention, though. I did speak with Hokie a while back about making the appropriate guys mounted. So Wedge, Luke, Fett, Solo... all the noteworthy pilots, would be represented as such.
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on June 02, 2009, 09:11:50 PM
I really dont think this gonna work, SWC combat is a matter of a second: a blaster or a slash, so few HP regens is not that useful in a fight

You ever watched the higher level (usually melee) units using the Deathcam? They can take quite a beating.

The Lord units do need some attention, though. I did speak with Hokie a while back about making the appropriate guys mounted. So Wedge, Luke, Fett, Solo... all the noteworthy pilots, would be represented as such.
I sometimes take my time watching my soldiers shooting/beating lords and elite jedi/sith to death within few seconds. Yes, they can take some beating in 1v1, but when Swarmed, it's not that long fight and M&B didnt made for 1v1 duel in combat (expect the recent duel kit).
Also, elite jedi/sith and lords are only few individuals in battles and tend to get Swarmed if they ever get to melee, so they must be buffed much stronger if not few HP regen/sec.
Furthermore, I usually shoots for 30-50 damages with my rifles with ~15-20 shoots/minutes include aiming, so I assume my higher tier shooters would do the same, so few HP/sec is not making much different.
I'd suggested following EG III elite melee appoarch:
- Elite melee troops and Lords would heal %HP/duration (i.e: 20% HP each 30 seconds) and also have some AoE skills affect troops in battles (i.e: Jedi would regen troops around him while Sith would degen enemy troops around him)
- They would have super strong non-drop head armor to prevent headshots (60-70 armor).
- Raise their Level to 50-60 (according to Chel, raising them to such level will buff their running speed considerably) and raise their Strength to ~200 to buff their HP (since Iron flesh is hard-coded at 10). Agility at 50-60 will make them Very Fast, but not unbeatable in battles.
Title: Re: SWC: Suggestions for future releases
Post by: SpartanPride on June 02, 2009, 11:51:07 PM
Oh - another thing. I've been having a lot of trouble starting off. I got defeated by a Galactic Republic patrol, and as soon as I was released, my captors attacked me again. I wasn't fast enough to escape them, and they kept on attacking me. I barely have anything left now because of all the stuff they took...
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 03, 2009, 08:14:28 AM
see this post below, but it appears there is a M&B bug where your personal shield skill helps the enemy's shield skill.   Should we be concerned about this at all since currently most lords/knights/force sensitive/etc have 10 as a shield skill?  Now, I think it only causes problems if the enemy has a shield, so a lord might have a tough time using a gun to kill a wookiee (who has a shield), but should be fine against a stormtrooper (since they don't use shields).  I think I'm fine leaving it at 10 skill, but it seems like something we should at least discuss.    Maybe I should remove/limit shields from more of the troops, since they really weren't used much in SW anyway.  So if the overall number of shields drops then there will be a lower chance of a soldier with a high shield skill attacking somebody with a shield....

http://forums.taleworlds.net/index.php/topic,54132.msg1435934.html#msg1435934
Title: Re: SWC: Suggestions for future releases
Post by: Lore.Ik on June 03, 2009, 11:54:21 AM
The guys who can read Aurabesh are the scary types who probably speak fluent Klingon too.
that's to good to pass up, I'm adding it to my Sig  :lol:


Is there anyway to change the voice that cries out "hey! you there, Stop!" to like the stormtrooper's "There he is, Blast him"?
for a male of course, not sure what you could use for a female...
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 03, 2009, 12:22:51 PM
Is there anyway to change the voice that cries out "hey! you there, Stop!" to like the stormtrooper's "There he is, Blast him"?
for a male of course, not sure what you could use for a female...

"There's one, set for stun" seems more universal. I don't know if voices can be changed to match troop types/factions, though, and it'd be weird hearing Rebels or Hutt guards speak like stormtroopers.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 03, 2009, 12:41:30 PM

blah, yes, voices could technically be changed per faction or troop, but this goes back to the major game limitation that is killing us and really pisses me off.....

You can create different races in module_skins.py which have custom body models and sound effects.  So I have created a wookiee, trandoshan, gamorrean, and other races which use different sounds.  In an ideal world we could break this down much further and have separate races for specific factions (hutt, rebel, etc) or specific troops or characters (stormtroopers, vader, luke, yoda, r2d2, c3po, etc) and use separate sound effects for every one.   However, there is a game engine limitation of a max of 16 races, so right now we only have one human race, a generic 'droid' race, etc....  This limit also directly effects the playable races we can have as well.   So unless they fix this in the next release (both me and AncientWanker of TLD requested it) we're out of luck....

Note:  if there are specific sound effects that sound really out of place then let us know and we can remove them.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 03, 2009, 12:53:13 PM
You know, I always wondered what the justifcation of a race slot going to Jango Fett clones was...

So what you could could do, is give them the stormtrooper/clone trooper sound bytes, and switch the stormtrooper race to clones (since, well, they are). Simple.  8)
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 03, 2009, 01:37:07 PM
actually, I'm thinking about this more and there are two types of sound effects....

race sound effects = troop yell, victory, grunt, die, etc.
mission template sound effects = play a specific sound when a mission starts, at a certain time, etc.

So the "Hey you stop" is actually a mission template sfx and we can switch it to whatever we want.  So if somebody can point me to a link to the "set for stun" sound effect I could switch that.  It also made me realize that I could do other type of sound effects, so if you enter vaders/yoda's throne room, or you talk to a specific troop, I might be able to play something specific which might be cool....   The die/grunt/victory sound effects that troops use on battle must be created as separate races as I described above.  So if somebody wanted to modify these we'd have to remove a current race, but since we're only talking about sfx on battle then maybe we don't need faction\troop specific, etc....

anyway, clone was added more for fun and I had an race open, but we can remove that and/or others.  I doubt many people are playing as sullustans....  ;)

Here is the current list (0-15)

Code: [Select]
#Troop flags
tf_male           = 0
tf_female         = 1
#SW - new troop flags for aliens - there is a maximum limitation of 16 skins in module_skins.py
tf_jawa           = 2
tf_tusken           = 3
tf_rodian           = 4
tf_moncal           = 5
tf_trandoshan       = 6
tf_droid         = 7 #special, non-playable race
tf_wookiee          = 8
tf_sullustan        = 9
tf_gamorrean          = 10
tf_twilek            = 11
tf_twilek_female     = 12
tf_bothan            = 13
tf_geonosian         = 14
tf_clone = 15

We would need to keep certain races we want to have custom sounds for (jawa, tusken, etc), or want as companions or playable races (like twileks) but some of the other races could just get alien helmets + gloves and be removed from being an actual race.   So I see it as...

Need to keep
tf_male
tf_female
tf_jawa
tf_tusken
tf_trandoshan
tf_wookiee
tf_gamorrean
tf_rodian
tf_geonosian
tf_droid   #special, non-playable race, generic droid sound fx
tf_twilek   (uses male sound effects)
tf_twilek_female (only have victory and yell sfx)

Could be removed
tf_moncal
tf_sullustan   (only have victory and yell sfx)
tf_bothan
tf_clone

I don't have a ton of time to be searching for sound effects, but if somebody wants to try and find some that might work better then the current ones they are welcome to work on it.  I've used these sites before:  

http://www.fan-files.com then click on SoundBunker
http://www.dockingbay101.com


edit:

ok, found the 'set for stun' on the docking bay site so I'll switch that for the 'hey you there'.   But probably won't have time to poke around for other possible files to use.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 04, 2009, 01:22:38 AM
I don't know what you mean... Throw razes out of the game? No more clones? No more bothans?

If you are talking about playable razes then I would say you made a wrong decision. In first place you get out the clones, which are one of the coolest razes you have. ANd you take out calamari, which is a main raze in star wars roleplaying games such as SW Galaxies and SW Battlefront Renegade Squadron. ANd what is more, you keep the jawas and tuskens as playable, taking 2 slots from the ones avaliable. No body likes them, people only want to use them as enemies. WHy? Cause they are cannon fooder. Even a geonosian would be far, far more fun. Plus, tuskens and jawas appeared in the movies cause the Skywalker family was related to their home planet, but in fact they didn't go around the galaxy. Even if some of them did you could see a hundred pirate patrols before you see a jawa or tusken patrol (which is even more unusual).
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 04, 2009, 01:49:17 AM
I've played as a band of Tuskens before. It's quite a challenge.

And there is no point, currently, in the clones having their own race. They're human. Human sounds, human appearance. Human.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 04, 2009, 03:21:46 AM
ANyway, tuskens and jawas are pointless as playing razes. Specially jawas, as they shouldn't be able to wear any sort of armour. And tuskens are just Tatooine's bandits. It would be really cool and accurate to place jawas and tuskens only at Tatooine.

And by the way. WOuld it be posible for you to make ewoks? I know it's imposible to make them small enough for them to be fightable enemies, but they could fit as town walkers, just like the R2 series you made.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 04, 2009, 03:43:45 AM
If we lost Jawas and Tuskens as races, we'd also lose their distinctive sound effects. Whether we have the option to play as them is irrelevant, it's still 16 slots.

Ewoks, unless there's some incredible trick I'm missing, would look shite. The R2 droids work because they're static objects. A static ewok wobbling around would look ridiculous.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 04, 2009, 04:16:21 AM
If we lost Jawas and Tuskens as races, we'd also lose their distinctive sound effects. Whether we have the option to play as them is irrelevant, it's still 16 slots.

Ewoks, unless there's some incredible trick I'm missing, would look shite. The R2 droids work because they're static objects. A static ewok wobbling around would look ridiculous.

There's no other way to make ewoks then...
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 04, 2009, 04:29:21 AM
There's no other way to make ewoks then...

I could experiment. It's possible to rig their feet. I'd probably only complete an ewok model if I thought it could hold a weapon, though. Maybe if I included their bows and spears as part of the body mesh, Hokie could figure out a way to give them invisible weapons. That way they could still swing their stumpy little arms about, and create the illusion of fighting. I'd have to go for fully grown ewoks, though, not runts like Wicket.

The more I think about it, the more I think could be done with an ewok, but it's a lot of work.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 04, 2009, 05:39:52 AM
Would it be posible to do that with jawas?
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 04, 2009, 12:35:02 PM
My call about races: you can remove the clone race, since it doesn't have any specific sound efx, but you should add the faces for them selectable when starting as human. Also, I'd love to see the Jango Fett clone skin and face with more variety, like scars, facial burns, tattoos, etc., and that would be awesome since we could also change hairstyle (we only have the boring one right now).
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 04, 2009, 01:02:39 PM
It would be cool to hear the voices from the clones. You could even get them from the movies! Or from the docens of games avaliable.

But... if you take out the clone... what will you put in his place, in his slot?
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 04, 2009, 01:32:35 PM

Tusken's and Jawa's as pirates and looters aren't realistic but I was trying to think of some way to include them and give some variety to the generic 'space pirates' on the map.  If somebody can think of a better or alternative use for them then let me know.

hmm.   I don't know how to model or rig, but from what I know its going to be difficult to make things much bigger or smaller without looking weird.  Geroj spent a while on the jawa's and I think that was about as small as he could make it without it looking really bad in battle.  The boots can technically be rigged separate, so maybe we could do small feet with a small static or rigged body model, but I think it would take a while.   While ewok's would be very cool, its probably easiest to jut do a 6ft ewok or work on other stuff....

As Happy stormtrooper said, a race is necessary for custom sound effects, so we'd need to keep jawa & tusken if we want those.  We don't have sound effects for mon cal and bothan so that is why it could be eliminated as a playable race and I'd just use 'helmets' for the troops.  Since we are limited to a max of 16 races, and clone stuff is not a priority of this mod, I'm not really going to spend time trying to get sound effects for them or having the clone be a playable race with all options. Unfortunately, the clone head uses a different model/texture, so I can't easily add it as another human face.  It was tossed in for fun since I had an extra race slot available, but it would be one of the first races I eliminate if we need another spot for a race.  

edit:  Actually, I'll probably remove it for 0.8.1 just to reinforce the point that clone era stuff isn't meant to be a focus of this mod.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 04, 2009, 01:43:27 PM
Meh. Fine with me, as long as I can still have the gear and with kingdom managment, the faction. You can get close to the clone in the standard face editor anyway. If it makes some other stuff possible, I won't complain.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 05, 2009, 01:14:20 PM
SUggestion: Mele Fights

No more lightsaberstuff at mele fights. But instead of using vibroblades (like in tournaments) you could make them use durasteel staffs, electrostaffs, batons...

Plus: Raise the reward when knocking people. Make it so that mele fights worth somth. Maybe... 20 per victim, instead of 5.
Title: Re: SWC: Suggestions for future releases
Post by: Lobo on June 07, 2009, 09:27:28 AM
Maybe someone can make an open hand model, to represent the powers. That way, we can see the sith using the lightning power with theirs hands open.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 08, 2009, 01:19:08 PM
I just remembered. What about Geonosis' arena?

Woohohoho. Just imagine you get to fight there...

I would love to fight at Geonosis and Taris' arenas. Korriban would be cool too.

(http://www.theforceperu.net/img/articulos/geonosis_5.jpg)
Title: Re: SWC: Suggestions for future releases
Post by: Sexy Trandoshan on June 09, 2009, 04:58:03 PM
I would love to see trandosha get put in, I mean it can just be a minor planet near kashyyk, I really dunno what the ones there are in canon so maybe just a rename? just a minor thing.

Also a cool Idea I had was maybe collect the force powers (Force kill, push lightning ect.) and put them in a traveling vendor in the cantina or maybe hidden on certain planets maybe the same with lightsabers that way it they would be semi difficult to track down but more available as hopefully it could have a large stock of just force powers so you know your going to get what you want.
Title: Re: SWC: Suggestions for future releases
Post by: HopitKonsta on June 10, 2009, 01:47:59 AM
Zabrak race.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 10, 2009, 03:57:35 AM
I would love to see trandosha get put in, I mean it can just be a minor planet near kashyyk, I really dunno what the ones there are in canon so maybe just a rename? just a minor thing.

Also a cool Idea I had was maybe collect the force powers (Force kill, push lightning ect.) and put them in a traveling vendor in the cantina or maybe hidden on certain planets maybe the same with lightsabers that way it they would be semi difficult to track down but more available as hopefully it could have a large stock of just force powers so you know your going to get what you want.

Kashyyk has two moons (or at least wo important ones). Alaris Prime and Trandosha. Trandosha therefor, should be a moon of Kashyyyk.
Title: Re: SWC: Suggestions for future releases
Post by: HopitKonsta on June 10, 2009, 07:42:04 AM
clones always have their helmets, clones shoot blue laser, battle droids shoot red laser.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 10, 2009, 08:02:54 AM
STOP. lol

Yes. We know that. It will be, hopefeully, corrected in next version.
Title: Re: SWC: Suggestions for future releases
Post by: HopitKonsta on June 10, 2009, 08:04:35 AM
well i youst changed laser colour for them, didn't find helmet problem fix thou.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 10, 2009, 12:05:42 PM
I suggest making a couple of chests around planets that played a role in the Clone Wars, and putting that stuff in them. That way, pople won't get confused when seeing clone gear all over the place, and it would be far more cannonical (you could name the chest differently, like "mysterious old objects" or something, and put scene props over them so you can't see them, the way one chest was hidden in a pile of hay in some town in Native).

I am interested in making MkI clone armour color variations, but I'll need some instructions like how to clone an armour to keep the original the way it was and modify the texture of the clone.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 10, 2009, 02:38:35 PM
COuld you make markets so that each market offers a different type of objects. For example, clone stuff and geonosian weapons at Geonosis, wookie blades and armour at Kashyyyk, sith stuff at Korriban, jedi stuff at Illum and Dantooine... But of course, with those objects varying from time to time.
Title: Re: SWC: Suggestions for future releases
Post by: HopitKonsta on June 11, 2009, 01:34:30 AM
I suggest making a couple of chests around planets that played a role in the Clone Wars, and putting that stuff in them. That way, pople won't get confused when seeing clone gear all over the place, and it would be far more cannonical (you could name the chest differently, like "mysterious old objects" or something, and put scene props over them so you can't see them, the way one chest was hidden in a pile of hay in some town in Native).

I am interested in making MkI clone armour color variations, but I'll need some instructions like how to clone an armour to keep the original the way it was and modify the texture of the clone.
yeah chests with clone armour and weapons.
Title: Re: SWC: Suggestions for future releases
Post by: SpartanPride on June 11, 2009, 11:35:33 AM
I don't know if this has been brought up, but Jabba the Hutt can't fight... He floats in this gigantic chair and gets killed. Good target, though. Makes great cover.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 11, 2009, 02:07:31 PM
I don't know if this has been brought up, but Jabba the Hutt can't fight... He floats in this gigantic chair and gets killed. Good target, though. Makes great cover.

He should be put onto an invisible, very slow but very strong, speeder, so he can at least run into people.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 11, 2009, 02:24:34 PM
No, that speeder is all right. And no, Jabba doesn't fight, not even in expanded universe. But, just to tell you, Hutt (the raze, not the faction) do fight when necessary, they appear in Empire at War holding a blaster. Note: cannon fooder.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 11, 2009, 02:39:04 PM
He should be put onto an invisible, very slow but very strong, speeder, so he can at least run into people.
he is and it has very high charge damage.   ;)    get off your speeder and let him run straight into you in battle and find out for yourself.    hehe

for the clone gear I'll probably add a clone era merchant that appears in the cantina like the book sellers do.   eventually we could do something more complicated or better, but that is probably the quickest solution for now.
Title: Re: SWC: Suggestions for future releases
Post by: SpartanPride on June 11, 2009, 06:20:14 PM
Oh - I was actually in a siege, so he didn't have a speeder. He also knocked a couple of my guys off the walls...
Title: Re: SWC: Suggestions for future releases
Post by: HopitKonsta on June 12, 2009, 01:07:56 AM
you should have seen what obiwan did to my mandalorians
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 12, 2009, 03:41:36 AM
Obi Wan shouldnt be in the mod...  ???


And also, now that we have baby Rancors... a new show could be aded to the Arena!
Title: Re: SWC: Suggestions for future releases
Post by: HopitKonsta on June 12, 2009, 11:49:22 AM
hes rebel allience general...
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 12, 2009, 12:02:56 PM
Ok, you just showed your lack of Star Wars knowledge.

No problem with that, as being a frek gets nowere, but when making a game or mod we must stick to the lore, to the history and story of the world.

Obi Wan never fought for the Rebel Alliance, after order 66 he remained on Tatooine until Luke's arrival, when he found R2-D2 and fought a tusken.

The fact that leia (one of the leaders of the Rebellion) and Obi Wan encountered is that she needed some help. But she needed him just because they've just lost a battle over Tatooine and they needed someone to recover the Deathstar's plans they were trhowing. No more, no less. When we see at the beginning of Ep IV a Corellian Corvette scaping from a Stardestroyer it's because it's the only ship that survived from the battle.
WHen Obi gets to the Deathstar he comits some sort of suicide and his job ends. He doesn't even get to fight a single stormtrooper! He didn't fight on the rebel side, he was never a rebel official or general.
When Leia says: General Kenobi, she's referring to the General title he had during the Clone Wars.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 12, 2009, 12:37:54 PM
Guys, why argue over Obi Wan Kenobi, who died a couple of hours before this mod could be set, when you're all asking for bloody clone troopers who preceed it by twenty-something years?

The mod isn't canon. Obi Wan rocks.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 12, 2009, 01:12:24 PM
CLones lasted enough. Some kept serving the empire, others the kamionans, others united the Mandalorian cause and others worked as bountyhunters and mercenaries. CLones in the GCW are canon, but Obi Wan is not. Just get it out of the game, replace it with Echuu or not, but Obi Wan's presence is just a -lol it's so funny to have him around!- which desn't make the game serious enough.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 12, 2009, 03:21:56 PM

I agree with Happy Stormtrooper, Obi Wan stays. 

We're trying to keep this close to the original movies, recognizable to the casual fan, but still have some fun and decent gameplay as well.   If it helps you sleep at night then consider this an alternate reality where Obi escaped the Death Star and has started training more padawan's.   Besides, we take him out and we'd have more people asking "hey, where is the old man?" then complaining that he is in there.  I also wrote the unofficial troop editor, and there is also an item editor, so people are free to tweak their own game as much as they want or not play it at all, etc.
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on June 12, 2009, 11:31:41 PM
yep, just tweak Obiwan away in ur game if you want to. He left a deep impression on us casual fans who only watched the movie.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 13, 2009, 02:17:52 AM
How could I be so stupid! I forgot it! I have great idea, so that we can all be happy. You know that he died, right? Ok, so no 'living' jedi is possible. But remember that he returned from the force in spirit, and then helped the Rebellion. He merely helped Skywalker, but he also appeared to many others, specially at Mustafar.
Yeah, you could make it blue and that's all. I'll be much more happy, cause it's cannonical. You could give him force powers (he is a spirit), push.
Note: spirits are tough, but not invincible. They cannot be killed, but they can be defeated (but they can return, perfect for MaB's hero scaping system). Marka Ragnos for example, when defeated he returned to his tomb.

Maybe he could also use his lightsaber, but I still have to find if it's cannon or not.

In this video he uses his lightsaber, his original lightsaber, which is not part of his spirit:
http://www.youtube.com/watch?v=QW3lxg2mgnI

So, I still have to find out.

SO, overall. Yes, we can have him!! I'm happy with this discoverment. You keep him in and make it recognizeable, even more I would say. Ben Kenobi appears alive in episode IV, but as a spirit in V and VI, and even in the expanded universe! It's great! Moreover, a spirit would be a nice addition to the game, to give you that starwarish feeling. And it would be nice for him to appear in the trailer and spots.
Title: Re: SWC: Suggestions for future releases
Post by: mfhberg on June 13, 2009, 06:05:41 AM
I'd put in a few more companions, and have some of them only join you (or stay with you) when your are declared for a certain faction. If you left that faction they would leave you.

mfberrg
Title: Re: SWC: Suggestions for future releases
Post by: HopitKonsta on June 13, 2009, 10:07:19 AM
is it possible to have auto weapons? I remember a vid where there was machineguns.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 13, 2009, 02:13:55 PM
How about this boys ;) ?
(http://img155.imageshack.us/img155/6326/clonetroopercaptainscre.png)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 13, 2009, 02:19:11 PM
Sorry? Isn't that the one already in the game?
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 13, 2009, 02:43:47 PM
Sorry? Isn't that the one already in the game?

Nope. There is only the simple white version, and the ARC-officer versions. There is no basic-officer versions. I'm making retextures right now.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 13, 2009, 02:46:22 PM
My edit button isn't working.
Anyway:

The abundance level of clone trooper gear should be raised. 10? That's ridiculous.

Oh yeah, I forgot that there is a special merchant now. Nevermind.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 13, 2009, 08:01:34 PM
Lux - nice job modifying the textures.   If you do a few of these colors and people have suggestions on how we should tweak the clone troop tree, or names of the equipment, then let me know.  As I said earlier, clone wars stuff is not a priority for most of us, but if people want to work on it then I'm not going to reject it since it is star wars.   Also, now that we have a 'clone wars era merchant' it will be easy to add these armors, and something like the one Tyrinius did, to that merchant without affecting the main gameplay.  But, just realize that clone stuff won't be featured prominently, so if people want to do a model or texture that will be widely used then look for something from the original movies (episode 4-6).   Anyway, good work on that texture and when you get something you feel is complete and want included in the game then send me a PM.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 14, 2009, 02:38:30 AM
Yeah, I think that will take I while longer, since I just realised all the re-textures have a black arse where the khama was supposed to be, so I'll have to do it again and fix that along the way.

Edit: About how to tweak the clone troop tree: just have 'Clone trooper' go into either regular seargent or ARC seargent. Easy enough, I believe.
Title: Re: SWC: Suggestions for future releases
Post by: Lobo on June 14, 2009, 08:18:32 AM
Maybe, now that's Lux CC-4361 is re-texturing armors, maybe you can made the Republic Era items with synthoms of the long time passed, with scorches, etc.
Title: Re: SWC: Suggestions for future releases
Post by: Zin on June 14, 2009, 08:20:25 PM
Maybe during the new sieges and stuff you can add bombing runs if you are the ones attacking the planet or moon.
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on June 16, 2009, 01:28:23 AM
I'd like to suggest ignoring anything Revan Shan says that includes any mention of a video game. Especially Empire at War. Especially -especially- the Forces of Corruption expansion. This includes specifically the Zann Consortium.

If you really want another criminal organization, use the Black Sun. At least they're known to people who didn't play the crappy expansion of a buggy game.

Before I get to my actual suggestions, though, I'm curious to know what new ships you're adding to the next release.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on June 16, 2009, 11:28:21 AM
I'd like to suggest ignoring anything Revan Shan says that includes any mention of a video game. Especially Empire at War. Especially -especially- the Forces of Corruption expansion. This includes specifically the Zann Consortium.

If you really want another criminal organization, use the Black Sun. At least they're known to people who didn't play the crappy expansion of a buggy game.

Before I get to my actual suggestions, though, I'm curious to know what new ships you're adding to the next release.

I'm planning to make a few new Merc/Nuteral ship models hopefully in time for the next release, along with the possibility of beginning work on the SlaveII, X-Wing and YT-1300
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on June 16, 2009, 06:40:22 PM
I think having the Slave I (Firespray-class patrol ship) and the YT-1300 be the smallest ships available makes more sense than having a 60-man army in a Headhunter.

Maybe, rather than the fighters you currently start with.... (patrols can stay as fighters, since they're usually made up of pilots and navy troopers, so it makes some sort of sense)

Rebel players start with a Gallofree GR-75 medium transport (drives and cargo can be upgraded)
Imperial players start with a Delta-class DX-9 troop transport (combat computer and troop capacity can be upgraded)
Independent players can start with an Action VI transport, or a YT-1300 (drives and cargo can be upgraded, possibly a trade computer)

Most of the ones in now are fine, but in terms of scale, seeing the Z-95 replaced by the Corellian CR90 Corvette would make a lot of sense. Drive and sensors could still be upgraded, and making it more expensive could justify the addition of a basic tactical computer.

The Firespray can have upgradable engines, prisoner holding cells, and a tactical computer.
The Nebulon B Frigate can have upgradable troop and medical bays, along with drive.
(Actually, I think upgradable drives should be universal, just some won't be as fast no matter what upgrades [as in the game currently, a fully upgraded ISD can't keep up with a Z-95])

Just some thoughts. Reactions?
Title: Re: SWC: Suggestions for future releases
Post by: Pellidon on June 16, 2009, 11:15:08 PM
How could I be so stupid! I forgot it! I have great idea, so that we can all be happy. You know that he died, right? Ok, so no 'living' jedi is possible. But remember that he returned from the force in spirit, and then helped the Rebellion. He merely helped Skywalker, but he also appeared to many others, specially at Mustafar.
Yeah, you could make it blue and that's all. I'll be much more happy, cause it's cannonical. You could give him force powers (he is a spirit), push.
Note: spirits are tough, but not invincible. They cannot be killed, but they can be defeated (but they can return, perfect for MaB's hero scaping system). Marka Ragnos for example, when defeated he returned to his tomb.

Maybe he could also use his lightsaber, but I still have to find if it's cannon or not.

In this video he uses his lightsaber, his original lightsaber, which is not part of his spirit:
http://www.youtube.com/watch?v=QW3lxg2mgnI

So, I still have to find out.

SO, overall. Yes, we can have him!! I'm happy with this discoverment. You keep him in and make it recognizeable, even more I would say. Ben Kenobi appears alive in episode IV, but as a spirit in V and VI, and even in the expanded universe! It's great! Moreover, a spirit would be a nice addition to the game, to give you that starwarish feeling. And it would be nice for him to appear in the trailer and spots.
I hate to be rude, but that's just fucking stupid. It doesn't matter if Obi-Wan is supposed to be dead, he's fun to have in the game, and his spirit using a lightsaber is not really feasible.
Title: Re: SWC: Suggestions for future releases
Post by: jerox on June 16, 2009, 11:24:47 PM
How about this boys ;) ?
(http://img155.imageshack.us/img155/6326/clonetroopercaptainscre.png)
Nice job!
[/quote]
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 16, 2009, 11:53:57 PM
Jernej, dej nehi quotat tku velike slike! sam re? 'nice' pa konc, k ?e ne ful placa zawzame.

hvala drga? :green:

Tnx, jerox.
Title: Re: SWC: Suggestions for future releases
Post by: SpartanPride on June 17, 2009, 05:41:53 PM
Oh - this just dawned on me. Isn't Nal Hutta moon called Nar Shadda?
Title: Re: SWC: Suggestions for future releases
Post by: Wookiee Padawan on June 18, 2009, 09:14:37 AM
I'd like to suggest ignoring anything Revan Shan says that includes any mention of a video game. Especially Empire at War. Especially -especially- the Forces of Corruption expansion. This includes specifically the Zann Consortium.

If you really want another criminal organization, use the Black Sun. At least they're known to people who didn't play the crappy expansion of a buggy game.

Before I get to my actual suggestions, though, I'm curious to know what new ships you're adding to the next release.
You sir are now officially declared my enemy!
specially for the crappy expansion! >:(

Now ontopic:
-Is there possible to make swoop bike races rather than the normal tournaments?
More abaut swoop racing at wookiepedia http://starwars.wikia.com/wiki/Swoop_racing

-The moons could have the possibilyty to make asteroid mines or something like that. They could add +1000 credits every week
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 18, 2009, 10:20:31 AM

Swoop Racing for the player only would be pretty easy and we could just give different rewards depending on your time to complete it.  As an example just see the speeder training at the training academy because you are driving around on a speeder trying to kill the remotes.  It would be easy to re-use that concept and just take out the remotes and then somebody would also have to make a new course in the scene editor.  Vector did some neat scenes for Yavin IV and Endor where you have to drive through the tree's to get to the town, so we could even use the first part of that as a track....  We might even be able to do a transparent ground texture, so you could see through to the skybox underneath and then we could even do a-wing or tie fighter types of races in space, etc.   To add additional racers to the track is probably possible, but I'm not sure how to code the AI right now for that.   I'd say we'd have to get a single race working first, and then eventually we could look into adding multiple racers, etc...
Title: Re: SWC: Suggestions for future releases
Post by: Wookiee Padawan on June 18, 2009, 10:33:10 AM

Swoop Racing for the player only would be pretty easy and we could just give different rewards depending on your time to complete it.  As an example just see the speeder training at the training academy because you are driving around on a speeder trying to kill the remotes.  It would be easy to re-use that concept and just take out the remotes and then somebody would also have to make a new course in the scene editor.  Vector did some neat scenes for Yavin IV and Endor where you have to drive through the tree's to get to the town, so we could even use the first part of that as a track....  We might even be able to do a transparent ground texture, so you could see through to the skybox underneath and then we could even do a-wing or tie fighter types of races in space, etc.   To add additional racers to the track is probably possible, but I'm not sure how to code the AI right now for that.   I'd say we'd have to get a single race working first, and then eventually we could look into adding multiple racers, etc...
Yeah the single race is cool! The awards could be some special stuff only able to get from the races.
There should be some kind of records allready made before the player so that the player have to beat. About the reward system you should add somekind of trophies witch the player can trade for the special stuff for exsample some weak custom blaster could cost one trophies and some uber cool/ powerful gun could cost 100 trophies or even more..
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on June 18, 2009, 12:52:26 PM
I'd like to suggest ignoring anything Revan Shan says that includes any mention of a video game. Especially Empire at War. Especially -especially- the Forces of Corruption expansion. This includes specifically the Zann Consortium.

If you really want another criminal organization, use the Black Sun. At least they're known to people who didn't play the crappy expansion of a buggy game.

Before I get to my actual suggestions, though, I'm curious to know what new ships you're adding to the next release.
You sir are now officially declared my enemy!
specially for the crappy expansion! >:(
Truly, I am petrified.
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on June 19, 2009, 08:13:35 AM
The awards could be some special stuff only able to get from the races.

like Clonetrooper armor, heavy weapons, force kill for example...
Title: Re: SWC: Suggestions for future releases
Post by: Wookiee Padawan on June 19, 2009, 08:45:05 AM
The awards could be some special stuff only able to get from the races.

like Clonetrooper armor, heavy weapons, force kill for example...
Totally Agreed whit you the race system could also be used as the black market..
add a mysterious dude and when you talk to him he could say something about that he only trades his stuff for trophies..
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 19, 2009, 02:03:01 PM
Just had an idea about that Sarlacc model I made a few days ago...

Would it be possible to make the Tatooine tournament arena based around the pit? Have some platforms above it for the competitors to skirmish over, with the likelihood of corpses falling down. It seems like the sick sort of spectacle Jabba would put on in the absence of a Rancor.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 19, 2009, 03:54:12 PM
Just had an idea about that Sarlacc model I made a few days ago...

Would it be possible to make the Tatooine tournament arena based around the pit? Have some platforms above it for the competitors to skirmish over, with the likelihood of corpses falling down. It seems like the sick sort of spectacle Jabba would put on in the absence of a Rancor.

yes, that is a very good idea and should be quite possible.    The only thing I'd have to figure out is how to slowly kill the troops when they fell in, but I think this would be possible through scripts, etc.

edit: 

Happy Stormtrooper's suggestion about the arena made me realize how I should use one of the Gangs of Glasgow scenes (I have permission to re-use them) for this.  I made GOG construction fight scene into the Mandalore arena and will probably use it for a few others.   I only tested a duel so far, but it works quite well.   I will probably have to remove speeder bikes from tournaments, but I never really liked them anyway so that doesn't seem like a huge deal.

(http://img36.imageshack.us/img36/7600/mb84.th.jpg) (http://img36.imageshack.us/i/mb84.jpg/)  (http://img265.imageshack.us/img265/306/mb85.th.jpg) (http://img265.imageshack.us/i/mb85.jpg/)  (http://img411.imageshack.us/img411/5948/mb86.th.jpg) (http://img411.imageshack.us/i/mb86.jpg/)  (http://img35.imageshack.us/img35/9272/mb87.th.jpg) (http://img35.imageshack.us/i/mb87.jpg/)
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 20, 2009, 06:06:50 AM
In preparation for the cultures, I got to thinking about a tree for the humans. All the races will need a bit of a makeover, I think, as the current troop trees obviously don't have as much depth as the main factions.

So here's my basic outline:

(http://i3.photobucket.com/albums/y97/rabotango/mbhumantree.jpg)
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 20, 2009, 09:37:51 AM

that looks good.   Right now the mercenary troop tree's are 4 levels (level 10, 16, 24, 30) but the faction troop tree's are 5 (6, 10, 16, 24, 30) so I might add a farmer (level 6) upgrades to a townsman (level 10) path and then do your troop tree?   Also, any general suggestions on equipment for each troop?
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 20, 2009, 10:34:52 AM
I can do some re-textures of stuff like the pilot uniforms and blast armour. If we made them unique to these culture units, it'll look more like a professional army than a collection of ruffians.

I can't make any new armours at the moment, though, since my trial version of 3DS needs "fixing".
Title: Re: SWC: Suggestions for future releases
Post by: TakiJap on June 20, 2009, 12:09:42 PM
I can't make any new armours at the moment, though, since my trial version of 3DS needs "fixing".

Try Gmax, it's pretty much identical to 3DSMax, but free. I think it lacks some utilities or functions that are present in 3DS, but nothing I've ever witnessed.

Here's download:
http://www.turbosquid.com/gmax

SMD Exporter:
http://forums.taleworlds.net/index.php/topic,20396.0.html

SMD Importer and a tutorial:
http://forums.taleworlds.net/index.php/topic,13615.0.html

If I remember correctly there was some kind problems when using the SMD importer, so here's a link to Obj importer which might work better.
http://www.turbosquid.com/Forum/Index.cfm/stgAct/PostList/intThreadID/16045

Hope that helps. You were doing a fine job with those armors, making them at incredible pace. I'd hate to see it end, especially now when the mod is really starting to look like SW.  :)


Title: Re: SWC: Suggestions for future releases
Post by: Vector on June 20, 2009, 04:11:37 PM
Just had an idea about that Sarlacc model I made a few days ago...

Would it be possible to make the Tatooine tournament arena based around the pit? Have some platforms above it for the competitors to skirmish over, with the likelihood of corpses falling down. It seems like the sick sort of spectacle Jabba would put on in the absence of a Rancor.

Yeah, i plan at some point to go back and make custom models for Tatooine and totally redesign it.
I will probably use that awesome Sarlacc model for both a battle scene in the dune sea and a arena scene.

One thing we really need is a 'Death Object', some thing similar to the scene prop barriers but rather than just being transparent solids they also need to be able to deal damage that way we can simply place one within the sarlacc pit so once a player/npc falls in one it simply isn't going to just be trapped.


I've been working on a full new range of map models again lately along with reducing the amount of trees on Endor by about 500 which should stop any lag issues hopefully.
One thing i was wondering is if Geroj is planning to make any siege/arena scenes for the planets he's already done? if not then i don't mind taking a bash at them at some point.

Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 22, 2009, 06:07:12 AM
You got 500 trees out of endor? In a single scene? Well done. Eliminate the so many trees, and make the rest bigger.
Title: Re: SWC: Suggestions for future releases
Post by: dantheman291 on June 24, 2009, 09:24:21 PM
Ok number one... Revan does everything need to be perfect i mean come on enough with the "it needs" or the "this shouldnt be on this mod cause i looked it up online and i need to know every detail on star wars" crap they are doing a fine job and dont need your demanding "suggestions".

And number 2. Are you guys planning to have star wars related quests cause those would make it more enticing to do then the tax quest i get all the time.


No complaints on how this mod is run best ive ever played no question :green:
Title: Re: SWC: Suggestions for future releases
Post by: Vector on June 25, 2009, 05:49:44 AM
And number 2. Are you guys planning to have star wars related quests cause those would make it more enticing to do then the tax quest i get all the time.


Yeah.
This module is still a work in progress and currently most of the focus at the moment is getting the Kingdom management system working correctly along with slowly replacing each of the Native scenes with our own custom Star Wars scenes. Hopefully it won't be too long until we are at a stage were we will be looking to add some custom quests.


Title: Re: SWC: Suggestions for future releases
Post by: alAshrad on June 25, 2009, 07:27:06 AM
In preparation for the cultures, I got to thinking about a tree for the humans. All the races will need a bit of a makeover, I think, as the current troop trees obviously don't have as much depth as the main factions.

So here's my basic outline:

(http://i3.photobucket.com/albums/y97/rabotango/mbhumantree.jpg)

Since SWC is either gonna be:
a) Revan's perfect Star Wars game, with everything EXACTLY as they should be, all the way down to the hair growth/per year of clone troopers.... (you get the idea); OR
b) A Star Wars game that focus on the fun aspects of SW;
and I really hope you guys are going with (b), so, heres my suggestion:

Maybe add the possibility of a third path to this troop tree, with Force Adept -> (...) -> Sith/Jedi?
Obviously it should take lots of battles to upgrade Adepts to their next level... and so on.

And another suggestion, probably for a distant future:
Maybe apply that sort of tree (with some modifications, of course) to the other races aswell? You could end up with an army of Mon Calamari Bodyguards... or a group of Rodian Jedis...
What do you think?
EDIT: And I guess thats pretty much what Happy Stormtrooper meant by "All the races will need a bit of a makeover..." :green:
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 25, 2009, 07:44:35 AM

Maybe apply that sort of tree (with some modifications, of course) to the other races aswell? You could end up with an army of Mon Calamari Bodyguards... or a group of Rodian Jedis...
What do you think?
EDIT: And I guess thats pretty much what Happy Stormtrooper meant by "All the races will need a bit of a makeover..." :green:

Yeah, I imagine a similar tree would work for most races, though someone with more knowledge of the races could create trees that give each their pros and cons (range, melee, mounts, armours etc). Humans are usually the "all-rounders" in fantasy games. I really just split mine to get the clear-cut chaos/order type of Kingdoms.

I'm not sure if you can get third branches on troops trees, though. Hokie knows all about this stuff, but I'm fairly sure trees don't create nearly as many headaches as Kingdom Management...
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on June 25, 2009, 10:59:52 AM

yeah, Kingdom Management was a pain since I got ambitious and wanted to add all the alien races as choices for your culture.  So this basically meant I had to create all of these as new but partially implemented factions so they could be selectable with KM...  I also wanted to switch the troops for the faction patrols, and since I didn't write that code it took a little while to figure out.  I'd definitely like to add more quests in the future and get rid of some native ones.  Its on my to-do list to try and implement some better bounty hunting quests, but I've never modified them before (and have been concentrating on other stuff) so that may be a little ways off.  My main focus right now has been working on bug fixes and scenes, since I want to get rid of as many of the native ones as we can.  It seems like it would be better just to have SWC scenes everywhere, even if they are duplicates, so I'm planning on copying something like that Fondor scene to a bunch of other planets and then eventually we can make more variety, etc.  I'll post some other comments in the developers log thread, but I think if we replace all native scenes we can then go back later and make them better or unique.

In terms of the troop tree and upgrade paths, that type of stuff is very easy to add and eventually it would be good to further expand the aliens, etc.  One troop can only upgrade to two different units, so if you wanted more options you'd have to split it at the bottom.  I also don't always know what equipment to give troops, so its helpful if people give some rough idea's of if they should have a pistol, rifle, helmet, sword, speeder, etc.   I haven't added this into the code yet since I've been trying to finish up some other stuff so I can send the team a beta, but troop tree's, stats, equipment, etc, are all easy enough to tweak.
Title: Re: SWC: Suggestions for future releases
Post by: Balathustrius on June 28, 2009, 01:52:02 PM
This is definitely the most impressive M&B mod I've seen so far.  Great work; it's very fun.

Here are some ideas/suggestions that occurred to me while playing.  This is all purely opinion on my part; I'm not an expert on Star Wars or M&B modding.

-Lightsabers imo shouldn't have strength requirements, since they're supposedly almost weightless; possibly force knowledge requirements instead?

-Maybe make the force knowledge skill dependent on charisma instead of strength? 

-Maybe rename firearms skill "blasters" or something

-perhaps make the industrial factory (mill) improve the prosperity of the
planet by a set amount each month, instead of the crappy one-shot 5% bonus
that native gives you (magelord has a tweak for this in his list)

-maybe make force powers drain xp, so they're not overpowered?  This is the
approach that Chel's Expanded Gameplay III takes to special powers, and it
works pretty well. 

-blaster fire sounds like arrows when it flies overhead and when it hits
soldiers/speeders.  Perhaps replace that sound with a more blastery sound?

-i don't know what they would be, but the gameplay would benefit a lot from
a few more factions. 

-perhaps add a chance that soldiers/jedi are female?  All male armies don't
seem to fit the Star Wars universe, from what I've seen of it.  Jedi/Sith always being human
is also slightly incongruous.

-switching commanders for battles is a great option, but I personally dislike
having my original character change out his inventory every time I do.

-Another suggestion inspired by Chel's Expanded Gameplay mod - perhaps give certain soldiers/lords large stat boosts to make them tougher/faster.  In my game, I gave wookies and battle droids ~100 strength, which made them much tougher than ordinary soldiers.  I thought it was fitting.

-One more suggestion inspired by EG - perhaps add specialized starting classes with restrictions on them.  In EG for example, if you start out as a barbarian, you get high strength and such, but cannot develop the shield skill.  Perhaps in this mod, if you started as a force-sensitive, you could develop the force skills but not firearms/heavy weapons? Then, if non-force users couldn't develop force skills, if lightsabers were dependent on the force-knowledge skill (like bows are to power-draw), non-force users couldn't use them either.
Title: Re: SWC: Suggestions for future releases
Post by: alAshrad on June 28, 2009, 02:33:54 PM
In terms of the troop tree and upgrade paths, that type of stuff is very easy to add and eventually it would be good to further expand the aliens, etc.  One troop can only upgrade to two different units, so if you wanted more options you'd have to split it at the bottom.  I also don't always know what equipment to give troops, so its helpful if people give some rough idea's of if they should have a pistol, rifle, helmet, sword, speeder, etc.   I haven't added this into the code yet since I've been trying to finish up some other stuff so I can send the team a beta, but troop tree's, stats, equipment, etc, are all easy enough to tweak.

Well, you could create a new topic presenting every troop tree and upgrades avaible in the game, like a "Troop Suggestions!" or something, and people would give their ideas based on that.
I don't know if it's just me, but I do think it would be easier to keep track of every unit-related suggestion in a topic of its own, like you did with the Modelling Thread.


@Balathustrius
I pretty much suggested the same stuff a while ago (especially the force knowledge and lightsaber requeriments), and I quote Hokie on the female soldier subject:
"- we could probably add in some females to armies.  we don't have a ton of battlefield clothes for them, and most of the other armor doesn't shrink on their bodies, so something like a female padawan would look a little weird since their outfit would be male sized. but I could probably toss in a few with the pirates easy enough to start with."

Other than that, the team is working on those Force Powers; I don't know how overpowered (or not) they are gonna be on the next release, but I think that XP draining is overkill.

Oh, and I like the idea of specialized classes, but that's kinda restricting; in theory, anyone could swing a lightsaber (you push a button and it's basically a sword), and I know a few people who fancy themselves the next Kyle Katarn (mercenary turned jedi), and that would be impossible if you follow the jedi-cant-use-guns/mercenary-cant-use-the-force line of thought.
Title: Re: SWC: Suggestions for future releases
Post by: Gwenlor on June 28, 2009, 07:39:25 PM
I know a few people who fancy themselves the next Kyle Katarn (mercenary turned jedi), and that would be impossible if you follow the jedi-cant-use-guns/mercenary-cant-use-the-force line of thought.

And If I remember correctly..There were some jedi/sith who simply used blasters instead of lightsabers..Using the force in order to create better accuracy with the weapon.

Then again, It's also been said no-one but jedi/sith can effectively wield a lightsaber so..
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 29, 2009, 02:24:04 AM
-New sword animations. The ones are the vanilla ones, and make Jedi look as if they weren't that skilled. And rimember that even the fighting skill in star wars is great in non-force users. Remember Kotor? SOldiers and others made a great fancy use of vibroblades.

-Add more locations. Important ones:
-The Vergesso Asteroids (Rebellion) - Battlestation
-Polis Massa (Rebellion or Empire) - Outpost

-Add Kuat as a Primary Planet, and add it's space station ring around it (in the map).

-Make Obi Wan a ghost. Obi Wan never got to fight (during his life) after the destruction of the first Deathstar, were he actually died. However, he did aid Luke and other spacers as a ghost, and helped the Rebellion, specially on Mustafar. I have yet to confirm it, but he could even fight as a ghost, even welding his original lightsaber! But... as a ghost, all blue, not alive.

-Add recruitable gungans at Naboo.

-----------------------------------------------------

-MORE FACTIONS
i don't know what they would be, but the gameplay would benefit a lot from
a few more factions.
Yes, of course it will. I already suggested that, and these are the possible ones:

-Mandalorians (Mandalore, Mandalore Outpost, Mandalore Battlestation). Leader: Mandalore, Characters: Mandalore Clan Leaders
The Mandalorian supercommandos live in the planet Mandalore, and nobody has managed to destroy them. Though the once were much more than what they are, they are still powerful. Thy use Kedalbe cruisers and crusader corvettes, and their troops are skilled and very well armoured.

-Zann Consortium (Hypori, Saleucami, Ryloth). Leader: Tyber Zann, Characters: Urai Fen and Silri
They basicly fought a civil war inside the Hutt Cartel, dividing it. They got to fight the Rebellion, the Empire and the Mandalorians, winning many battles and even conquering the Eclipse superstardestroyer, the Empire's second superweapon (after the second Deathstar)

-CIS Remnants (Spawning at certain places (like pirates), Mustafar, Corellia). Leader: ? , Characters: Geonosian leaders and B1 Battledroids Commander versions
They still fought once the war was over. They apeared at certain planets such as Mustafar and Corellia and fought the factions from the Galactic Civil War. Some of them, like Gizor Delso, even built an entire fleet. This genosian reactivated the droids and machinery at Mustafar, and fought the 501 Legion of the Empire.

Other possible factions:

-Trandoshans (always allied to the Empire) (Trandosha (one of Kashyyyk's moons treated as primary planet) and Avatar Orbital Platform (Kashyyyk outpost)).

-Corporate Sector (always allied to the Empire) (Bonadan (only primary planet for them) and next sectors, including outposts and stations).
These two would never fight the Empire, but they aren't the empire. Both are the aouthoriies on their lands, and declaring the war on them would get the Empire's full atention.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 29, 2009, 03:13:29 AM
1. There's no way new animations can be added. AND, the animations in KotoR looked rediculous, even for Jedi.

2. I think new scenes for the places we have is a better focus than creating a bunch of new places, which also don't have scenes. (oh, those scenes are "important", huh? Why, did you see them in a videogame?)

3. Would you drop the ghost thing already? It's stupid!

4. The last thing I want right now is have recruitable Jar Jars. As if there isn't enough chaos on the battlefield, you want these dumbasses running around? And they'd be a nightmare to rig.

5. More factions will become urgent sometime in the future, but right now it's fine as it is, since the team has other stuff to focus on, and we have the factions that appear in the movies.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 29, 2009, 04:38:06 AM
1. Yes, they are possible. Look at othe MaB mods, like Chronicles of Talera.

2. Of course it's better, but this doesn't take much time and helps the maps completion. And about those being important. Polis Massa appeared in Episode III and it was the place where the rebels tried to hide the deathstar plans at first. And the Vergesso asteroids, which appear in many Star Wars sources (books, videogames...) was the location of the Rebellion's biggest space battlestation. Vergesso Prime included a hangar from where they got stolen imperial equipment and it's surrounding asteroids were protected by a defensive system of turrets. They imperials fought many skirmishes and some important battles there, not only between the civil war sides, but against and between pirates.

3. No it's not. The stupid thing is keeping him alive when he is dead, specially when didn't do a *! for Rebellion doing his life. He did more as a ghost than as a proper human.

4. Wasn't the point making this recogniceable? Gungans are the planet'a main ground force, at least they could be treated as mercs. They could use boobas (like rocks) and gungan crossbows, apart from energy shields and spears.

5. Yeah, we know. Nobody said 'now'.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on June 29, 2009, 05:23:02 AM

1 - Unless we get an animation artist working on the module or are able to get permission to use existing animations from other artist the introduction of new animations looks very slim at the moment.

2 - The focus at the moment is to replace all the existing scenes with Star Wars scenes, adding more unseen expanded universe related planets to the module would really make the process alot harder. How ever we may look at shifting some of the current planets & spacestations around.

3 - Currently there are no plans to introduce Force Spirits into the Module, though at some stage this maybe considered.

4 - It was the commercial introduction of Gungans & Ewoks which ruined the Star Wars films and are constantly being flamed by the Star Wars community.
Therefore i'm pretty certain that the majority would not appreciate the introduction of Ewoks and Gungans.

5 - I'm pretty sure the introduction of a new faction to the module is fairly certain, how ever we still need to properly discuss this.


Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 29, 2009, 05:42:23 AM
What do you think, what will make more sense for a common player? To see Obi-Wan helping or to see some blue guy they've never seen running around pretending to be Obi?

As said before, I believe, the team has no tools to insert new animations, or to even record them. Do you even know how they're created?
Besides, I haven't found a trace of new animations in CoT.

The Gungans were in semi-seclusion at the approx. time period, thus none would join you as a merc. There were a couple serving the rebellion, but so were a million of other species. The rest of the Gungans stayed in hiding until the Empire's defeat at Endor.
And it'd take a shitload of modelling and coding to implent them. Are you gonna do it? I don't think so.
AND everyone but you hates them.

The rest is up to the team.

Factions were said to be expanded sometime in the future, no need to post another identical suggestion on each page of the thread.

All in all, if you really want some of this 'important' stuff in this mod, make it yourself. I'm sure Hokie won't hesitate to implent it once done, just don't put extra work on their backs. That's the last thing they need right before a beta comes out.

EDIT: Thank you, Vector.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 29, 2009, 06:04:02 AM
Pretending? No, he is. Only the colour would change.

You didn't? Maybe I'm mistaken. But they are for sure in one mod about Britain. I had at least two mods with new anims. I don't know how they are done, but you can see it's possible.

And me... liking gungans? Not specially. But they are far much better than those teddy bears known as ewoks. Plus, the only 'clown' in their army is jar jar, the others are serious warriors.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 29, 2009, 06:19:03 AM
OK then, I admitt I was wrong.

Now, just make the stuff, and we're through with it.

I'm hetting pretty sick of your 'suggestions' to which you are willing to contribute something between zero and zip.
Title: Re: SWC: Suggestions for future releases
Post by: Clownmite on June 29, 2009, 06:29:35 AM
Pretending? No, he is. Only the colour would change.

They'd probably have to make a new race just for him (because I don't think you can get a blue color for the human race's skin), which would be a little over the top I think. As Hokie said, try to imagine that it's a slightly alternative universe where he didn't die and decided to fight the Empire, or just pretend he's a highly photo-realistic ghost.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 29, 2009, 06:46:41 AM
Yeah, just imagine he wasn't that much of a stupid twat as in the movies, an decided not to commit suicide.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 29, 2009, 07:27:27 AM
Yeah. Great idea. You know what's the only problem with that? That it wouldn't be Star Wars.

There are in fact other options, which are even easier. Replace Obi Wan with Echuu, or just take out Obi Wan. It's the first time in any mod that I see people talking about changing the world the players want to enjoy. I just don't understand what's the problem, is it that hard playing without having Obi Wan messing around? Just take him out, those who have watched the movies know he should be dead. Tarkin should be dead, yes, but he is not that iconic and in fact you don't see him diying. But Obi Wan, he is clearly dead. And if he was alive... he wouldn't be of much help. George himself when talking about the fight between Vader and Obi said smth like: well, what did you spect? it's a fight between a machine and an old man.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 29, 2009, 07:40:44 AM
*facepalm*
 It's also not 'Star Wars' to have some random person running around and eventually conquering the Galaxy, and yet we are doing just that. NO-ONE else is going to bug the team because the have Obi-Wan in the mod.
Title: Re: SWC: Suggestions for future releases
Post by: Senta on June 29, 2009, 08:10:09 AM
Yeah. Great idea. You know what's the only problem with that? That it wouldn't be Star Wars.

There are in fact other options, which are even easier. Replace Obi Wan with Echuu, or just take out Obi Wan. It's the first time in any mod that I see people talking about changing the world the players want to enjoy. I just don't understand what's the problem, is it that hard playing without having Obi Wan messing around? Just take him out, those who have watched the movies know he should be dead. Tarkin should be dead, yes, but he is not that iconic and in fact you don't see him diying. But Obi Wan, he is clearly dead. And if he was alive... he wouldn't be of much help. George himself when talking about the fight between Vader and Obi said smth like: well, what did you spect? it's a fight between a machine and an old man.

oh my god man... just let it go already, this doesn't seem to bother ANYONE else, so simply edit him out of your game, capture him and stash him away somewhere or don't play it...

to quote Dain:

Here's my suggestion.

I reckon you can give Reven Shan his own thread where he can post all the "important" things from SW videogames which the mod needs!

 :lol:

oh, and Hokie and the team, keep up the GREAT work, you guys are doing a terrific service to the community.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 29, 2009, 08:17:58 AM
*facepalm*
It's also not 'Star Wars' to have some random person running around and eventually conquering the Galaxy, and yet we are doing just that. NO-ONE else is going to bug the team because the have Obi-Wan in the mod.

No, no facepalm. Cause yes, the game is based on a 'what if you were there', but not in a 'what if you and Obi were there'. It's a RPG were you go and make your character, but you no way spect this old man to appear.

And you say I'm 'bugging the team' with this stuff. Ok let me tell you why. I love modding. I mod, I download and install mods and then I play them. Modding is the best thing that can happen to a game. It enhances everything, the options, the gameplay... sometimes even the graphics. But what I like most is total conversions. These mods are epic. Mods like The Third Age Total War or First Strike, are real marvels. They worked really hard and ended up with somth that not even the original game could match.

One day I found this mod, and realised its potetial. And seriously, this is really to become the best mod for Mount and Blade. Travelling from planet to planet, being able to go to the cantine an recruit mercenaries, encountering characters like Lord Vader, and facing the mighty Empire with your little band or enormous army. It's great. But the problem comes when this wonderful mod engages little shits like the one of Obi Wan.

I would hate to see all your great job 'downgraded' by the lore friendlyness. Those little aspects of sticking to the lore are the only thing this mod needs to be as good as it can be (apart from being finished of course).

And anyway, the thing that nobody bugs the creators doesn't mean there weren't mistakes. I don't think that Pandemic had to read many e-mails about their game, but there's no doubt about LOTR Conquest being a continuous facepalm. It was more like Dragon Ball, than actually a LOTR game.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 29, 2009, 08:36:03 AM
You have spoken alot, and yet you told so little.

'Nuff said, let's get back to suggestions. No.one is listening to you anyway.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on June 29, 2009, 08:53:24 AM
We appreciate all ideas, suggestions and comments you all submit to us, after we are making this module for you guys to enjoy so it's good hear what you think of it in it's current state and how you would like it to develop in the future. Obviously every one is going to have a slightly different idea of what should be added or removed in the module, so try to be respective of those different opinions.

We do check every ones suggestions and try to determine what the likely hood of that suggestion becoming a reality is, bare in mind we do have fairly busy lives and this is simply a side project that we work on so development can be slow at times.




Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 29, 2009, 01:01:04 PM
Well, on to real suggestions.

About IG-Series droid
You gave him + health and attack, which is correct. But you gave him - movement, creating a Terminator. He is not slow, he is in fact faster than anyone else (not jedi, of course). He is an assassin, and jumps incredibly high, and runs really fast. In games such as Star Wars Battlefront and Empire at War it is you doom. I once confronted one in a space station in SWG and started shooting at him. I thought it was going to be easy, he had no weapons. But he ran to me and punched me to death (he only needed one kick). And, in fact, the modern IG versions such as IG-88, come from the IG-100 version, also known as Magnaguard. So, basicly, they are even faster and better than magnaguards.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 29, 2009, 01:25:02 PM
Revan, I apologise for my flaming. From now on I'll respect your opinion.

A suggestion about clone troopers and their faction:

I hope you have removed them as a race, but added them as a possible player culture in KM.
I believe we don't loose much from getting rid of them as a playeble faction.
Anyway, now that they can't have a custom face mesh, just make them always wear their helmets. It's more likeable anyway, and makes them look far cooler.
And I just love the clone era merchant idea.
Title: Re: SWC: Suggestions for future releases
Post by: alAshrad on June 29, 2009, 02:01:28 PM
About IG-Series droid
You gave him + health and attack, which is correct. But you gave him - movement, creating a Terminator. He is not slow, he is in fact faster than anyone else (not jedi, of course). He is an assassin, and jumps incredibly high, and runs really fast. In games such as Star Wars Battlefront and Empire at War it is you doom. I once confronted one in a space station in SWG and started shooting at him. I thought it was going to be easy, he had no weapons. But he ran to me and punched me to death (he only needed one kick). And, in fact, the modern IG versions such as IG-88, come from the IG-100 version, also known as Magnaguard. So, basicly, they are even faster and better than magnaguards.

I think that IG-88's low speed comes from being tagged as part of the droid race ingame, and the whole race is slow or something.
So, either we stick with that, until M&B makes it possible to create more than... huh... was it 16 races?
Or we have IG-88 AND C3PO running around in battle.  :green:

I don't know the first thing about modding though, so thats just speculation.
Title: Re: SWC: Suggestions for future releases
Post by: SpartanPride on June 29, 2009, 04:14:21 PM
Revan, I apologise for my flaming. From now on I'll respect your opinion.

A suggestion about clone troopers and their faction:

I hope you have removed them as a race, but added them as a possible player culture in KM.
I believe we don't loose much from getting rid of them as a playeble faction.
Anyway, now that they can't have a custom face mesh, just make them always wear their helmets. It's more likeable anyway, and makes them look far cooler.
And I just love the clone era merchant idea.

This may be a little off the wall - and not maybe not possible, but what if you could make the clones replica's of yourself?
Title: Re: SWC: Suggestions for future releases
Post by: names_are_useless on June 30, 2009, 12:54:50 AM
Hello everyone, first time posting here

Star Wars Conquest is easily, imo, the best mod for Mount & Blade!  Yet still, I feel as if there are a few things missing ... MORE SPECIES!  The galaxy just doesn't seem quite varied enough imo.  Now I'm sure some of these sentient species might have been mentioned before, but here are the ones that I think would be great:

NEW PLAYABLE RACE IDEAS

- Duros (http://starwars.wikia.com/wiki/Duros)
The Duros are a VERY important species in the galaxy imo.  They're great pilots and are a well-traveled species.  You could also possibly use a green-skinned Duros to represent Neimoidians (http://starwars.wikia.com/wiki/Neimodian), as both species are aesthetically very similar.

- Ithorians (http://starwars.wikia.com/wiki/Ithorian)
Ithorians are another well-known and well-traveled species in the galaxy.  They would probably be really hard to model though (probably a problem to fit helmets on them as well, perhaps disallow head pieces for this species?).  Well they're one of my favorites, and I would definitely play one if made available :)

NEW "HEAD" RACES

- Aqualish? (http://starwars.wikia.com/wiki/Aqualish)
Ok, these things are butt ugly, but they might still be fun to see as NPCs ... err, fun to kill :lol:

- Bith (http://starwars.wikia.com/wiki/Bith)
I don't think that Bith are important enough to be a playable species.  Should just need to create a head piece for Humans.

- Shistavanen (http://starwars.wikia.com/wiki/Shistavanen)
Werewolves rock, plain and simple!  Now they aren't seen too often in Star Wars fiction, so I'm thinking that they shouldn't be done as a full blown species, but possibly just a new head piece for another species.  I think if you made a new furry skin for the Trandoshans (their hands and feet are pretty similar imo), and created a Shistavanen head piece, it might work out.

OTHER NEW RACES

- Devaronian (http://starwars.wikia.com/wiki/Devaronian)
Just have a hair option that allows horns for Human Males, and you got a Devaronian!  Pointy ears would be a plus as well, but I remember hearing the Last Days mod team had a hard time adding pointy ears to their Elves.

- Zabrak (http://starwars.wikia.com/wiki/Zabrak)
Again, just add a hair option for Male and Female Humans to allow the tiny horns of Zabraks (and possibley a "cracked" skin texture that Zabraks are known for).  Theres already a Darth Maul face, and the Zabrak horns would go perfectly with them :D


Now in order to make room for new playable species (as the max is 16 as we all know), I think its been said that the "Jango Clone" race is being deleted.  If in the future you want to add another new race, another species that I think should be removed are Jawas.  Now I know some may hate the idea, but honestly, the actual playable race just has a generic zombie face when it doesn't wear a Jawa hood.  I know the reason you wanted Jawas as a race was for the sounds they made in battle, but I always thought it was odd that Jawas would attack me when I was flying through space.  They're merchants, and they really aren't that aggressive.  I think Jawas would be best off as just being NPC vendors on some desert planets, so just put a Human in Jawa clothes.

Also there are a few "town NPC" races that I don't think fit at all.  Now I'm not sure if you can effect the random generation of town villagers.  If so, I'd suggest these changes:

- Mandalorians seem too common  on planets (should rarely appear on any planet)
- Geonosians also seem too common (I don't think they get off their planet often); I think they should only appear on Geonosis
- Chiss seem too common.  According to Wookiepedia: "The pace of contact began to accelerate shortly before the Clone Wars, but it was only after the Battle of Endor that the Chiss became visible for the first time on the wider Galactic stage." As this mod takes place 1 year after the Battle of Yavin (or some date close to that), I feel that the Chiss shouldn't be as common as they are in the mod.
- Possibley a Hutt or two on some other planets?  Would be especially cool to find a few Hutts inside cantinas 8)


I hope these ideas and suggestions are helpful.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 30, 2009, 01:28:30 AM

- Duros (http://starwars.wikia.com/wiki/Duros)
The Duros are a VERY important species in the galaxy imo.  

You... remind me of someone.

Really, though, those are good suggestions, since you actually referenced recognisable aliens from the original trilogy. Though we all know the names should be stuff like Walrusman and Hammerhead.


We should probably run a poll on which races should be playable, and which should just be "head races".
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on June 30, 2009, 02:08:09 AM
Would it be posible to change the camera's distance to your character when playing on 3rd person. It's too close.

--------------------------

Also, in those quick battles like Tusken Attack. I remember the idea of makin historical battles, like the one on Yavin. One on Hoth was also planed. I just thought about it and they don't necesarily need to belong to the Galactic Civil War, and even a description could be added.

Let me, tell you my ideas:

-The Battle of Geonosis (Episode 2): The Separatists have betrayed the Galactic Republic and have built an entire army under the geonosian spires, in their chambers. Now it is time for action, move on, and destroy the oposing forces on the battlefield.
(Clones vs Droids) (Geonosis plains scene)

-The Sacking of Coruscant (http://www.youtube.com/watch?v=frzH_EuSExI): Republic leaders have traveled to Alderaan to engage in promised peace talks with the Sith Empire. But they have been deceived. A group of our Sith marauders have infiltrated and encountered the security forces and remaining jedi. The Sith fleet awaits for our land victory, after we have desactivated Coruscant's defenses.
(Sith vs Jedi) (Coruscant/Corucant temple scene)

-The Second Battle on Kuat (http://starwars.wikia.com/wiki/Second_Battle_of_Kuat): The Zann Consortium has encountered a Rebel fleet waiting to raid the system to destabilize the Empire's fleet production. We have agreed on a temporary truce with the Alliance in order to destroy the star destroyers on orbit. Get into the Eclipse superstardestroyer and conquer it. Using its superlaser is the only way to eliminate the imperials and take the rebels by surprise.
(IG-Series, Mercenaries and Defilers vs Stormtroopers) (Imperial hangar scene)

-The Clone Rebellion (http://starwars.wikia.com/wiki/Battle_of_Kamino_(Imperial_Period)): The Kaminoans wave grown an army of clones and they pretend to use it againste the Empire. It's the 501 Legion's duty to finish with this. Terminate our evil brothers.
(Stormtroopers against Clones) (Kamino scene)
Title: Re: SWC: Suggestions for future releases
Post by: scyrius on June 30, 2009, 08:03:17 AM
i think the making a human head of the species is a great alternitive for the less important races now can there be as many of those as you guys can model or is there a limiit?
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on June 30, 2009, 08:19:17 PM
Well, it finally happened. A suggestion finally slipped from the frenzied fingers of Revan that actually makes sense.

And to the best of my knowledge it's a minor change. Keep the Trade Federation as a banking and low-grade ship-selling location, and add Kuat as a merchant of higher-end military vessels.
Kuat is the manufacturer of the iconic Imperial Star Destroyer, and so makes far more sense to include it in-game than 98.7% of everything else he ever mentions.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 01, 2009, 02:16:50 AM
Well, I was talking about historical battles, but yes. Kuat should ba a primary planet. It's the Empire's No 1 stardestroyer producer. There superstardestroyer were built there too, and superweapons weapons like the Eclipse. This is why Lebel Lemenisk (chief architect of the deathstars) used this planet as its base. The Rebellion led important attacks against the space station ring and almost got to destroy it. And the Zann Consortium got to kidnapp Lebel. This historical battle I'm talking about is the moment when both organisations (the Consortium and the Alliance) united to destroy the imperial ships and neutralize the Eclipse. The Consortium captured the Eclipse and, instead of destroying it, it was used to terminate both imperial and rebel forces. Zann ended up leaving the ship, as it was a target too big to be kept. After all, what he wanted was some information located on board. Info on an ancient sith tomb, that finaly Silri (his nightsister commander) dicovered.

----------------------------------
Another suggestion:

-Give Boba Fett to the Galactic Empire, not to the Hutt Cartel.
He was a free agent after all, he supported the Mandalorians and did jobs for both the Empire and the Hutt, mainly related with Han Solo, the job we could see in the films. But he did more jobs for the Empire than for the Hutts, and all videogames put him at the Imperial side. And what is more, the Hutt contracts (except Han Solo's) were before the Battle of Yavin, after which he aided the Empire on it's civil war. If we go to wookiepedia we sea a title 'Allegiance with the Empire', and if we go to the 'Affiliations' box, we se the Empire, but not a word of the Hutt. If you are worried about game balance (though the Hutts already have too many heros) you could replace him with Aurra Sing.

-Aurra Sing worked extensively for the Hutt Cartel, specially during the Clone Wars, she even appeared in the films, during Anakin's pod race. She is one of the main bountyhunters on the galaxy and even uses a lightsaber.
Image: http://images.wikia.com/starwars/images/c/c3/Aurra_sing_ep1.jpg
Info: http://starwars.wikia.com/wiki/Aurra_Sing


Boba and Vader had a special relation.
http://www.slschofield.com/star_wars/boba_fett_meets_darth_vader.jpg
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on July 01, 2009, 03:07:43 AM
The above actually makes sense.
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on July 01, 2009, 06:54:57 AM
Kuat as a primary planet makes less sense to me than Kuat as a ship vendor.

Reason being, sure it would be cool to fight to posess their tremendous shipyards, but there's no way of reflecting that in-game right now besides maybe giving it a high base prosperity. Kuat isn't a well-known planet to the casual fan and possibly less worth fighting over, but if you really want an Impstar as your flagship, it's where you have to go.

Also, just noticed the Delta DX-9 already has a model in-game. Nice.

(And every time you use the words 'Zann' and 'historical' in the same sentence, little Anakin cries.)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 01, 2009, 08:40:51 AM
Less? Both make wonderful sense. The Kuat yards were imperialised, but they were still a company. They would sell ships and make the Empire's destroyers.

And one thing I'll tell you (not only you, but everybody). This is a game, and all games (specially Star Wars ones) relly on expanded universe. What we see on the movies is actually very limited and it wouldn't be fan enough to play. żDo you imagine?:
-Yes dude, I've conquered all the galaxy, each of the 6 planets you see in the old trilogy-.
-żEven Tatooine?-.
-Yep, specially that one-.
-żAnd what did you use to conquer it?-.
-A fearesome 'only stormtroopers' army-.
-Ohhh-.
-Yeah, and Vader congratulated me. And by the way, żdid you know he's the only hero in the Empire's side?-.

Come oooon. People like this stuff. Those that 'only saw the movies' quickly start to adore the expanded stuff, the world. Would SW Battlefront 2 had been the same without the 501 legion? What would had happened with the Clone Wars TV series without those many planets and clone uniforms... Jedi Knight Outcast would have been nothing without Kyle Katarn and his story. See? Expanded universe is a must have, and in many cases it's not only an addon, but the main thing. Jedi Academy, Star Wars Battlegrounds...

The good thing about this mod is that Lucasarts won't tell the team what story they have to stick to. They can include all the base content from the movies and then add all the important and/or cool things from the expanded universe.
Title: Re: SWC: Suggestions for future releases
Post by: scyrius on July 01, 2009, 08:46:45 AM
i have to agree with revan on that point but i think what the rest of us are saying is that the moderators time is limited and the stuff that will mainly get worked on will be the things that casual fans will recongnise and enjoy which in my opinoin is still really cool.

my suggestion would be that if you captured kuat you would have the option to sell ships to the other factions for credits if thats possible
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on July 01, 2009, 09:46:39 AM
The 501st has way less to do with the success of BF2 than you seem to imply. That was actually a reference to the real-world 501st Legion of costumers. The game would have been identical with any other number substituted there, but the nod to such a devoted group of fans was greatly appreciated.

Note, I'm not saying to discard the EU. I've made EU based suggestions. I just continue to be mystified why you cling so ardently to some of the crappiest, most fanboyish aspects of the EU and insist vehemently that the game isn't complete without your darling additions. The fact that your dismissal of movie canon leaves out several planets, troop types, and heroes notwithstanding (I didn't know they had straw men in Star Wars!) not everything in the EU is worth inclusion, or sometimes even acknowledgement of existence.

In short, the EU is not created equal, and your favorite parts of it seem to be those parts which are created least equally.

As to adding important/cool material from the EU...

Important/cool in this case tend to be subjective, and opinions differ. I just happen to think that almost everything you think is important is really not worthy of inclusion.

At the end of the day, it's the developers who decide.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 01, 2009, 09:50:15 AM
Whatever.

i have to agree with revan on that point but i think what the rest of us are saying is that the moderators time is limited and the stuff that will mainly get worked on will be the things that casual fans will recongnise and enjoy which in my opinoin is still really cool.

my suggestion would be that if you captured kuat you would have the option to sell ships to the other factions for credits if thats possible

Maybe just a higher tax income should do. Like in Empire at War. The more wealthy or productive the planet it is... the more you get. Bonadan and Bespin gave a lot of credits, but Dagobagh almost gave non.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on July 02, 2009, 12:36:14 PM
I've been pretty busy, but some random comments:

- We can't create brand new animations in M&B 1.x.  There is one Russian guy who knows how, but he's waiting until a mod he is working on is released before telling the rest of us how to do this.  However, he did create this animations pack which people may have seen integrated in other mods.  It will be a bit of a pain, but I'll see if I can integrate this into the code to add some more variety.
http://forums.taleworlds.net/index.php/topic,57607.0.html
- as Vector said, our time is very limited and there's a lot of stuff that could be worked on or changed.  Each team member basically works individually and then sends me new data to integrate.  So we read this thread for idea's, but what gets done depends on many factors including how long it might take to create, if we agree with the suggestion, if we already have other stuff we're working on, etc.  I, and some of the other team members, have a preference for stuff that was in the original movies.  We may fit some EU stuff in as needed to help with gameplay or other concepts, but I don't think its going to main part of this mod.  So we're doing what we can, but its going to be a somewhat slow process for a while.
- There is a limit of 16 races which means they could be playable, wear helmets/armor over their bodies, and have custom sound effects.  Otherwise we will just have to have a regular troop wear alien helmets and gloves, but we could do this for as many troops as we want.  We could use more alien heads if people want to model them, and if somebody wants to tweak the human head model to add some horns we could create a playable Zabrak race pretty easily and just use the existing face textures (maybe add one or two with the lines on their face).
- We can have individual troops have different stats, regardless of their race, and I did try making IG-88 fast at one point.  But I felt it looked weird in the game, made them too powerful, and it also caused them just to run straight at everybody and start punching them instead of using their guns.  So making them slow was a decision by me for gameplay reasons and at this point I think it works fine.  But if somebody wants to tweak their individual mods, then I definitely recommend downloading the unofficial troop and item editors and modify your version however you want.   We will try and improve the troop tree's a bit, since right now they are somewhat limited.

Anyway, thanks everybody for your suggestions, support, and interest in this mod.  We are working on another release, mostly just bug fixes, some new scenes, or gameplay changes like kingdom management, that hopefully will be out pretty soon....
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 02, 2009, 01:06:59 PM
- We can have individual troops have different stats, regardless of their race, and I did try making IG-88 fast at one point.  But I felt it looked weird in the game, made them too powerful, and it also caused them just to run straight at everybody and start punching them instead of using their guns.

At least give him normal speed.

And by the way, the IG that killed me in SWG didn't even shoot at me. He went straight to punch me.
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on July 02, 2009, 01:21:22 PM
So making them slow was a decision by me for gameplay reasons and at this point I think it works fine.  But if somebody wants to tweak their individual mods, then I definitely recommend downloading the unofficial troop and item editors and modify your version however you want.  

Dammit Revan, sometimes It seems like you only understand what you want to understand...

What about a "SWC - Revan Shan cannonical version"?
That way you might finally stop going on our nerves and do something yourself...
You are constantly posting the same stuff, no matter what the team says to your requests. You just ignore it!
If you want to have your uber Zan Consortium IG-88's in purple, green and yellow guarded by 3000 years old Sith soldiers than go into the files and do it yourself. Or play Battlefront, kotor, SWG or whatever you get that important ideas from...
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on July 02, 2009, 08:39:44 PM
And by the way, the IG that killed me in SWG didn't even shoot at me. He went straight to punch me.

So play that game instead, and come back here when you're willing to accept that the IG series of droids is perfectly capable of using ranged weapons while plodding inexorably towards your doomed targets.

Really, I don't want to just play beat on Revan, so I'm going to try to clarify why I agree with the decision to lower the speed. Have you noticed the trouble your normal troopers get into if not ordered to cease fire and hold ground at the start of a battle? They try to fire on the run, which leads to wild innacuracy, they scatter and present a non-unified front, leading to half your force, or more, unable to even bring their weapons to bear, and then they get in amongst the enemy and come to fisticuffs.

Dropping the speed so they actually use their weapons on the approach, allowing you to use them as worthwhile assault troops? Fine by me. Hell, I'm sure IG-88 was faster, but these aren't him. Let the considerations of gameplay take a bit of precedence here.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 03, 2009, 01:41:18 AM
Puffff, damned gameplay. Dunno, do what you must.
Title: Re: SWC: Suggestions for future releases
Post by: SpartanPride on July 03, 2009, 02:39:09 AM
... I think everyone is beating on Revan a little too much... even if his suggestions are somewhat questionable, there is no reason to beak him nearly as much everyone is.
Title: Re: SWC: Suggestions for future releases
Post by: two94 on July 03, 2009, 03:39:38 PM
First off I want to say how impressed with the mod I am.  It's vastly improved from version to version, and is downright fun to play.  I had one small suggestion--I think one small part of it might've been mentioned once already, too.

It has to do with lightsabers/shields/blocking blasterfire.  My current understanding of the way the system works is:
You have four saber types: 1-hand, 1/2-hand, 2-hand., and double-sided
You can equip a personal shield or a force protect as a shield.
You cannot do this and use sabers 2-handed or use a double-sider.

As Hokie just pointed out, we can't make new animations yet.  But, could we tell a 1-handed weapon to use a 2-handed or a polearm animation?

So here is the basic idea:  you code all lightsabers as 1-handed or 1/2-handed.  Thus you can equip saber defense with all of them.  But you code them so that their attack animations should stay consistent with the style of lightsaber.  For example, have a lightsaber called a "2-handed lightsaber", but have the game recognize it as 1/2-handed, and have tell the game that it's 1-handed animations should be the animations for a 2-handed weapon.

This way you could have what are essentially 2-handed sabers that still let you block blaster shots.

Does that make sense?
Title: Re: SWC: Suggestions for future releases
Post by: Darthvegeta800 on July 04, 2009, 01:18:02 AM
Tried this mod and so far i'm quite impressed also. I'm still not used to the changes though. But so far i approve.
Especially given the fact it's not that easy to make it SW-ish given the M and B engine, it really is impressive.
I do like the idea posted above me.

The space combat is still lacking a bit i think. Btw left ctrl is leaving the battlefield for me, so i can't use it to fire with in space.
Title: Faction suggestions and head and Armor Items
Post by: Chision on July 04, 2009, 02:28:29 AM
My suggestion is make a faction called Clone war Survivors.I suggest that because I have read expanded galaxy book and other things. Even in battlefront 2 there was this mission where you have to kill a rebellious Genosian. So for all those extra races we can group them together hopefull they won't be that hard. ??? And I would like to see HK-50 int he game he is one of my most favourite droids :o
Title: Re: SWC: Suggestions for future releases
Post by: Darthvegeta800 on July 04, 2009, 02:30:54 AM
Small nitpick... why is Lord Vader made Ruler of Naboo? Odd choice given the memories he has regarding it. Fluff has indicated he tends to avoid going to places like Naboo and Tatooine.
Perhaps place him somewhere else or even better, place him on Bast! ^^
Title: Re: Faction suggestions and head and Armor Items
Post by: Revan Shan on July 04, 2009, 08:42:50 AM
My suggestion is make a faction called Clone war Survivors.I suggest that because I have read expanded galaxy book and other things. Even in battlefront 2 there was this mission where you have to kill a rebellious Genosian. So for all those extra races we can group them together hopefull they won't be that hard. ??? And I would like to see HK-50 int he game he is one of my most favourite droids :o

I already suggested that. The faction would be 'CIS Remnants'. The clone wars did end as a whole, but some still denied the imperial rule and traded the Alliance as rebels.
Title: Re: SWC: Suggestions for future releases
Post by: Darthvegeta800 on July 04, 2009, 04:30:13 PM
I'm more in favor of placing the CIS tech with Black Sun - Consortium - Cartel etc. Kinda like in Forces of Corruption.
Than again, a few unique minor factions would be interesting. Though i'd rather not see a CIS Remnant, granted they existed, but only shortly after Episode III.
And briefly during the Kamino Incident. Instead i'd rather see the criminal sub factions pop up.
Another fun minor faction to include are Dathomir-Hapes Consortium.

But i suppore in the end it comes down to canon vs anachronism and gameplay versus continuity.
Depends on what one favors.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 05, 2009, 03:51:33 AM
Yeah, that's the thing.

With the Zann Consortium's conquer of Hypori and the purchase of several things in the black market they ended up using many technology of the CIS, mainly their droidekas and buzzdroids, but also battledroids.

But I think is still better to leave a CIS Remnants apart from the Hutt Cartel and the Zann Consortium. PLus, this two organisations own planets, while the CIS just makes punctual attacks, as if they were pirates (but using CIS units and geonosians. and in great numbers).
Title: Re: SWC: Suggestions for future releases
Post by: Darthvegeta800 on July 05, 2009, 04:23:21 AM
True. Though i'm not too fond of the 'third party' name. Hutt Cartel. I'd prefer a more 'generic' or general designation. That way you can see the organisation as more a loose affiliation of many organisations not persay centered around just the Hutts. Black Sun, the Zahn Consortium, some Pirate and smuggling fleets etc. Which unite at times etc seems more fitting flavor wise.
Or given the setting you have 2 main ones. Galactic Empire and Rebel Alliance. And you turn the criminal, shady and semi-neutral factions into minor ones.

There is one option that would be tons of fun. Making your own little empire. The Conquest mod (not SW: Conquest) allows you to pick during your background a specialty of your future faction. For instance in that one it's cavalry, infantry,... etc. This flavor choice could be kept and than implemented when you start out as a nobody/neutral which has the option of forging his own faction besides joining a main one.

Just an idea and not a priority but it's a popular option in several M and B mods.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on July 05, 2009, 05:22:41 AM
Now, I have no idea how easy such a suggeston would be to code, but here's what I've been thinking about...

Have a proper cloning facility, not just something that churns out the Republic troops. By this, I mean it uses your character (or a companion) as a template. So once you've built the facility, you personally don the armour/weapons you want your clones to use, click "set template" or something, and you'll be able to recruit inferior version of yourself.

So it's essentially a troop design, but in a context that makes sense in the Star Wars universe.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on July 05, 2009, 06:09:41 AM

I can copy the players inventory and race easy enough, but its impossible to change their face code in game, so they would always have to wear a helmet, or a human /alien helmet, etc.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 05, 2009, 09:48:43 AM
True. Though i'm not too fond of the 'third party' name. Hutt Cartel. I'd prefer a more 'generic' or general designation. That way you can see the organisation as more a loose affiliation of many organisations not persay centered around just the Hutts. Black Sun, the Zahn Consortium, some Pirate and smuggling fleets etc. Which unite at times etc seems more fitting flavor wise.
Or given the setting you have 2 main ones. Galactic Empire and Rebel Alliance. And you turn the criminal, shady and semi-neutral factions into minor ones.

Technically they are already small factions. The Hutts own about 4 planets and a group of stations. The Zann Consortium's apparance would mean that they would loose some.

Hutts: Tatooine, Nal Hutta and Nar Shadda (it's Nal Hutta's moon, but it's so important that it's worth being a primary planet)
Zann: Hypori, Ryloth and Saleucami

Note:
At first both worked together, but Zann was gathering too much power. Jabba and the Black SUn betrayed him and Zann ended up in prison, in Kessel. Han took the job of taking him away, just after Urai Fen rescued him. Then a war started, the Zann Consortium fought the Hutt Cartel. They ended up neutral, and Zann wnt to corrupt imperial and rebel planets.


About cloning: In Empire at War you can use Kamino's cloning facilities, and you are able to create the infantry of your culture. If the Empire owns it Kamino makes stormtroopers.
Title: Re: SWC: Suggestions for future releases
Post by: SpartanPride on July 05, 2009, 06:41:40 PM
Now, I have no idea how easy such a suggeston would be to code, but here's what I've been thinking about...

Have a proper cloning facility, not just something that churns out the Republic troops. By this, I mean it uses your character (or a companion) as a template. So once you've built the facility, you personally don the armour/weapons you want your clones to use, click "set template" or something, and you'll be able to recruit inferior version of yourself.

So it's essentially a troop design, but in a context that makes sense in the Star Wars universe.

That's what I suggested :P
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 07, 2009, 01:42:47 AM
I saw the star wars recruitment posters and had an idea:

-When a faction conquers the planet its posters appear on it. If rebels own the planet there would be only rebel posters.

It's weird to see imperial posters everywhere...
Title: Force System
Post by: Chision on July 08, 2009, 08:03:23 PM
to Revan: CIS Remnants seem to only group it up to the people of the CIS that are left alive. When I meant Clone war survivors I meant like in General like including your CIS remnants and others as well.

Onto the request is it possible to use the Magicworld "magic" system except to implement Force powers instead?
Title: Re: Force System
Post by: Revan Shan on July 09, 2009, 01:34:37 AM
to Revan: CIS Remnants seem to only group it up to the people of the CIS that are left alive. When I meant Clone war survivors I meant like in General like including your CIS remnants and others as well.

Onto the request is it possible to use the Magicworld "magic" system except to implement Force powers instead?

What does that system do?
Title: Re: Force System
Post by: Chision on July 09, 2009, 09:19:54 PM
to Revan: CIS Remnants seem to only group it up to the people of the CIS that are left alive. When I meant Clone war survivors I meant like in General like including your CIS remnants and others as well.

Onto the request is it possible to use the Magicworld "magic" system except to implement Force powers instead?

What does that system do?

Well in Magic World it allows you to use spells without taking up items like its part of the Hud so you don't have to buy the force power e.g. Force Kill(Current) and you learn new spells (force powers in this case) by meeting up with people that can teach you. Mages in Magic World. Jedi in this case so remembering one of your comments from before talking about removing Obi Wan from Rebels we could possibly use him as a "teacher".
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on July 09, 2009, 09:44:33 PM

yeah, it is a very impressive mod written by a guy from the chinese forum, who ported an english release.  It contains some great concepts and other mods have either integrated it or done similar stuff.  I definitely agree it would be a much better force power system that when I'm currently using, but there's a few issues or comments:

1) the main issue is just a lack of free time to integrate it, knowledge of the module system, time to test, etc.  It was much easier to just make force powers "bows" then try and integrate all this new code and everything else that would be required.  Most troops in this mod have guns, very few are force-sensitive, so it doesn't make sense to spend a ton of time on it where there seem to be bigger or more important things to work on and improve.

2) The further you get away from native functionality, the more potential issues there are.  I know if I give a troop a 1-hand invisible bow they will be able to shoot another troop.  With the magic system or other types of custom code it doesn't always work that well.   You see this concept with the heavy weapons, where they somewhat work, but there are limitations or issues with them, and they wouldn't work as well if you gave them to an enemy troop.  So some of these new concepts take extra time to integrate/test, may be player only, or have more limitations, etc.

There are some great mods out there that add all sorts of cool functionality that would be great in star wars.  Off the top of my head these are ones I'd eventually like to further review and see what I could integrate, etc.   

Magic World - http://forums.taleworlds.net/index.php/topic,52699.0.html
Light & Darkness - http://forums.taleworlds.net/index.php/topic,60024.0.html
Wheel of Time - http://forums.taleworlds.net/index.php/topic,62928.0.html
The Horde Lands - http://forums.taleworlds.net/index.php/topic,52170.0.html
Chronicles of Talera - http://forums.taleworlds.net/index.php/board,108.0.html
lots of others

But with only a few hours a week to work on this we have to make decisions on what is most important, and I just don't think improved force powers or some of the other stuff is as important as something like scene editing at this point.  Now, if we get a few more coders to join the team, then we can divide up the tasks and this type of stuff becomes a lot easier.  But at this point the team is quite small so we're very limited on what we can do.
Title: Re: SWC: Suggestions for future releases
Post by: scyrius on July 09, 2009, 10:18:03 PM
I tend to agree that the less complicated modding but more indepth gameplay is the way to go
Title: .
Post by: Chision on July 09, 2009, 10:41:58 PM
Well I agree that some of that stuff is challenging and I don't blame you . I still dnt know a lot of it. Well the Magic world you don't really have to add as it is not that important.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 10, 2009, 02:23:59 AM
I already discussed using one of Light and Darkness' things. The 'walk through the camp', that in SWC would be 'walk through your ship'. You could look at the command room or entire ship (if it's little), and speak to your companions.
Title: Re: SWC: Suggestions for future releases
Post by: Chision on July 10, 2009, 11:43:30 PM
About the walking through the camp thing. Do you think that the camp should be the Ebon Hawk from KOTOR?
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 11, 2009, 01:56:17 AM
About the walking through the camp thing. Do you think that the camp should be the Ebon Hawk from KOTOR?

That depends on the ship you own. If you have a star destroyer you would only have the command room (caus it's a itanic ship). But if you have a YT-3000 (like the Millenium Falcon), you would be able to walk all through it. The Ebon Hawk would be a nice ship to see in game too.

What I don't know is what would you do if you had a hunter, cause you couldn't 'walk through it'. You could instead have a land scene (in an unknown planet) where you had hunter type around. As if the party had landed. Maybe some sort of cave, from where you could only see one ship at the entrance, that way you wouldnt' say 'what? one ship for 40 people?' or 'what? 40 hunters for me and my companion?'. You wouldn't be able to go further than the cave and so the number of ships would be somth left to your imagination.
Title: Re: SWC: Suggestions for future releases
Post by: Runzel on July 12, 2009, 03:37:45 AM
Hello there!

Great models, great sound, great mod.

But after i played it a little i found one thing really disturbing.
It didnt feel right to go slave hunting for yoda, or getting borrowed money for leia organa.

The quests still fit to the original war mongers in mount and blade. Not to the star wars theme.

How about:
I could "raise money for the rebels, to aid there cause..."
Leia is sending me to her friends, for fund raising. He/She will decline, but after i throw in 700 myself, they accept. It would be like
the original system, but it would make more sense to me.


or for the slave hunting quest...
i coud try to "help lost jedi students find their way back to the training grounds" (clichee, ok...but still better than yoda having slaves!)
If successfull my relationship to that planet would raise, not fall.
Or if it has to be hunting someone down and force them back home, it could be some smugglers, gangsters eg. to face their trial.

It would be just a little tweaking the quest texts and could give the impression to play something different than the original mount and blade.
Old quests....old game.

I dont know if its possible to have different quests from different charakters, but i think it would be sooooo important!!!
Title: Re: SWC: Suggestions for future releases
Post by: Clownmite on July 12, 2009, 09:52:21 AM
Right now, the team is mainly working on converting all of the Mount and Blade scenes to Star Wars and making necessary models. Once that base has been achieved, they will start to do things like quests.
Title: Re: SWC: Suggestions for future releases
Post by: Runzel on July 12, 2009, 10:20:24 AM
Glad to hear that!

The mod has so much potential. I was simply amazed what has been achieved so far.
Before seeing SWC i wouldnt have believed it possible to rebuild mount and blade to such an extent and give it the feeling of a star wars adventure.
It would be a shame if atmosphere was lost because the modders focus would miss the rich background story.

Keep it up!

....well gotta go and raise my rebell army
Title: Re: SWC: Suggestions for future releases
Post by: Chision on July 13, 2009, 03:13:56 PM
About the walking through the camp thing. Do you think that the camp should be the Ebon Hawk from KOTOR?

That depends on the ship you own. If you have a star destroyer you would only have the command room (caus it's a itanic ship). But if you have a YT-3000 (like the Millenium Falcon), you would be able to walk all through it. The Ebon Hawk would be a nice ship to see in game too.

What I don't know is what would you do if you had a hunter, cause you couldn't 'walk through it'. You could instead have a land scene (in an unknown planet) where you had hunter type around. As if the party had landed. Maybe some sort of cave, from where you could only see one ship at the entrance, that way you wouldnt' say 'what? one ship for 40 people?' or 'what? 40 hunters for me and my companion?'. You wouldn't be able to go further than the cave and so the number of ships would be somth left to your imagination.
For the Unknown planet do you think it should be Dagobah seeing as how a Headhunter and X-Wing look alike and the fact Luke Skywalker landed there
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on July 14, 2009, 12:44:38 PM

Rize on the TW forum had a cool idea about ship battles.  He took the code for sea battles and just increased the height so the boats float in the sky.  The regular ship battle code has it so they move around so you can shoot the other ships and then eventually they drift together so your troops can battle between the decks.  This would be pretty cool for sail barge battles over Tatooine and other concepts.   Now, I'm pretty busy in real life and coding for this mod, so I'm not sure when I'd be able to test a concept like this, but its definitely something to think about and remember for the future.....

(http://img188.imageshack.us/img188/3352/mb4copy.jpg)
(http://img50.imageshack.us/img50/2263/mb5copy.jpg)
Title: Re: SWC: Suggestions for future releases
Post by: SpartanPride on July 14, 2009, 04:33:20 PM
... sarlac pit...

Anyway, just concentrate on the scenes for now... get ambitious later ;)
Title: Re: SWC: Suggestions for future releases
Post by: mfhberg on July 16, 2009, 09:53:35 AM
Tavern brawls.

It would probably use some of the code from tournaments with several different sides, you just have to code it so the player gets some of his companions on his side, maybe disallow any rifle/explosives weapons. Add a timer for police/whatever arrival and you can have a quick fight. Results would include paying for damages, paying for drinks, renown, loss of renown.

mfberg
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on July 23, 2009, 04:22:10 AM


Edit: It would be great if you could execute your prisioners. I would love to kill Jabba the hutt!
Title: Re: SWC: Suggestions for future releases
Post by: HopitKonsta on July 23, 2009, 05:28:32 AM
  • There should be no Force kill, I had to configure the items_kind and edit it so it would not harm, I hate it!
  • There should be diffrent classes. Like Jedi-consular, Jedi-guardian, Bounty Hunter and such stuff, with diffrent uppgrades. (I have tried to make mod with that, I came nowhere, but you might will)
  • Harder to kill jedis
  • Reduce Lightsaber damage
  • MANY upgradeable force-powers (somehow it must be possible?)
  • Customize able duels from the movie. (in the quick_duel stuff), like fighting against Anakin as Obi-Wan on mustafar or something like that.
  • Ability to force jump (I have no idea if that is even possible)
  • Diffrent jobs you can have, like trader or something
  • More expensive prices on the Larger ships you can buy


Edit: It would be great if you could execute your prisioners. I would love to kill Jabba the hutt!
all those sounds great expect reducing lightsaber damage..
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 23, 2009, 12:31:05 PM
  • There should be no Force kill, I had to configure the items_kind and edit it so it would not harm, I hate it!
  • There should be diffrent classes. Like Jedi-consular, Jedi-guardian, Bounty Hunter and such stuff, with diffrent uppgrades. (I have tried to make mod with that, I came nowhere, but you might will)
  • Harder to kill jedis
  • Reduce Lightsaber damage
  • MANY upgradeable force-powers (somehow it must be possible?)
  • Customize able duels from the movie. (in the quick_duel stuff), like fighting against Anakin as Obi-Wan on mustafar or something like that.
  • Ability to force jump (I have no idea if that is even possible)
  • Diffrent jobs you can have, like trader or something
  • More expensive prices on the Larger ships you can buy


Edit: It would be great if you could execute your prisioners. I would love to kill Jabba the hutt!
all those sounds great expect reducing lightsaber damage..

Yep.
Title: Re: SWC: Suggestions for future releases
Post by: Hamel on July 23, 2009, 03:36:42 PM
  • Ability to force jump (I have no idea if that is even possible)

If we get force jump, we should get jetpacks! Maybe give them to some high tire Mandalorian troops.

(I don't know if it's possible either.)   :P
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 24, 2009, 02:44:00 AM
  • Ability to force jump (I have no idea if that is even possible)

If we get force jump, we should get jetpacks! Maybe give them to some high tire Mandalorian troops.

(I don't know if it's possible either.)   :P

I suggested that before, but how to implemente it. I think it's perfectly posible to give the guy a pack and even make it so that, when activated, fire comes from it. But how would you make the 'hiperjump'?
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on July 24, 2009, 05:42:47 AM
well, I actually added a force jump and jetpack a week or two ago.    it works somewhat decent, but like usual, there are some limitations...

- you can purchase force jump or a jetpack which if you have it in your inventory then you can now use the J key
- currently there is no jetpack model or fire effect, its just an inventory icon
- when you press the J key (while on foot) it runs an animation.   I can control the movement of the character with an animation so currently it goes up 5 and forward 15 paces, but you can't fly around or pick how far to go, etc.
- It works decent, but the problem is basically the camera looks a little weird.   While in 1st person the camera moves up first and then jumps forward 15 paces.   While in 3rd person the camera just moves forward 15 paces.  If you actually watch the character as they jump that it looks pretty cool, but from the players perspective its a little weird.   I've tried moving the camera around like we do with the death cam but there seems to be a game limitation where that doesn't work while you are running an animation or something...  anyway, you guys can check it out in the next release.
Title: Re: SWC: Suggestions for future releases
Post by: scyrius on July 24, 2009, 09:44:36 AM
with being able to put things only in your inventory and still use them on the battlefield like the jetpack and the bacta tanks would something like that work for force powers?
Title: Re: SWC: Suggestions for future releases
Post by: Freddex on July 24, 2009, 09:49:59 AM
Hey Guys,

I think unique items like in Light&Darkness Heroes of Calradia would be great. Like a very migthy lightsaber of an old jedi master or a special gun.
They will NOT appear in shops, but they will be dropped in big battles like if you fight against emperor palpatine OR you make a new kind of bandit
(Something like a smuggler of old relics who also drop useless old relics like combs, YES,combs! Everyone loves combs ;) or bones and some things which are useless too, but VERY expensive for sell.)

 :green: that's a long text in brackets, isn't it?

Anyway, think about that.
Title: Re: SWC: Suggestions for future releases
Post by: trygve55 on July 26, 2009, 08:49:24 AM
Can you add Hailfire droids - like a mount with a invisible man with a rocket launcher.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 26, 2009, 10:35:29 AM
Can you add Hailfire droids - like a mount with a invisible man with a rocket launcher.

Helfire droids are as big as vehicles, and the only ones who used by that time where the CIS remnants and some criminal factions, like the Zann Consortium. Non of them are in the game for now.
Title: Re: SWC: Suggestions for future releases
Post by: Raikae on July 26, 2009, 10:53:47 AM
Hey there, I'm new to the forum ^_^

I'd just like to say this is the best, or rather funnest, mod I've played for Mount and Blade.



I don't really have any suggestions because I think you're doing a fantastic job thus far and am much looking forward to the next release.

I wish you all the best of luck and all the creative prowess you can muster.
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on July 26, 2009, 01:29:35 PM
i made this suggestion (request) on the taleworld forums but i thought i would mention it here:

 i have noticed that Sith and Jedi are, naturally, waaay overpowered.  ofcourse, if they weren't, there would be no point to this mod.  but once i get an army of jedi/sith, i am totally UNstoppable, and i am talking about 50 vs. 1000+ odds.  now in starwars, these would be realistic odds, but it just makes this mod way to easy.

so maybe you could set a max unit limit for jedi and sith, say, 10-12 for each lord, including the player?  these would also be realistic numbers, as it would be rare for 50 jedi to be in one place at one time.  and maybe increase the power of the jedi grandmaster and sith lord, but only be able to have one?  also, players should not be able to have both sith and jedi, they should have to choose one and stick with them.
Title: Re: SWC: Suggestions for future releases
Post by: Raikae on July 26, 2009, 02:43:26 PM
i made this suggestion (request) on the taleworld forums but i thought i would mention it here:

 i have noticed that Sith and Jedi are, naturally, waaay overpowered.  ofcourse, if they weren't, there would be no point to this mod.  but once i get an army of jedi/sith, i am totally UNstoppable, and i am talking about 50 vs. 1000+ odds.  now in starwars, these would be realistic odds, but it just makes this mod way to easy.

so maybe you could set a max unit limit for jedi and sith, say, 10-12 for each lord, including the player?  these would also be realistic numbers, as it would be rare for 50 jedi to be in one place at one time.  and maybe increase the power of the jedi grandmaster and sith lord, but only be able to have one?  also, players should not be able to have both sith and jedi, they should have to choose one and stick with them.

That's a good idea. I'll second it ^_^
Seeing as Jedi and Sith are supposed to be easier to recruit in the next patch, this is a particularly clever suggestion.

(I just realized that Mozilla's auto spell check accepts "Jedi" But not "Sith" as an actual term. Mozilla is light-side biased LoL)
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on July 27, 2009, 05:49:20 AM
i made this suggestion (request) on the taleworld forums but i thought i would mention it here:

 i have noticed that Sith and Jedi are, naturally, waaay overpowered.  ofcourse, if they weren't, there would be no point to this mod.  but once i get an army of jedi/sith, i am totally UNstoppable, and i am talking about 50 vs. 1000+ odds.  now in starwars, these would be realistic odds, but it just makes this mod way to easy.

so maybe you could set a max unit limit for jedi and sith, say, 10-12 for each lord, including the player?  these would also be realistic numbers, as it would be rare for 50 jedi to be in one place at one time.  and maybe increase the power of the jedi grandmaster and sith lord, but only be able to have one?  also, players should not be able to have both sith and jedi, they should have to choose one and stick with them.
Such a limit exists already. It's called self-control.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on July 27, 2009, 06:56:32 AM
Lol, I think at some point we may need to review how well the gameplay is balanced in favour of the player.
Since at the moment the general rule is "It's there, but it's up to you if you want to abuse it."

Obviously given the option the majority of players will choose to take the easy route through the mod by abusing some of the more powerful weapons and classes, how ever it's often those players who complain the module is to easy. So at some stage it may be beneficial for us to rethink how we introduce some of those more powerful weapons to the player, rather than just allowing them to buy them from merchants.
Title: Re: SWC: Suggestions for future releases
Post by: Freddex on July 27, 2009, 09:05:32 AM
 :(
Hey Guys,

I think unique items like in Light&Darkness Heroes of Calradia would be great. Like a very migthy lightsaber of an old jedi master or a special gun.
They will NOT appear in shops, but they will be dropped in big battles like if you fight against emperor palpatine OR you make a new kind of bandit
(Something like a smuggler of old relics who also drop useless old relics like combs, YES,combs! Everyone loves combs ;) or bones and some things which are useless too, but VERY expensive for sell.)

 :green: that's a long text in brackets, isn't it?

Anyway, think about that.
Anyone thought about my suggestion?

 :( Anyone thought about my suggestion?
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on July 27, 2009, 10:58:36 AM
I'm short on time, so I'll post a general reply, but I do agree with the majority of suggestions in this thread.  Things like better force powers, tweaking\balancing troops and factions, custom duels, historical quick battles, improved character creation and classes, more alien models, quests and jedi training, unlockable or unique weapons, balancing items, etc, are all good ideas and possible.  However, the main issue is just that they need to be coded and tested which takes time.  I'm very busy in real life, and currently I'm the only one doing coding (as well as other stuff), so with limited time most of what gets added or changed comes down to priorities or what is easiest to do.  

My priority recently has been on scene editing, bug fixes, and some gameplay improvements like kingdom management.  In the next release (hopefully posted tonight) we globally replaced most of the native scenes so the mod feels much more like a total conversion when doing sieges or walking around towns.  We still have more work to do, and many of the scenes are duplicated or generic placeholders, but to me stuff like this seemed like the biggest priority rather than adding or tweaking existing functionality. For the next release I did add the ability to put a bonus chest in each town but I've only added unique items to chests and done scene editing to place them in a few locations so far.  Having a chance of enemies randomly dropping unique items is possible, but models may need to be created and it would need to be coded, so I'm not sure when that would happen.  I switched force kill to do damage to yourself when you use, but I added a force knockdown and bacta capsules that heal the player so the player still will be able to abuse items if they wish.  

I'll put the force sensitive items and heavy weapons in tavern specific merchants since that is easy to do, but doing something like you'd need to complete a quest or gain a certain amount of renown before you could purchase them would take more work.  Also, since the heavy weapons and the concept of better force powers do have some limitations and are basically only usuable for the player they haven't been as high a priority and I'd consider taking them completely out of the game if people thought that was best.   Hocus Pocus went through the items file for a previous release and balanced item prices but eventually we probably need to do an overhaul on the item stats/prices and troop stats/equipment.  But this is tedious work and since troops/items are often changing I'm not sure now is the best time to do it?  If we get some people to help with coding then this will go faster since they could just focus on a specific area which was of interest to them, but if I'm the only one doing it then we'll be taking small steps due to my limited time and/or coding knowledge.   But I agree we need some improvement in the entire gameplay balancing concept and I also don't have any time to really 'play' this mod, so I really need feedback from the team and everybody else what are the area's that most need to be improved, etc.  Anyway, we should probably try and get a list together of what people think the priorities should be and then hopefully we can start working on a few of the top ones.   We'll also need feedback on the next release so that should be out soon.

edited for readability.  ;)
Title: Re: SWC: Suggestions for future releases
Post by: Freddex on July 27, 2009, 11:26:13 AM
I can make every model for my unique items idea but unfortunately I can't code.
If someone have special ideas for thes items, pm me(With screenshot,please).

I know only a bit about the star wars universe (saw the movies, played SW:BF2 and EAW)
so ideas are VERY welcome  ;) !


btw: Hokie please use the enter button next time you write something  :D
Title: Re: SWC: Suggestions for future releases
Post by: Oroonin on July 27, 2009, 11:35:25 AM
Well, HokieBT since you´ve helped a tremedous amount with my arnor mod (now released, adverisment) I´d be happy to do what I can with the limited time I´ve got on my hands. Just specify what code you need and I´ll look into it.
Title: Re: SWC: Suggestions for future releases
Post by: scyrius on July 27, 2009, 07:26:50 PM
release is out so may i be the first on to say WOOOO
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on July 27, 2009, 07:41:16 PM

hehe, I just hope there aren't any major issues.  The last few days I've been somewhat quickly making changes, so hopefully I didn't mess up anything too big.   ;)   Let me know what people think and then we'll try and figure out what the priority is for future versions.
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on July 27, 2009, 07:50:15 PM
i just downloaded, ima get on in a little bit.

 will tell you how it went in the morning (that's what she said   :D)
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on July 29, 2009, 02:32:07 AM
I just got a great idea! Why don't make so you actually can be an solider (spelled right?) in an army. I know you can be that, in one way, following an Imperial "lord", but wouldn't it be great if you could be an hero in an army, you know, like just fight and be with your captain, and such stuff. I don't know if I do explain myself very much.

But I can take it this way, for understandings sake: you find a captain, ask if he want a solider; he says yes and you join him. Now he commands you. You see him travel from planet to planet (in ultra speed) and when he for example accept a "quest" or something like that, he tells you. And because of it would be boring just seeing an guy flying and flying. So when he buys something he gives you some stuff you can choose. And he sometimes (often) goes into battle and he is the commander, if he command you in the battle you must do as he says, or you may be dismissed from his party.

It maybe sound little confusing. But something similar with more options would sure be great. But hard to make, I guess. But otherwise I think it is kinda good idea. What do you think?
Title: Re: SWC: Suggestions for future releases
Post by: HopitKonsta on July 29, 2009, 03:48:05 AM
well, it did sound confusing :lol:
Title: Re: SWC: Suggestions for future releases
Post by: Runzel on July 29, 2009, 09:45:03 PM
I like your idea Sebbe.
It would be even somewhat "realistic".
You start a game on some dumb planet and have no fancy armor, no weapon and no spaceship.
So what you do? Get recruited by some gangsters mob, the imperials, bountyhunters...
They would take you with them, like when you have been captured in original M&B.
And when it comes to fighting, you could fight along with your team and get rewarded afterwards.
So to earn an own spaceship, or be advanced to imperial officer and get to lead men yourself.
Would be motivating!

The loot screen would have to be modified so you get to choose from some very limited selection
that fits to your parties description. When raiders simply strip their victims, imperials would present you
with their own weapons and armor.

But i think here starts the real problem, as it would require some features in gameplay that
can't be found in vanilla or any other mod. For example the special item selection. Or just imagine your party lost a
fight and you are stuck in a party that keeps avoiding fights or is loosing all the time...
And a commander should command you in battle and punish you for not following his orders?
I say it would need new code and a lot of tweaking and balancing. Too much of an effort.

I wonder if it is possible at all. Maybe to some very limited extent.
But as i said i like the idea. It is very original.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on July 30, 2009, 11:55:28 AM
I like the above idea, but it sounds very hard due to M&B limitations. And not all people would play it, so I don't think it's worth the effort. A separate mod, perhapse?
Title: Re: SWC: Suggestions for future releases
Post by: Raikae on July 30, 2009, 02:06:00 PM
or an option in the character creation?
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on July 31, 2009, 07:00:51 AM
The Horde Lands has a very cool feature, that I'd forgotten about until I saw the Slaver parties randomly flying through the galaxy...

What it has, is a mining location. When you get prisoners from winning a battle, rather than collect the ransom, you can put them to work in the mines, and every week you collect the profit. The catch was, unless you assign adequate guards, the miners can escape.

With the Star Wars universe having spice mines and slavery, and SWC having no base for the Trandoshan Slavers, it'd be a welcome and logical addition.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 31, 2009, 09:04:58 AM
With the Star Wars universe having spice mines and slavery, and SWC having no base for the Trandoshan Slavers, it'd be a welcome and logical addition.

Well, it should. It should be the Avatar Orbital plataform, which is basicly Kashyyyk's main space station. (Take a look at wookiepedia)
Title: Re: SWC: Suggestions for future releases
Post by: Vector on July 31, 2009, 09:32:20 AM
There are many asteroid mining facilities within the Star Wars universe, so we could create some form of a mine within one of the many asteroid fields.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on July 31, 2009, 11:41:18 AM
There are many asteroid mining facilities within the Star Wars universe, so we could create some form of a mine within one of the many asteroid fields.

Kessel itself. It was an Imperial mine. That's were they send the 'criminal scum'.
Title: Re: SWC: Suggestions for future releases
Post by: scyrius on July 31, 2009, 12:10:13 PM
I agree the mines idea is great especially if your the leader of a faction
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on July 31, 2009, 07:35:37 PM
It's "somewhere" in the future, not mediaval world anymore, we can buy shares and hold capacity w. being the King  ;)
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on August 01, 2009, 01:12:08 PM
A long time ago in a galaxy far,
far away....
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 01, 2009, 02:19:50 PM
A long time ago in a galaxy far,
far away....

... Losd Vader kicked jedi asses.
Title: Re: SWC: Suggestions for future releases
Post by: mfhberg on August 02, 2009, 05:48:05 PM
I was watching IV again today - "These are not the droids you are looking for".

How about a persuasion bonus of some type for Jedi/Sith or high ranking Jedi/Sith. It could be added as a bonus for the sneak into town scripts, and maybe make another choice when meeting deserters/bandits (attack, leave, persuade them to do something - leave you alone or join up).

Either give the Jedi/Sith a higher starting persuasion, or add in an item/book for force persuasion. More persuasion effects would probably have to be coded, because all I see persuasion doing now is asking others lords to join your faction, and doing a couple of persuasion things among lords of your own faction.  

mfberg
Title: Re: SWC: Suggestions for future releases
Post by: scyrius on August 02, 2009, 09:05:33 PM
I have a fun idea a skiff as a mount it would have to have high armor low speed but it would be cool


Also is there any way to add blasters to speeders?

Another would be is there any way to have the turrets fire during sieges
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 03, 2009, 04:04:14 AM
I just got an idea about Starkiller/Galen Marek/The secret apprentice. He did die, (I'll stick to the good ending, because the evil ending changes the whole story, and can't be refrered as a possible ending, if you know what I mean), but still, even though he died, he COULD be able to live on like a Jedi spirit (or whatever to call them). As thats what they say you become if you sacrfise yourself as a Jedi. Wich he does. So, you could add him as a hero you could find and let him Join your company.

Or you could change it and let him stay alive. But that would confuse, for the Rebels uses his family weapon as their "logo"/"banner". Alltrough, as a spirit it would be possible to have him. Alltriough changing his armor would cause him to be ... vissible you know? Or you could make him "normal" and he could have returned from the force (or what you say) but as ... normal. You get it. (xd)
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 03, 2009, 04:40:53 AM
Sorry for double posting, but this is a whole other idea, so I don't want to confuse by putting it in the above post.

But I think it would be better if all jedis could protect themsself better with lightsaber. I have the ai on the best, speed on the fastest, but still they have no chance, they don't protect themself. But attack they do, but never any defense style, only offense. I think you should make all lightsaber-wielders better on blocking attacks. Specially because I want more strategic and longer duels.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 03, 2009, 07:22:18 AM
I just got an idea about Starkiller/Galen Marek/The secret apprentice. He did die, (I'll stick to the good ending, because the evil ending changes the whole story, and can't be refrered as a possible ending, if you know what I mean), but still, even though he died, he COULD be able to live on like a Jedi spirit (or whatever to call them). As thats what they say you become if you sacrfise yourself as a Jedi. Wich he does. So, you could add him as a hero you could find and let him Join your company.

Or you could change it and let him stay alive. But that would confuse, for the Rebels uses his family weapon as their "logo"/"banner". Alltrough, as a spirit it would be possible to have him. Alltriough changing his armor would cause him to be ... vissible you know? Or you could make him "normal" and he could have returned from the force (or what you say) but as ... normal. You get it. (xd)

He didn't die, he ended up as somth like Lord Vader. SIdious recued him and continued fighting jedi, he even fought at Hoth. I know it's the dark ending, but Lucasarts made it the official ending. So: what we have is a new imperial character.

GALEN MAREK:
(http://www.eldojogamer.com/wp-content/uploads/2009/07/star-wars-the-force-unleashed-ultimate-sith-edition-005.jpg)
(http://images2.wikia.nocookie.net/starwars/images/b/be/SithStalkerArmor-TFUUSE.jpg)
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 03, 2009, 07:29:05 AM
I just got an idea about Starkiller/Galen Marek/The secret apprentice. He did die, (I'll stick to the good ending, because the evil ending changes the whole story, and can't be refrered as a possible ending, if you know what I mean), but still, even though he died, he COULD be able to live on like a Jedi spirit (or whatever to call them). As thats what they say you become if you sacrfise yourself as a Jedi. Wich he does. So, you could add him as a hero you could find and let him Join your company.

Or you could change it and let him stay alive. But that would confuse, for the Rebels uses his family weapon as their "logo"/"banner". Alltrough, as a spirit it would be possible to have him. Alltriough changing his armor would cause him to be ... vissible you know? Or you could make him "normal" and he could have returned from the force (or what you say) but as ... normal. You get it. (xd)

He didn't die, he ended up as somth like Lord Vader. SIdious recued him and continued fighting jedi, he even fought at Hoth. I know it's the dark ending, but Lucasarts made it the official ending. So: what we have is a new imperial character.




Oh, still you could add him?

Also, how come that? It don't make sence, if we look at the movies. Darth Vader dies, so does many others? How come?

EDIT: (deleted the pictures in the qoute, they took place)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 03, 2009, 08:15:35 AM
Wow, wow, wow. Where's me cup of Batman?

Stop. First, your words are the ones that don't make sense. WHat is: How come?  ???

Galen Marek apparently died, but Sidious used a medical armour, jus as he did before with Vader. That's why Galen Marek is still alive, there's no need of a force ghost, but of a new character, the guy from the pics I posted.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 03, 2009, 08:26:42 AM
Wow, wow, wow. Where's me cup of Batman?

Stop. First, your words are the ones that don't make sense. WHat is: How come?  ???

Galen Marek apparently died, but Sidious used a medical armour, jus as he did before with Vader. That's why Galen Marek is still alive, there's no need of a force ghost, but of a new character, the guy from the pics I posted.

I know, I meant that Leia Organas father dies, right? In the dark/evil ending. But is'nt he alive in the movies?
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 03, 2009, 09:10:21 AM
Wow, wow, wow. Where's me cup of Batman?

Stop. First, your words are the ones that don't make sense. WHat is: How come?  ???

Galen Marek apparently died, but Sidious used a medical armour, jus as he did before with Vader. That's why Galen Marek is still alive, there's no need of a force ghost, but of a new character, the guy from the pics I posted.

I know, I meant that Leia Organas father dies, right? In the dark/evil ending. But is'nt he alive in the movies?

Leia's father is Darth Vader (Anakin). But if you are talking about Beil Organa... then: no, he died. Remember episode IV? Leia was the one in charge. Or maybe he died when the EMpire destroyed Alderaan. The thing is: he shouldn't appear.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 03, 2009, 10:58:59 AM
I believe Bail does appear on Alderaan, and dies when the planet gets blown apart. TFU itself is very conflicting with existing cannon. So, please, shut the hell up about a new imperial character. He fought on Hoth? If he'd appear in V, I'd buy it, but right now it just seems like a pile o'crap.

Note: Lucas is a senile old wacko. He did proclaim that ending 'cannon', but so he did with a bunch of random EU. It's shitty, it's uncannon, and no proper SW fan will be satisfied with it (if 'proper' is confusing, I mean a fan that navigates the Galaxy with mainly the movies, and not random EU and videogame rambling).

Ladies and Gentlemen, Lux has left the building.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 03, 2009, 11:33:53 AM
I believe Bail does appear on Alderaan, and dies when the planet gets blown apart. TFU itself is very conflicting with existing cannon. So, please, shut the hell up about a new imperial character. He fought on Hoth? If he'd appear in V, I'd buy it, but right now it just seems like a pile o'crap.

Note: Lucas is a senile old wacko. He did proclaim that ending 'cannon', but so he did with a bunch of random EU. It's shitty, it's uncannon, and no proper SW fan will be satisfied with it (if 'proper' is confusing, I mean a fan that navigates the Galaxy with mainly the movies, and not random EU and videogame rambling).

Ladies and Gentlemen, Lux has left the building.

This mod has its own 'uncannoness'. I don't think it's a bad thing to include characters that are officially cannon, in fact, I like it. At least the robes, cause they are really cool.
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on August 03, 2009, 01:21:38 PM
I love this mod first, and i think its awesome. My idea is that you know the force merchent in the tavarns? I think there should be a quest/quests that unlock the force powers. Like maybe training quests with special targets to kill using force powers. My second idea is that there is a quest from maybe a random hidden jedi knight/sith lord and you get a quest to get materials from goods merchents to create youre lightsaber for the game, instead of buying them. If you included these ideas, i think this would be awesome.
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on August 03, 2009, 04:08:53 PM
@Vampirehunter22: Quests will be implemented at some time, but there is much more work to do before. Especially with scene editing. Though my computer needs 15 minutes to start m&b, I fear that I have to go into that stuff again...

@ all those talking about canon and videogames: Don't you think there's a reason why many Star Wars games are not canonic? Maybe it's because you have to balance it with gameplay. And as SWC is a game, too, we have to be uncanonical in some aspects, too...
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 04, 2009, 04:08:31 AM
@ all those talking about canon and videogames: Don't you think there's a reason why many Star Wars games are not canonic? Maybe it's because you have to balance it with gameplay. And as SWC is a game, too, we have to be uncanonical in some aspects, too...

Most of us knows that, but some people don't realise that puting ingame someone they have seen die before this mod period won't help gameplay the slightest bit.

PS.: Sorry for being a bit harsh again, Revan, it was due to a certain substance in my blood. *hickup*
Title: Re: SWC: Suggestions for future releases
Post by: scyrius on August 04, 2009, 03:20:10 PM
now didnt your mother ever teach you to never drink and post its very dangerous lol
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on August 04, 2009, 03:25:58 PM
erm, i think that would be drink and drive... or maybe drink and shoot guns? i dunno...
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on August 04, 2009, 04:25:40 PM
Most of us knows that, but some people don't realise that puting ingame someone they have seen die before this mod period won't help gameplay the slightest bit.

I must admit you're right. I guess I got a bit extreme in my statement because that canon/non-canon discussion which is primarily based on sources from video games kinda annoys me.
As you said it wouldn't hurt gameplay in any way to leave out a character that is canonically dead.

I find it hard to find the border between when a star wars fan is sastisfied, and the casual guy says "yeah that's star wars".

I hope it was articulated enough. My English is always very bad after the band rehearsal. There is certain substance and... ah you know ;)
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 06, 2009, 06:47:52 AM
Posting some ideas from both me and others.



That's all, hope you use them. Most of them where mine, some of them are from friends of mine.
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on August 06, 2009, 08:00:42 AM
Hey, after 2 weeks playing SWC 0.8.2, I'd said "Great stuffs !", despite some small bugs, these are great changes and improvements throughout the game, just love it  :P

Anyway, I've played and I noticed few things which can use an improvement here and there:

- AI behaviors: after wondering why the heck AI armies on ship battles always ran into a small clusters and die there, make ship battle feel like cheating, I found out that the AI ALWAYS CHOOSE higher place to stand and shoots, so they automatically ran into the nearest corner of the scene - which is the closest to the highest point of the stair on the "fight on the ship scene". If the stair isnt present, they will ran to some ship scene prop and cluster there, again, making ship battles more like a shooting practice. Some new scenes have improved this problem (They move forward and shoots) but half of the fight still on the old battle scene so it still happens.
>My suggestion: Remove those stairs from the battle scene old battle scene and raise the platform just in front of both armies so AI enemies and allies can rush to the platform and start shooting instead of running madly to the edge

- Special troops recruitment and adding more challenge to gameplay:
>My suggestion: quest scripting to make those worked would complicate things ALOT than it'd be said, so I suggest spawning SPECIAL SPAWN:
+ They are HUGE spawns: 300-400 units, with special hero and 20-30 special units along with them. They should be slow (3.0-4.0 speed so they wont interfere with the current wars too much).

+ The heroes will be characters which are recogizable in the movies or SW games  :o, and they will belong to the "minor faction" which may have different relationship with the current big factions ingame. (i.e: the hero with the different Criminal Cartel in another game which is presented with the "Crime Lord Armor" in current SWC 0.8.2 - he will spawn in a remote place in Hutt Cartel terrotery and his spawn will be hostile to every factions) The minor factions will only serve the porpuse of spawning those heroes so they wont have planets or stations. Each minor faction will have 2-3 heroes.
I expect Those heroes will start seige pretty soon but they will hardly can do anything (since they are very slow, they will spend most of their times chasing patrols/lords/farmers around). Thus, the current map is HUGE, so even they successfully taken a battlestation, they wont have much chance to influence the war.

+ Defeating them will net you
-special weapons + armors (most probably coming from special units which are unrecruitable in the game, 20-30 of them and decent looting skills will give players the chance to loot them)
-ancient jedi artifacts/Battle Droid Blueprints/Rancor egg budles which is REQUIRED to build improvements on your planet  :P

+Colored messenge notices you when they spawn would be nice  :green:

+If the hero ever be respawned (or ransomed from the minor factions), please make its' party as strong as when it 1st spawned ingame. Or it's possible, eliminate him from the game when he's defeated or ransomed.

>>>>>>>>>>>>>>>>>>>>>>>>>> Or be simplier, using SoD invasion code to make those special spawns  :P (several invasions from different factions), which is OS and probably free of design flaws from my idea.Those would add much greater RPG feeling to SWC and make the universe far far away much more interesting  :green:

I wished I'd knew more about M&B module system to contribute this but RL works really takes too much of my time  :-[
Best regard
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 06, 2009, 08:19:05 AM
About the Hangar Battles: Maybe you are right, but I'll complete your suggestion. Instead of just run and shoot, I would add some cover. Some cargo and so.

About the heros: You've talked about the Zann Consortium, which should be a faction apart, as powerful as the Hutt Cartel. Their heros are Tyber Zann, Silri and Urai Fen, + IG-88 and Boosk. Remember, they controlled Hypory, Ryloth and Saleucami, and many other planets were half theirs, like Kamino, Utapau...
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on August 06, 2009, 12:21:51 PM
the problem with cover is AI is not that smart, so they will just try to go to top of it (as the result of going to the highest place routine), expect the seige AI, it's different though
About which kind of invasion forces and their heroes (if it's ever implemented by Hokie  ;) ), it'll be u guys SW experts to add them in
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on August 06, 2009, 01:19:26 PM

which ship battle is bad?  the L shaped one or the one that is basically a big rectangle ?
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on August 06, 2009, 08:12:12 PM
the big rectangle one
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on August 06, 2009, 09:10:39 PM
the big rectangle one
hmm, I think that is the only one without an AI mesh, so that might explain it.    I was thinking it wasn't necessary since it was so basic, but maybe I underestimated how stupid the AI is...   ???
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on August 06, 2009, 10:14:07 PM
the big rectangle one
hmm, I think that is the only one without an AI mesh, so that might explain it.    I was thinking it wasn't necessary since it was so basic, but maybe I underestimated how stupid the AI is...   ???

never underestimate the power of the Force, or the stupidity of AI.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 07, 2009, 04:52:10 AM
...or the power of a sick mind.

Anyway:
(http://img249.imageshack.us/img249/3431/swrepubliccommando20070sd2.jpg)

My idea for the Clone trooper helmet view. Less shiny stuff and random pointers and icons, and some random aurebesh text on the top instead of the one there now.

Note: this is a realistic helmet view, and you can see almost everything, even without transparent edges, and this one is TINY. Most other helmets have better visibility.

Fuck, this forum doesn't have spoilers :shock:
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on August 07, 2009, 06:03:27 AM
As I said over at Tailworlds: It looks very realistic.
So, that was the on topic part.

and now:
Ayway:

dude, spellcheck! :lol:

(sorry, had to do this ;))
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 08, 2009, 12:30:24 PM
So, here's some new ideas. Picking up from friends who can't write in the forums, so none of those ideas are from me. Alltrough some of them are very good.

Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on August 08, 2009, 03:58:47 PM
When making suggestions, please try to understand the capabilities of M&B, ie. massive skeletons or being able to use the force to draw/throw stuff around.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 08, 2009, 05:10:27 PM
When making suggestions, please try to understand the capabilities of M&B, ie. massive skeletons or being able to use the force to draw/throw stuff around.


I know the capabilities, but as I wrote, still writing those ideas, I have nothing to do with them more of that these are FROM my friends. I have not made any of them up. Read closley.
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on August 08, 2009, 08:15:40 PM
some of these suggestions might could work in oblivion or morrowind or other games with more flexible game engines, but as stormy said, M&B's game engine is very limited.  frankly, i am absolutely amazed at how far the guys have taken SWC.
stormy and friends have done alot already, but they simply don't have the time to do everything, so i try to only make requests/suggestions that they would be more likely able to implement.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on August 09, 2009, 12:19:52 AM
I've been thinking about the droid race again since working on 4-LOM, and I think it could quite easily work as a playable/companion character.

If we had the naked body as a protocol (3PO) droid, or even a bare bones version like in Episode I, we could then have a droid merchant like with the clones and Force trainers. This merchant would sell droid parts that give large bonuses at the expense of encumbrance. Basically it'd allow us to mix and match parts like the IG-88 body, 4-LOM head, and whatever other droid bits we come up with. If this were to be implemented, we could bring in stuff like the medical droids, the Death Star droid, or even the HK droid to make KOTOR fans jizz themselves.

This, and a wookiee companion, and we're cool.

Ignore stuff like auto-loot making the characters look weird. If I had my way, that feature wouldn't even exist in the first place. Lazy bastards.
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on August 09, 2009, 12:27:30 AM
Ignore stuff like auto-loot making the characters look weird. If I had my way, that feature wouldn't even exist in the first place. Lazy bastards.

autoloot doesnt work anyway, your companions keep unequipping the best weapons and armour and trading it for cheap crap, and then you have to go to each companion and reequip them, and if you happen to have all 17 companions this can take a loooong time.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 09, 2009, 02:02:48 AM
I've been thinking about the droid race again since working on 4-LOM, and I think it could quite easily work as a playable/companion character.

If we had the naked body as a protocol (3PO) droid, or even a bare bones version like in Episode I, we could then have a droid merchant like with the clones and Force trainers. This merchant would sell droid parts that give large bonuses at the expense of encumbrance. Basically it'd allow us to mix and match parts like the IG-88 body, 4-LOM head, and whatever other droid bits we come up with. If this were to be implemented, we could bring in stuff like the medical droids, the Death Star droid, or even the HK droid to make KOTOR fans jizz themselves.

This, and a wookiee companion, and we're cool.

Ignore stuff like auto-loot making the characters look weird. If I had my way, that feature wouldn't even exist in the first place. Lazy bastards.

Yeaaaaahhhhh
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on August 09, 2009, 02:54:37 AM
The problem about not fitting armor exists already anyway.
For example when you give your companion a Clone armor, and he equips any other boots, it will not fit. The Red Guard helmet doesn't fit with most of the armor, and so on. With so many totally different armor parts in game the concept of autoloot doesn't work very good. I guess most of the people switch it off anyway. At the latest when they see their companions running around with a tusken robe + stormtrooper helmet... imagine the moncal companion with the new female outfits.
so we should either throw out the autoloot, or throw out "woman" as companions and playable race, which would be politically problematic. lol
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on August 09, 2009, 08:28:17 AM

I like the idea of all 'naked' droids just being a generic wire and metal body, since right now its an invisible body. Happy, are you volunteering to work on this?  :)

We could also do a droid parts merchant as you suggested, but some of the droid parts would need to be modified or re-rigged. Several of the droid models are just a single model with transparent head/hands/feet.

In terms of autoloot, there is an updated version which equips stuff better based on their stats, but I agree there are some issues with it.  We could remove it, but I think you can disable it already, right? Or we could try the updated autoloot code, etc.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 09, 2009, 08:35:05 AM

I like the idea of all 'naked' droids just being a generic wire and metal body, since right now its an invisible body. Happy, are you volunteering to work on this?  :)

We could also do a droid parts merchant as you suggested, but some of the droid parts would need to be modified or re-rigged. Several of the droid models are just a single model with transparent head/hands/feet.

In terms of autoloot, there is an updated version which equips stuff better based on their stats, but I agree there are some issues with it.  We could remove it, but I think you can disable it already, right? Or we could try the updated autoloot code, etc.


I should be able to turn on and off, some pepol thinks it's really anoying.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on August 09, 2009, 09:03:29 AM

I like the idea of all 'naked' droids just being a generic wire and metal body, since right now its an invisible body. Happy, are you volunteering to work on this?  :)

Apparently I am...

I've just started on a naked protocol droid. I probably will do the body for 4-LOM as well, as I didn't like how it turned out with the re-textured 3PO.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on August 09, 2009, 10:04:41 AM

very cool, you are right that this concept should work provided we separate a few of the droid models, etc.   I can try and come up with a list of what models would need to be modified.   Any suggestions on how many droid companions we want and which ones should be removed?  I guess I could potentially add more too, but I'm not sure if we really need more companions, etc.  Different parts could also give stat bonuses as well, so we should think about what those should be.  Also, let me know if anybody wants to help with writing generic droid dialogs for the new npc's.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 09, 2009, 10:23:07 AM
You could also do somth on the clone armour boots (shoes, whatever). Cause when Y have my clone armour on and I get into a enemy planet... I have no legs! I have torso and feet, but no legs. Maybe you could dive the clone armour better, having boots instead of shoes.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 09, 2009, 11:30:38 AM
I have no legs!

I hope you mean in the game!


--------------------------------------


Weapon ideas:

Black lightsaber color
Lightsaber with lightning arround it (if possible)
Jetpackweapon wich shoots rockets (like Boba/Jango Fetts)
New sounds for the "Grivioeous bodyguard weapon" (you get it!)
Mines (I don't know if that is possible either)
Great shield (breaks easy but gives LARGE LARGE LARGE protection (you know, a shield arround your whole body)



That's all i guess.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 09, 2009, 12:26:01 PM
There is already a big energy shield, though it isn't as easy to find. It's really close to the gungan shield.

---------------------------------

Easy to do suggestion:
Replace the money sound from the mod. It sounds like coins and there are no coins in Star Wars  ???


Nice suggestion:

SABOTAGE AND OTHER OPTIONS (gameplay improvement for small parties):

Mount and Blade relies on massive combat. Take a small group and make it an army, and then conquer. But many times (in STar Wars) it doesn't work like that, in fact, it's the Empire the only one who does that. So, what about some more options? Apart from attack and besiege. Sabotaje is one of those options, perhaps a 'Escape one'?

This idea needs further development, but it could work like this:

You command 30 and enounter an army of 500. No way you are gonna win in direct battle. So, instead of thinking ''shit! Fucking Imperials, where did they come from? If I only were like Revan and Bastila (who destroyed the star forge), like Kyle Katarn and Jaden(who destroyed a cruiser only by themselves) or like Luke, Obi and Han (who got into the Deathstar and managed to scape)'', you have several options (only displayed if your actual party number is below a certain limit, let say: 30 or 20).
Sabotage: You get into a skirmish and your crew fights only part of the enemy force (if you have 10 you confront 20, when they have even 500). And if you win the enemy army disappears (blown up), but you get no loot and the enemy commander escapes.
Escape: You fight a battle of equal numbers. If your crew is about 10 people you confront 10 people in the hangar. If you win you get a shuttle and scape, but it would be a normal shuttle (the one you get at the begginning of the game), so you would actually loose your current hunter, ship or cruiser.
Escape Duel: If the enemy fleet which has engaged you has a character you get the option of fighting him in a duel (during the duel it's suposed that the crew recovers the ship, just like in Episode IV). If you win you get to scape with your current ship, if not they capture you (and your party flies away or is captured too).

And more options could be added in sieges. For example:
You have a crew which is below the 'small party' number limit (20 or 30) and you get to a planet or base that has a guard of about 200. No way you are gonna win, but you don't want to go somewere else neither. You need the money, or you just want to have some fun epic moment! The game displays these options a part from 'waitin till tomorrow' and 'lift siege':
Theft: You get to fight a enemy force of about two times yours (in size, so 13 vs 26 / 24 vs 48 / etc). If you win you get a bunch of money (from 10.000 to 20.000 credits, but there is no loot from the battle), and if you loose your party disbands and you are imprisoned.
Murder: If there is a character in the enemy lines you can click this option and fight him in a duel, but you wouldn't be surrounded by guards watching (like it would happen in the Escape Duel option, just like in the 300 mod for MaB) . If you win the enemy commander is permanently killed or his health goes to 0 %. If you loose you are imprisoned.

As I say this may need further development. It could be perfectonated or more options could be added.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 09, 2009, 01:35:53 PM
I like those ideas, Revan.

By the way, it is spelled sabotage, just so you know it (there's no shame for spelling wrong, I do it all the time)

An other option could be something like Poision, poisioning the enemy commander and leave a procent (based on one of the skills) of the enemy solider gone. Blown up. Left out.
Title: Re: SWC: Suggestions for future releases
Post by: scyrius on August 09, 2009, 01:42:50 PM
I would love those things but those options should be based on some skills like engineer for sabotage
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 09, 2009, 01:50:05 PM
I would love those things but those options should be based on some skills like engineer for sabotage

Then Obi, Jaden and Bastila have a 100 in engineering.

Jokes apart, that thing about engineer for sabotage... I would like to do it from the beginning. Perhaps the better engineer the kicker you sabotaje the fleet.
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on August 09, 2009, 02:24:21 PM
Replace the money sound from the mod. It sounds like coins and there are no coins in Star Wars  ???

i believe there are coins in SW, the credit chips are made out of metal, thus they would be classified as coins
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on August 09, 2009, 02:34:58 PM
Doesn't Han Solo flip the bartender a coin after murdering Greedo? Sorry, I meant after narrowly dodging Greedo's blaster and acting in self defense...
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on August 09, 2009, 02:38:01 PM
yep, though it could have been local tender, since galactic credits arent good everywhere, though i am pretty sure credits are just coins with a different name
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 09, 2009, 03:05:12 PM
Also, another suggestion: take out energy shields from the saga characters. Like Han Solo, Leia and so on. You have them due to gameplay, right? Then why not use an invisible shield. Replace it with the force shield, it's perfect, just rename it as 'luck' or 'luck shield'. It would certainly make it more reallistic. 1st, cause it would be like in the movies, 2nd, cause energy shields are actually really rare.

I personaly love the idea.
Title: Re: SWC: Suggestions for future releases
Post by: Freddex on August 09, 2009, 04:08:12 PM
There is already a big energy shield, though it isn't as easy to find. It's really close to the gungan shield.

---------------------------------

Easy to do suggestion:
Replace the money sound from the mod. It sounds like coins and there are no coins in Star Wars  ???


Nice suggestion:

SABOTAGE AND OTHER OPTIONS (gameplay improvement for small parties):

Mount and Blade relies on massive combat. Take a small group and make it an army, and then conquer. But many times (in STar Wars) it doesn't work like that, in fact, it's the Empire the only one who does that. So, what about some more options? Apart from attack and besiege. Sabotaje is one of those options, perhaps a 'Escape one'?

This idea needs further development, but it could work like this:

You command 30 and enounter an army of 500. No way you are gonna win in direct battle. So, instead of thinking ''shit! Fucking Imperials, where did they come from? If I only were like Revan and Bastila (who destroyed the star forge), like Kyle Katarn and Jaden(who destroyed a cruiser only by themselves) or like Luke, Obi and Han (who got into the Deathstar and managed to scape)'', you have several options (only displayed if your actual party number is below a certain limit, let say: 30 or 20).
Sabotage: You get into a skirmish and your crew fights only part of the enemy force (if you have 10 you confront 20, when they have even 500). And if you win the enemy army disappears (blown up), but you get no loot and the enemy commander escapes.
Escape: You fight a battle of equal numbers. If your crew is about 10 people you confront 10 people in the hangar. If you win you get a shuttle and scape, but it would be a normal shuttle (the one you get at the begginning of the game), so you would actually loose your current hunter, ship or cruiser.
Escape Duel: If the enemy fleet which has engaged you has a character you get the option of fighting him in a duel (during the duel it's suposed that the crew recovers the ship, just like in Episode IV). If you win you get to scape with your current ship, if not they capture you (and your party flies away or is captured too).

And more options could be added in sieges. For example:
You have a crew which is below the 'small party' number limit (20 or 30) and you get to a planet or base that has a guard of about 200. No way you are gonna win, but you don't want to go somewere else neither. You need the money, or you just want to have some fun epic moment! The game displays these options a part from 'waitin till tomorrow' and 'lift siege':
Theft: You get to fight a enemy force of about two times yours (in size, so 13 vs 26 / 24 vs 48 / etc). If you win you get a bunch of money (from 10.000 to 20.000 credits, but there is no loot from the battle), and if you loose your party disbands and you are imprisoned.
Murder: If there is a character in the enemy lines you can click this option and fight him in a duel, but you wouldn't be surrounded by guards watching (like it would happen in the Escape Duel option, just like in the 300 mod for MaB) . If you win the enemy commander is permanently killed or his health goes to 0 %. If you loose you are imprisoned.

As I say this may need further development. It could be perfectonated or more options could be added.

I like your idea!
That's brings more variety to the battles and it's not so hard to script.
Title: Re: SWC: Suggestions for future releases
Post by: scyrius on August 09, 2009, 06:27:34 PM
Yeah so the higher engineering you have the more damage sabotage would do to lord and their troops
Title: Re: SWC: Suggestions for future releases
Post by: Ron Losey on August 09, 2009, 11:55:26 PM
Hey, I just tested this for the first time since I saw it as an alpha release.  Graphics are looking very nice.

Tragically ... you knew this was coming ... the damage models are very Native M&B, and not very Star Wars.

I mean, it was sort of implied that, in the absence of armor, that blaster wounds were often very bad.  In the movies, pretty much any hit to the torso was debilitating, even through armor in many cases.

However, the numbers you are running are like pistol damage 26p, when a person has 50 hit points.  That reads that the weapon does 13 to 26 points, or that it takes 2 to 5 hits to disable an unarmored target.  A perfect between-the-eyes shot still only has a 1 in 13 chance of being immediately debilitating on the first hit.  While modern 9mm handguns actually tend to suffer from this problem (as many an unfortunate cop has discovered), it was rather implied that blasters did not.  Their rate of fire was not great, nor was their accuracy, but even Kenobi's famous rant "not clumsy or random like a blaster ... an elegant weapon for a more civilized age" did not dare imply that blasters lacked firepower.

Of course, the practical effect of this being that such weapons are far too easy to charge, and therefore most conflicts are going to end by troops beating each other to death by hand.  Which seems a little off ....

Could use a little touch-up there.
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on August 10, 2009, 01:20:14 AM
@Ron: I think the main point here is we are playing M&B, not any SW game, Ron  :D. And Hokie had to make a choice between playablity and SW-ism. In older version, whereas guns are still good, and armors are far weaker than it's now, it made Jedi and Sith are jokes. We got no Blaster-deflecting to make light-saber works properly, and if we got 1-shot kills blasters (as it has to be in SW), we wouldnt have heroic Jedi actions.
Title: Re: SWC: Suggestions for future releases
Post by: Ron Losey on August 10, 2009, 01:41:44 AM
Well, balance is easy enough to come at from another direction.  The force deflection is a shield - make it bigger... much bigger.  Better armor for high-end units (i.e. Vader wore some stuff that took several lightsaber hits).  Raise lightsaber damage to compensate for the heavier armor.  Plus higher athletics, strength and dex bonus for jedi/sith (which certainly would be in keeping with the theme).  If making the blasters right makes jedi too weak, then you need to make jedi stronger, not blasters weaker.  Making blasters weaker would just make clubs too strong and a few hit points too valuable(as is true in the current model, actually) ... and so the cycle would just continue to get more absurd.

You're just approaching a triangle by only viewing two corners.  Playing "rock-paper-scissors", but leaving out the "paper" option.  If you approach it from that point of view, then sure, the other things can't be changed.  But if all points are adjusted equally, the triangle still works.  That has been the problem with the Native model all along - creating balance by bizarre compromise, instead of fixing things as you go.

My principle when developing the RCM for OnR was that reality is balanced.  Lucas created a fairly balanced world as well, all considered, so working within that world should produce its own balance as well.  If this is a Star Wars theme, then work with it.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 10, 2009, 03:04:19 AM
Well, balance is easy enough to come at from another direction.  The force deflection is a shield - make it bigger... much bigger.  Better armor for high-end units (i.e. Vader wore some stuff that took several lightsaber hits).  Raise lightsaber damage to compensate for the heavier armor.  Plus higher athletics, strength and dex bonus for jedi/sith (which certainly would be in keeping with the theme).  If making the blasters right makes jedi too weak, then you need to make jedi stronger, not blasters weaker.  Making blasters weaker would just make clubs too strong and a few hit points too valuable(as is true in the current model, actually) ... and so the cycle would just continue to get more absurd.

Your thought may be correct, but I would like my character in clone/mandalorian armour to get pawned.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 10, 2009, 11:17:12 AM
Back to the morale system, yes it would be great to have it as a switch in the camp menu. I find it annoying that, as a blasterslinger, most enemies pile up around me and try hitting me with their fists even though I've killed 10 of them already. They should back up, and engage in close-quarters gunfight (or whatever, but they certainly shouldn't be the way they are now).

As for the lighsaber building: perhaps you should get items for parts of a lightsaber from chests on iconic planets, such as Ilum for a crystal etc. and then bring them to a force-sensitive trainer (but not a merchant one) to "help you build the lightsaber" (which would in the end just be taking those items and giving you a lighsaber). All in all, lighsabers should be cut from the merchants.

But shit, this isn't the suggestions thread! I'll quote it to there.



( above qouted from Deplover Log)



And diffrent parts would upgrade diffrent things on it. Like speed, damage, length, color etc.


Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 10, 2009, 11:20:56 AM
Damnit, you beat me to it in SECONDS!  >:( :lol:
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 10, 2009, 11:22:30 AM
Damnit, you beat me to it in SECONDS!  >:( :lol:

Hehehe....  :green:
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on August 10, 2009, 05:26:15 PM
Well, balance is easy enough to come at from another direction.  The force deflection is a shield - make it bigger... much bigger.  Better armor for high-end units (i.e. Vader wore some stuff that took several lightsaber hits).  Raise lightsaber damage to compensate for the heavier armor.  Plus higher athletics, strength and dex bonus for jedi/sith (which certainly would be in keeping with the theme).  If making the blasters right makes jedi too weak, then you need to make jedi stronger, not blasters weaker.  Making blasters weaker would just make clubs too strong and a few hit points too valuable(as is true in the current model, actually) ... and so the cycle would just continue to get more absurd.

Your thought may be correct, but I would like my character in clone/mandalorian armour to get pawned.

So... you -want- armor to be ineffective?
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 10, 2009, 06:55:50 PM
Well, balance is easy enough to come at from another direction.  The force deflection is a shield - make it bigger... much bigger.  Better armor for high-end units (i.e. Vader wore some stuff that took several lightsaber hits).  Raise lightsaber damage to compensate for the heavier armor.  Plus higher athletics, strength and dex bonus for jedi/sith (which certainly would be in keeping with the theme).  If making the blasters right makes jedi too weak, then you need to make jedi stronger, not blasters weaker.  Making blasters weaker would just make clubs too strong and a few hit points too valuable(as is true in the current model, actually) ... and so the cycle would just continue to get more absurd.

Your thought may be correct, but I would like my character in clone/mandalorian armour to get pawned.

So... you -want- armor to be ineffective?


That dosen't sound good...
Title: Re: SWC: Suggestions for future releases
Post by: Ron Losey on August 10, 2009, 07:59:04 PM
The armor in the movies was not terribly effective, true.  Wouldn't want to make it too effective.  That would also throw off the feel.

However, the issue at hand was not the ratio of armor to damage, but the ratio of character hit points to weapon damage.  Characters were taking far more than they should.  This offsets the effect of weapons fire - if you can charge a weapon, and take a hit or two without going down, then suddenly a club is more effective than a blaster.  That's certainly not very "Star Wars".
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 10, 2009, 08:49:39 PM
The armor in the movies was not terribly effective, true.  Wouldn't want to make it too effective.  That would also throw off the feel.

However, the issue at hand was not the ratio of armor to damage, but the ratio of character hit points to weapon damage.  Characters were taking far more than they should.  This offsets the effect of weapons fire - if you can charge a weapon, and take a hit or two without going down, then suddenly a club is more effective than a blaster.  That's certainly not very "Star Wars".

I want less weapon damage OR more effective armors. Like stats up to 300. (OMG!)
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on August 10, 2009, 08:52:39 PM
its a bad idea to reduce anything.  if anything, the armour stats should be increased.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 10, 2009, 08:57:55 PM
its a bad idea to reduce anything.  if anything, the armour stats should be increased.

140% agree
Title: Re: SWC: Suggestions for future releases
Post by: Ron Losey on August 10, 2009, 09:55:43 PM
Talk in terms of ratio, not "stats".  For example, the ratio of armor to weapon damage should not be reduced ... several people think in should be increased.  But that was not my original suggestion.

I was originally saying that the ratio of weapon damage - particularly high-end weapon damage (blasters and lightsabers) - to human(oid) hit points was off.  Hit points were too valuable, and subsequently weapons and armor less relevant.

But if you talk in terms of ratio, then it makes sense regardless of what else is changed.  If you say one "stat" needs to be changed, then as soon as another number is changed, it needs to be changed again.  You end up chasing your tail.  (Been there, done that.)  Much better to work in terms of relative comparison.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 10, 2009, 09:58:35 PM
Talk in terms of ratio, not "stats".  For example, the ratio of armor to weapon damage should not be reduced ... several people think in should be increased.  But that was not my original suggestion.

I was originally saying that the ratio of weapon damage - particularly high-end weapon damage (blasters and lightsabers) - to human(oid) hit points was off.  Hit points were too valuable, and subsequently weapons and armor less relevant.

But if you talk in terms of ratio, then it makes sense regardless of what else is changed.  If you say one "stat" needs to be changed, then as soon as another number is changed, it needs to be changed again.  You end up chasing your tail.  (Been there, done that.)  Much better to work in terms of relative comparison.


I don't get those who just want to be some sort of god and kill everyone in one hit?
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on August 10, 2009, 10:05:56 PM
I agree with Ron and others that stats in general need to be reviewed.  I'm not sure of the specifics of how this should be done/changed, but right now they are pretty arbitrary and just what I was feeling like at the time or they may be similar to whatever item I copied when it was added.   We'd probably also need to review all the prices, troop stats, their equipment, and other stuff when we did this...   This hasn't been a real high priority of mine because a) its often changing since we're adding new troops & items and b) something like this may take a while to get right and hasn't really been a project I've been looking forward to.  Also, my only time to work on this is my train ride to work (laptop + touchpad), so I've never really "played" this mod at all so I'm basically the worst person to try and judge what needs to be fixed for gameplay.  ;)    So I need feedback from all you guys and probably some specific examples of what stats should be given to what types of equipment, since I really don't have a clue what the specific numbers should be and how this should be improved.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 10, 2009, 10:27:28 PM
I agree with Ron and others that stats in general need to be reviewed.  I'm not sure of the specifics of how this should be done/changed, but right now they are pretty arbitrary and just what I was feeling like at the time or they may be similar to whatever item I copied when it was added.   We'd probably also need to review all the prices, troop stats, their equipment, and other stuff when we did this...   This hasn't been a real high priority of mine because a) its often changing since we're adding new troops & items and b) something like this may take a while to get right and hasn't really been a project I've been looking forward to.  Also, my only time to work on this is my train ride to work (laptop + touchpad), so I've never really "played" this mod at all so I'm basically the worst person to try and judge what needs to be fixed for gameplay.  ;)    So I need feedback from all you guys and probably some specific examples of what stats should be given to what types of equipment, since I really don't have a clue what the specific numbers should be and how this should be improved.


I got some ideas. I'll send you a PM.
Title: Re: SWC: Suggestions for future releases
Post by: Ron Losey on August 10, 2009, 10:33:10 PM


I don't get those who just want to be some sort of god and kill everyone in one hit?

You miss the point.  The point being that they can often do the same to you.  Therefore, tactics are required.  You have to stay under cover, you have to wear heavier armor, you can't just charge in and push the button a few times and hope for the best.  Keeping your troops alive requires deploying them in terrain that is to their advantage (depending on how they are armed and their skill level).


Hokie:
For a good estimate on melee weapons and armor, look at some of the RCM mods.  That will give you a good idea on the range of values you are looking at.  I figure, from the movies, blaster hit should be looking at about 80 points damage and up.  (i.e. damage 40 to 80, humans get average about 50 points, so 75% of hits immediately debilitating in the absence of armor).  Lightsaber probably significantly more - they seemed quite debilitating even through just about anything that could be called armor.  If the blasters prove too effective, lower the accuracy - they're supposed to be "clumsy and random".  Then scale the higher-end armor appropriately - up the numbers by 2 to 3 times, to match the new damage scale.

And for reference, matchlocks in MesoAmerica Mod were rated like 65p, and they behaved very realistically for crude round-ball firearms.  (Took several days of research to get that number, even on top of a lot of experience with black powder weapons.)  So while I haven't tested a mod with blasters before, that seems about right.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 10, 2009, 10:41:08 PM


I don't get those who just want to be some sort of god and kill everyone in one hit?

You miss the point.  The point being that they can often do the same to you.  Therefore, tactics are required.  You have to stay under cover, you have to wear heavier armor, you can't just charge in and push the button a few times and hope for the best.  Keeping your troops alive requires deploying them in terrain that is to their advantage (depending on how they are armed and their skill level).





Oh, then we meant sort of the same thing.
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on August 11, 2009, 12:28:13 AM
actually i find that v08.2 is almost perfectly balanced.  i find that, when equipped with the best armour, and wielding the best sabre, i am still able to slice through stormtroopers with the greatest of ease (as any jedi worthy of the name should), but if i try to take on too many at one time and get too far ahead of my troops, that i can easily be overwhelmed and assraped by superior numbers. 

in 0.8.0, once i got the best equipment, i could take out thousands of enemy troops with only my companions and a small party of jedi councilors, which, although realistic in the Starwars universe, simply makes the game too boring.

so i wouldn't change anything balance-wise, except ofcourse the new units, which i havent really tested yet.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 11, 2009, 12:47:11 AM
actually i find that v08.2 is almost perfectly balanced.  i find that, when equipped with the best armour, and wielding the best sabre, i am still able to slice through stormtroopers with the greatest of ease (as any jedi worthy of the name should), but if i try to take on too many at one time and get too far ahead of my troops, that i can easily be overwhelmed and assraped by superior numbers. 

in 0.8.0, once i got the best equipment, i could take out thousands of enemy troops with only my companions and a small party of jedi councilors, which, although realistic in the Starwars universe, simply makes the game too boring.

so i wouldn't change anything balance-wise, except ofcourse the new units, which i havent really tested yet.

Unless it gets changed to some realistic (REAL WORLD REALISTIC BUT STILL FANTASY REALISTIC (since Star Wars is Fantasy SC-FI) if you know what I mean. Then I think it's realistic.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 11, 2009, 12:58:33 AM
(Sorry for double posting, but this dosen't "fit" into the post above.


But I think we should add some quests pretty soon. I know it is not planned for now. But some minor quest or something would be fun. And changing quest dialogs. I'm note sure if it is allready done, but dosen't the "Village is plundred quest"-villager say "Village" instead of moon/planet?
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on August 11, 2009, 01:29:02 AM
I'm note sure if it is allready done, but dosen't the "Village is plundred quest"-villager say "Village" instead of moon/planet?

Why would 20-30 lowly bandits be able to plunder an entire planet?

As for the whole armours issue, it's not too bad as it is. If I had to make changes, I'd lower all the soft armours such as jumpsuits and officers uniforms, and greatly increase the encumbrance of stuff like stormtrooper armour (which I know first-hand is bloody awkward to move in). And if that results in people dying too soon, also lose some accuracy on the blasters since they're supposed to be clumsy and lacking elegance.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 11, 2009, 02:02:39 AM
I'm note sure if it is allready done, but dosen't the "Village is plundred quest"-villager say "Village" instead of moon/planet?

Why would 20-30 lowly bandits be able to plunder an entire planet?

As for the whole armours issue, it's not too bad as it is. If I had to make changes, I'd lower all the soft armours such as jumpsuits and officers uniforms, and greatly increase the encumbrance of stuff like stormtrooper armour (which I know first-hand is bloody awkward to move in). And if that results in people dying too soon, also lose some accuracy on the blasters since they're supposed to be clumsy and lacking elegance.

At least they would like die ... o,o
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 11, 2009, 03:18:43 AM
Well, balance is easy enough to come at from another direction.  The force deflection is a shield - make it bigger... much bigger.  Better armor for high-end units (i.e. Vader wore some stuff that took several lightsaber hits).  Raise lightsaber damage to compensate for the heavier armor.  Plus higher athletics, strength and dex bonus for jedi/sith (which certainly would be in keeping with the theme).  If making the blasters right makes jedi too weak, then you need to make jedi stronger, not blasters weaker.  Making blasters weaker would just make clubs too strong and a few hit points too valuable(as is true in the current model, actually) ... and so the cycle would just continue to get more absurd.

Your thought may be correct, but I would like my character in clone/mandalorian armour to get pawned.

So... you -want- armor to be ineffective?


That dosen't sound good...

wow, wow, wow, where' s my cup of batman.

Sorry guys, I forgot the 'NO'. How could I ever say that? What I wanted to say is: but I wouldN'T like my character in clone/mandalorian armour to get pawned.

I would like to keep armours just as they are, except for one: the stormtrooper armour is just to good. Remember that in terms of protection the clone armour was better. The stormie one just had more funcionalities, but gave less protection to the user. Since when do I need 4/5 tremples to kill one of Empire's inept stormtroopers? If the were at least elite ones like the 501... but they aren't.
Title: Re: SWC: Suggestions for future releases
Post by: Ron Losey on August 11, 2009, 05:24:22 AM
The current issue, as previously stated, was not really the ratio of armor protection to weapon damage.  That ratio is probably workable, or can be tweaked later.  The immediate issue was the ratio of hit points to weapon damage in general ... which results in troops (with minimal armor) rushing weapons fire, taking several hits, and still managing to bash your character with a stick or something.  That kind of screws up the balance.  And the fact that a stick works as good as a blaster is only making the issue more obvious.

Note that in the RCM mods, the two objectives were to make damage realistic, and to make armor realistically effective.  I'm suggesting the same sort of adjustment is necessary, only making them "Star Wars" instead of "realistic".  Realism is irrelevant at this point, but "true to the movies" would convey the same basic impact on the game.

But don't anybody panic about the game balance just yet.  Balance is easier to achieve than "feel".  You get the Star Wars "feel", then balance issues can be tweaked in other ways if necessary.  Armor can still convey an appropriate degree of combat advantage, even if fewer hits are required overall.  That's the easy part.

Again, talk in terms of ratio ... not absolute numbers.  So it's not that the numbers should not be changed, but that certain things should or should not be changed relative to other things.  Also, talk absolute effects - for example, say armor x should, on average, reduce damage from weapon y by half.  Or it should completely block damage at least half the time.  That way, when one number is changed, the others can be changed to match.  That's the way to tweak something without screwing up things that work, or to rescale the whole system.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 11, 2009, 07:08:57 AM
Also, another suggestion: The jedi robes that he has on this version just doesnt fit him. Give the imperial navy trooper suit to Luke Skywalker. But no, now that I think it twice Luke should wear  somth else, the rebel pilot suit (as 'Luke's suit', and + extra resistence Stats, ad if it was a jedi tunic). And  he should use a blue lightsaber,  not a green one. The timep eriod is confusing due to Tarkin's appearance, but it's around Episode V, and during that period Luke was like this:

http://images.google.es/imgres?imgurl=http://images3.wikia.nocookie.net/starwars/images/thumb/9/93/LukePilot-OP.jpg/250px-LukePilot-OP.jpg&imgrefurl=http://starwars.wikia.com/wiki/Rebel_flight_suit&usg=__r_IhdXdFzL-XHjWWB46YD7legWM=&h=500&w=250&sz=17&hl=es&start=1&um=1&tbnid=ptdDrgWnShqrxM:&tbnh=130&tbnw=65&prev=/images%3Fq%3Dluke%2Bpilot%26hl%3Des%26um%3D1

(http://ecx.images-amazon.com/images/I/41ACGX018FL._SL500_AA280_.jpg)

(http://www.eldojogamer.com/wp-content/uploads/2009/07/star-wars-the-force-unleashed-ultimate-sith-edition-003.jpg)
Title: Re: SWC: Suggestions for future releases
Post by: Wookiee Padawan on August 11, 2009, 11:18:07 AM
Is that screenshot from some new game?
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 11, 2009, 11:32:39 AM
Is that screenshot from some new game?

The last one yes, does that matter?
Title: Re: SWC: Suggestions for future releases
Post by: Wookiee Padawan on August 11, 2009, 11:35:28 AM
Is that screenshot from some new game?

The last one yes, does that matter?
No it's just cool and i like the rebel pilot suit better than the jedi robe
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 11, 2009, 01:32:21 PM
There is already a big energy shield, though it isn't as easy to find. It's really close to the gungan shield.

---------------------------------

Easy to do suggestion:
Replace the money sound from the mod. It sounds like coins and there are no coins in Star Wars  ???


Nice suggestion:

SABOTAGE AND OTHER OPTIONS (gameplay improvement for small parties):

Mount and Blade relies on massive combat. Take a small group and make it an army, and then conquer. But many times (in STar Wars) it doesn't work like that, in fact, it's the Empire the only one who does that. So, what about some more options? Apart from attack and besiege. Sabotaje is one of those options, perhaps a 'Escape one'?

This idea needs further development, but it could work like this:

You command 30 and enounter an army of 500. No way you are gonna win in direct battle. So, instead of thinking ''shit! Fucking Imperials, where did they come from? If I only were like Revan and Bastila (who destroyed the star forge), like Kyle Katarn and Jaden(who destroyed a cruiser only by themselves) or like Luke, Obi and Han (who got into the Deathstar and managed to scape)'', you have several options (only displayed if your actual party number is below a certain limit, let say: 30 or 20).
Sabotage: You get into a skirmish and your crew fights only part of the enemy force (if you have 10 you confront 20, when they have even 500). And if you win the enemy army disappears (blown up), but you get no loot and the enemy commander escapes.
Escape: You fight a battle of equal numbers. If your crew is about 10 people you confront 10 people in the hangar. If you win you get a shuttle and scape, but it would be a normal shuttle (the one you get at the begginning of the game), so you would actually loose your current hunter, ship or cruiser.
Escape Duel: If the enemy fleet which has engaged you has a character you get the option of fighting him in a duel (during the duel it's suposed that the crew recovers the ship, just like in Episode IV). If you win you get to scape with your current ship, if not they capture you (and your party flies away or is captured too).

And more options could be added in sieges. For example:
You have a crew which is below the 'small party' number limit (20 or 30) and you get to a planet or base that has a guard of about 200. No way you are gonna win, but you don't want to go somewere else neither. You need the money, or you just want to have some fun epic moment! The game displays these options a part from 'waitin till tomorrow' and 'lift siege':
Theft: You get to fight a enemy force of about two times yours (in size, so 13 vs 26 / 24 vs 48 / etc). If you win you get a bunch of money (from 10.000 to 20.000 credits, but there is no loot from the battle), and if you loose your party disbands and you are imprisoned.
Murder: If there is a character in the enemy lines you can click this option and fight him in a duel, but you wouldn't be surrounded by guards watching (like it would happen in the Escape Duel option, just like in the 300 mod for MaB) . If you win the enemy commander is permanently killed or his health goes to 0 %. If you loose you are imprisoned.

As I say this may need further development. It could be perfectonated or more options could be added.

I've been thinking more about this, and I have two options more for the first case.

Drive them through an asteroid field: Both the enemy and you get a chance of getting killed, so if you are lucky you scape and the enemy gets destroyed, or you loose all your party while the enemy looses just 2 guys (luck sort of thing). Once this loto finishes the enemy frezes for a moment and you can fly once more in the campaign map.

Sacrifice:  You get captured and loose all your personal belongings. But once you get to prison you are automaticly rescued by your party.


I encourage people to think more on this, the more adventure added to te game the better.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on August 11, 2009, 02:00:41 PM

There are a lot of great idea's in this thread and some concepts I'm sure that I and other team members agree with.  But they all take time to code & test, and until somebody else volunteers, its currently only me doing the coding.  If we had somebody else who knows the module system then they could go off on their own for a few weeks and work on things like dialogs, quests, new options in game menu's, balancing items & troops, etc, and then merge their code back to mine at a later point.  But right now I don't have a lot of free time to work on multiple concepts, so I try and pick the easiest suggestions to add, or the biggest bugs/gameplay problems that need to be fixed.  Heck, sometimes when I think something will be easy it often turns into a headache so I'm somewhat hesitant to mess with the code a lot (especially things like dialogs, quests, & game menu's which I haven't worked with much).  For example, I've been trying to make the lightsaber make the noise when you release the attack key, not press it, but after spending several hours over the last few days I'm still no closer to it working (might be another game engine limitation).  Anyway, if I had time to dedicate a few hours a day to this mod then it might be a different story, but right now we're a small team with limited time so really have to prioritize stuff.  I think it would be helpful for me to have people rank their priorities to see if we can get a consensus.   I was going to look into adding a 4th faction, but if people think that troop/item balancing, scene editing, a morale system, or other concepts are a higher priority then let us know and I'll discuss with the team what we should concentrate on, etc.
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on August 11, 2009, 02:10:33 PM
i would personally prefer another faction, if only to keep the Hutts on their collective toes.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 11, 2009, 02:35:45 PM
i would personally prefer another faction, if only to keep the Hutts on their collective toes.

Zann Consortium (Hypori, Saleucami and Ryloth as primary planets, + stations, with Tyber Zann, Urai Fen, Silri, Boosk and a IG-88 as a commander).

Mandalorian Clans (Mandalore as primary planet, + stations, Mandalore as their leader, (we have the units))

CIS Remnants (a faction which would work more like pirates, spawning in different places, for now geonosians and Battle droids could do (canon and cool)).

Corporative Sector is a good choice too, but they would always be allied to the Empire (they have a sector in the galaxy, but I don't remember what planets are thy)
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on August 11, 2009, 06:30:26 PM
No doubt, scene editing is the most important thing. There is no fun in playing a well balanced star wars mod with quests and all if it still has has only some generic scenes.
If every poster in this thread just does one scene, it would help this mod a lot. Scene editing is easy, and the more proficient guys have more time to do other stuff.
There are really good guides about that, and any question and suggestion can be posted in the scene editing thread.
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on August 12, 2009, 08:31:34 AM
i would personally prefer another faction, if only to keep the Hutts on their collective toes.

Zann Consortium (Hypori, Saleucami and Ryloth as primary planets, + stations, with Tyber Zann, Urai Fen, Silri, Boosk and a IG-88 as a commander).

Mandalorian Clans (Mandalore as primary planet, + stations, Mandalore as their leader, (we have the units))

CIS Remnants (a faction which would work more like pirates, spawning in different places, for now geonosians and Battle droids could do (canon and cool)).

Corporative Sector is a good choice too, but they would always be allied to the Empire (they have a sector in the galaxy, but I don't remember what planets are thy)

One at a time...

ZC. Again with the gorram ZC. If you're going to do a criminal syndicate, do it right, and do it Black Sun. The ZC is a fanboy's wet dream that, while technically canon, was fit very poorly in with the rest of canon, and even in the one game it appears in, seems very out of place.

MC. Not a terrible idea. They wouldn't have a lot of territory, unfortunately, but this is an area (considering the popularity of Mandalorians among fanboiz) where we can probably let gameplay trump realism (and possibly even canon, to some extent, since the Mandalorians weren't really active during the time this mod is theoretically set).

CIS. I like the idea of them as pirates and bandits, but not as a faction. Not sure what video game made them canon, but I don't really care all that much, either. It's not an idea that flies in the face of what passes for sense in the SWCanon.

CS. This one I really like, since it was canon before Lucasarts started making up retarded junk to fill their games with.

Other ideas....

Corsec. Canon bvg (Before Video Games), can have Corelllia and nearby installations. A law enforcement agency well-suited to opposing the Hutts.

Chiss. Established as a seperate power, canon bvg, have some unique items of their own. Would have to check to see what systems the Chiss control, though...

Yuuzhan Vong. Wrong period, I know, but pending a determination whether or not it's worth the trouble to model their equipment, it could add quite a few exotic weapons to the mix, some throwing weapons, some melee weapons, a few other odd bits and pieces (an amphistaff that uses the rifle skill to shoot 'venom'?). This would be a case of invoking the Rule of Cool. Are they canon? Yes. Are they period? No. Are they awesome? Unquestionably. If the decision is made to make an 'Invasion' submod, like the SoD series, the YV would make excellent invaders. Say, 300 days in they start appearing and wrecking the joint. Make it an epic galactic struggle for survival.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 12, 2009, 08:57:27 AM
I say Mandalorians. Even though they would start with only Mandalore and surroundings, they would probably besiege and take more planets, because their units simply pawn. But then, if they were there at that period, Boba would, without a doubt, join THEM.

CIS remnant is a good option to replace tuskens in space.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 12, 2009, 09:06:49 AM
i would personally prefer another faction, if only to keep the Hutts on their collective toes.

Zann Consortium (Hypori, Saleucami and Ryloth as primary planets, + stations, with Tyber Zann, Urai Fen, Silri, Boosk and a IG-88 as a commander).

Mandalorian Clans (Mandalore as primary planet, + stations, Mandalore as their leader, (we have the units))

CIS Remnants (a faction which would work more like pirates, spawning in different places, for now geonosians and Battle droids could do (canon and cool)).

Corporative Sector is a good choice too, but they would always be allied to the Empire (they have a sector in the galaxy, but I don't remember what planets are thy)

One at a time...

ZC. Again with the gorram ZC. If you're going to do a criminal syndicate, do it right, and do it Black Sun. The ZC is a fanboy's wet dream that, while technically canon, was fit very poorly in with the rest of canon, and even in the one game it appears in, seems very out of place.

MC. Not a terrible idea. They wouldn't have a lot of territory, unfortunately, but this is an area (considering the popularity of Mandalorians among fanboiz) where we can probably let gameplay trump realism (and possibly even canon, to some extent, since the Mandalorians weren't really active during the time this mod is theoretically set).

CIS. I like the idea of them as pirates and bandits, but not as a faction. Not sure what video game made them canon, but I don't really care all that much, either. It's not an idea that flies in the face of what passes for sense in the SWCanon.

CS. This one I really like, since it was canon before Lucasarts started making up retarded junk to fill their games with.

Other ideas....

Corsec. Canon bvg (Before Video Games), can have Corelllia and nearby installations. A law enforcement agency well-suited to opposing the Hutts.

Chiss. Established as a seperate power, canon bvg, have some unique items of their own. Would have to check to see what systems the Chiss control, though...

Yuuzhan Vong. Wrong period, I know, but pending a determination whether or not it's worth the trouble to model their equipment, it could add quite a few exotic weapons to the mix, some throwing weapons, some melee weapons, a few other odd bits and pieces (an amphistaff that uses the rifle skill to shoot 'venom'?). This would be a case of invoking the Rule of Cool. Are they canon? Yes. Are they period? No. Are they awesome? Unquestionably. If the decision is made to make an 'Invasion' submod, like the SoD series, the YV would make excellent invaders. Say, 300 days in they start appearing and wrecking the joint. Make it an epic galactic struggle for survival.

BLack Sun? I already thought about it. It would be a nice faction, but it would only have a planet. But noo way leaving ZC aside. ZC broke from the hutt Cartel, and BS betrayed Zann. Then Zann started kicking HC and BS asses (plus those from rebels and imperials). Zann was clever than the others and had an incredible management, and he got complete control over three planets, as much as the hutts. ZC is canon and it would add more deph and variety. And what the heck, it's the coolest from them all.

About Corellia. Yeah, I thought about it, they weren't exactly part of the empire, in fact, they built ships for the rebellion. I wouldn't make it a separate faction, I would give it to the Rebell Alliance. Or well... it could be a separate faction, but alied with the Rebellion (like the corporate sector and the empire).

CHiss, yeah, I too thought about that. The chiss had very good relations with the empire. It could be treated as a complete independent faction, or as somth next to the Corporate Sector.

And I would say no to the Zugan Vong. Definitely they are cool, but they don't enter in this period. Perhaps for some sort of 'later expansion' for the mod, but not now.

So, for now we have the following:

- Zann Consortium (Hypori, Ryloth, Saleucami)
- Corporate Sector (Bonadan (has more, but of little importance))
- Chiss Ascendancy (Csilla)
- CIS Remnants (pirate spawning)
- Mandalorian Clans (Mandalore)
- CorSec (Corellia)
- Black Sun (Ord Mantel)
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on August 12, 2009, 10:35:52 AM
I can see you're insistent on the ZC, so I won't try to convince you otherwise. I just don't like them, it's a one-shot faction from a single game that does things that don't make sense in the already established canon. They're just an annoyance of mine.

With that one exception (and it's one I can live with, if the Dev Team supports it) I think we've got a pretty tight list there.

Who says Maeglin and Revan can't work together?
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 12, 2009, 12:26:53 PM
Who says Maeglin and Revan can't work together?

Yeah. Gi'me five!
Title: Re: SWC: Suggestions for future releases
Post by: Arzeal on August 12, 2009, 01:14:07 PM
1 vote for more factions to spice up the Galaxy, it'll be even better if it's an invading faction  :P
Though, about the list Maeglin and Revan came up, I dont really like Zann Consortium that much after few hours playing the FoC Expansion in my friend's house The boss looked cool, his army of force-using, rancor-riding sisters looked cool.
But they are just ... weird, and too out of place.
Idk how to express it, but throwing cowboy/bandit character like Tyber Zann among the chaos between Hutt - Rebel - Empire conflicts? And in the middle of Mediaval Fantasy Sci-Fi World?
Just too weird. Are all those Sith Lords/Emperors/Rebel Generals Stupid enough to let those smuggling DURING THE WAR? and Kidnapping at the orbit of their planets as well? Robbing their banks in SEVERAL Planets ???
And it's not ur Special Hero Luke, or Han Solo doing it once, but one God damn Crime Syndicate running under their noises, REPEATEDLY ! Building big@ss capital & frigate ships as well???
I think it's just LucasArt wanted to squeeze the last money out of Empire at War series w. this Zann Consortium bullsh!t(introducing/experimenting "new" kind of Strategic gameplay; custom missions; adding cool-looking, Wild West units). They made SW, and they knew how to extract maximum money out of it, and they made shitty games w. made-up canons.

ZC are cool, but they are way out of place w. the bank robbing/ship design stealing/thieveries which should happens in the Wild West, not Mediaval Sci-Fi world like Star War.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 12, 2009, 01:44:53 PM
1 vote for more factions to spice up the Galaxy, it'll be even better if it's an invading faction  :P
Though, about the list Maeglin and Revan came up, I dont really like Zann Consortium that much after few hours playing the FoC Expansion in my friend's house The boss looked cool, his army of force-using, rancor-riding sisters looked cool.
But they are just ... weird, and too out of place.
Idk how to express it, but throwing cowboy/bandit character like Tyber Zann among the chaos between Hutt - Rebel - Empire conflicts? And in the middle of Mediaval Fantasy Sci-Fi World?
Just too weird. Are all those Sith Lords/Emperors/Rebel Generals Stupid enough to let those smuggling DURING THE WAR? and Kidnapping at the orbit of their planets as well? Robbing their banks in SEVERAL Planets ???
And it's not ur Special Hero Luke, or Han Solo doing it once, but one God damn Crime Syndicate running under their noises, REPEATEDLY ! Building big@ss capital & frigate ships as well???
I think it's just LucasArt wanted to squeeze the last money out of Empire at War series w. this Zann Consortium bullsh!t(introducing/experimenting "new" kind of Strategic gameplay; custom missions; adding cool-looking, Wild West units). They made SW, and they knew how to extract maximum money out of it, and they made shitty games w. made-up canons.

ZC are cool, but they are way out of place w. the bank robbing/ship design stealing/thieveries which should happens in the Wild West, not Mediaval Sci-Fi world like Star War.

ZC may have been a money extraction, but just like every other Star Wars product (including the movies, it's a business). And if they make it then it's canon, and if it's cool it's fun to play. I personaly loved that faction, like most of FoC players (I know a good few). And let me remind people that they got featured in othe games' mods, and that they got an important space in one number of the Star Wars magazine, which means that they are important. And the faction's existence also covers some 'blank spaces', such as who controlled Hypori during the GCW. And we have already the defilers, which are their core agents. Also, star wars fans love this faction, you can tell it by the amount of people visiting its info of wookiepedia. Plus: this faction would give the Hutts somth to do, cause the Hutt didn't go on open war with the Empire or the Rebellion. And this is the last big faction left (2-3 primary planets).
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on August 12, 2009, 03:28:58 PM
1 vote for more factions to spice up the Galaxy, it'll be even better if it's an invading faction  :P
Though, about the list Maeglin and Revan came up, I dont really like Zann Consortium that much after few hours playing the FoC Expansion in my friend's house The boss looked cool, his army of force-using, rancor-riding sisters looked cool.
But they are just ... weird, and too out of place.
Idk how to express it, but throwing cowboy/bandit character like Tyber Zann among the chaos between Hutt - Rebel - Empire conflicts? And in the middle of Mediaval Fantasy Sci-Fi World?
Just too weird. Are all those Sith Lords/Emperors/Rebel Generals Stupid enough to let those smuggling DURING THE WAR? and Kidnapping at the orbit of their planets as well? Robbing their banks in SEVERAL Planets ???
And it's not ur Special Hero Luke, or Han Solo doing it once, but one God damn Crime Syndicate running under their noises, REPEATEDLY ! Building big@ss capital & frigate ships as well???
I think it's just LucasArt wanted to squeeze the last money out of Empire at War series w. this Zann Consortium bullsh!t(introducing/experimenting "new" kind of Strategic gameplay; custom missions; adding cool-looking, Wild West units). They made SW, and they knew how to extract maximum money out of it, and they made shitty games w. made-up canons.

ZC are cool, but they are way out of place w. the bank robbing/ship design stealing/thieveries which should happens in the Wild West, not Mediaval Sci-Fi world like Star War.
I know how you feel, but Revan Shan feels as strongly about the ZC as most ordinary humans feel about things like food and air. We agree to disagree.
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on August 12, 2009, 04:23:15 PM
whatever you decide, definitely add the mandalorians.  you could also tie them into the "invasion" factor, i.e have them start with only mandalore and surroundings, then at some point have them get massive reinforcements and go hostile towards everyone, and attempt to conquer the galaxy (again)
Title: Re: SWC: Suggestions for future releases
Post by: deyshawn on August 12, 2009, 05:45:15 PM
Could you remove the qualtity describers, like chipped, for lightsabers?  You obviously can't have a chipped lightsaber.  Also, shouldn't Bothuwai be part of the rebellion?  I know that their spies provided a large part of their information net.  I know this may not be feasible, but, in a far future release, it would be cool to have all of the planets as towns, and have the ability to recruit townsfolk to you party like in villages.

About the factions, CIS remant as bandits is a good idea.  The Black Sun would make a good counterweight to the Hutt Cartel.  I don't know anything about the Zann Consortium, though I doubt they can truely rival both the hutts and the Black Sun, especially sense they have barely been explored in the EU.  You could add the Chiss Ascendancy, but it owuldn't make any sense according to Canon because they had such limited contact with the rest of the Galaxy.  The mandalorian clans have been completely broken and defeated by this point, they wouldn't work as a starting clan.  What you could do is make Boba Fett the claimant to the empire, and when the rebellion starts, call the new faction Mandalorians.  I wouldn't add Corsec because of the their limited power under the thumb of the empire.  I would also replace the Trade Federation with the Corporate Sector.  They are not powerful enough to be a full-blown faction, yet provide the same services as the Federation, who don't fit the time period. 
Title: Re: SWC: Suggestions for future releases
Post by: Moss on August 12, 2009, 05:49:52 PM
I'd personally vote against the Zan Consortium. Why? Because I never played the one game they featured in, and therefore have no idea who the hell they are, like most players.

I think the current faction set up is fine. They're the three most well known factions, they're well balanced and they work. I wouldn't mind a few smaller, one or two planet factions like the Chiss, but then again, they don't really feature heavily enough to be recognisable either.

That being said, CIS remnants as pirates would fit, and would be a good addition to the game, either replacing or alongside the Tuskens. And an invasion like faction or two would be good fun. Perhaps using the same technique as The Eagle and the Radiant Cross and spawning large (300-500) parties?

A few ideas might be:
CIS Remnants. Large party of Geonosians and droids.
Mandalorian Crusade. Self explanatory.
Pirate Armada. Large party of mercenary/pirate troops.

Infact, if you were to make them factions, these parties would add a whole new element to the game. Say, a smaller faction like the Zan Consortium owned no planets at the start of the game. They then spawn a large party at random sometime later into the game. Their numbers would make them more than capable of taking a "castle" planet, probably even a smaller "town" planet. Once they've taken one, they'll start to get their reinforcement parties spawning. It would make for an interesting game mechanic. New factions would appear and have to be wiped out quickly before they became a threat (or joined when they are weak for fun and profit) and their original large party would give them the staying power to a) Prove a fun challenge to higher level players and b) Give the small faction enough staying power that they won't immediately get wiped from the face of the map as soon as the Rebels or Imperials declare war on them.

Seems like the best of both worlds. It allows you to add in the smaller factions in a fashion that doesn't grate against the nerves of those who love the canon, and makes it so that the smaller factions can be present without being complete push overs or being awarded more planets at the start than they are due.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 13, 2009, 02:13:05 AM
I don't like the idea of the Mandalorian crusade, it's not canon. It would be better (more challenging and fun) for the player to unite the mandalorians and start the campaign himself.

About Corellia: It was under imperial control but built ships for the Rebellion. I would let the empire keep the planet and give the outposta and station to the rebels.

COrporate Sector: DOn't replace it with the trade federation, they aren't the same. The fed is just comerce, the CS actually has systems under its rule.
Title: Re: SWC: Suggestions for future releases
Post by: Geroj on August 13, 2009, 03:11:40 AM
i would personally prefer another faction, if only to keep the Hutts on their collective toes.

Zann Consortium (Hypori, Saleucami and Ryloth as primary planets, + stations, with Tyber Zann, Urai Fen, Silri, Boosk and a IG-88 as a commander).

Mandalorian Clans (Mandalore as primary planet, + stations, Mandalore as their leader, (we have the units))

CIS Remnants (a faction which would work more like pirates, spawning in different places, for now geonosians and Battle droids could do (canon and cool)).

Corporative Sector is a good choice too, but they would always be allied to the Empire (they have a sector in the galaxy, but I don't remember what planets are thy)

One at a time...

ZC. Again with the gorram ZC. If you're going to do a criminal syndicate, do it right, and do it Black Sun. The ZC is a fanboy's wet dream that, while technically canon, was fit very poorly in with the rest of canon, and even in the one game it appears in, seems very out of place.

MC. Not a terrible idea. They wouldn't have a lot of territory, unfortunately, but this is an area (considering the popularity of Mandalorians among fanboiz) where we can probably let gameplay trump realism (and possibly even canon, to some extent, since the Mandalorians weren't really active during the time this mod is theoretically set).

CIS. I like the idea of them as pirates and bandits, but not as a faction. Not sure what video game made them canon, but I don't really care all that much, either. It's not an idea that flies in the face of what passes for sense in the SWCanon.

CS. This one I really like, since it was canon before Lucasarts started making up retarded junk to fill their games with.

Other ideas....

Corsec. Canon bvg (Before Video Games), can have Corelllia and nearby installations. A law enforcement agency well-suited to opposing the Hutts.

Chiss. Established as a seperate power, canon bvg, have some unique items of their own. Would have to check to see what systems the Chiss control, though...

Yuuzhan Vong. Wrong period, I know, but pending a determination whether or not it's worth the trouble to model their equipment, it could add quite a few exotic weapons to the mix, some throwing weapons, some melee weapons, a few other odd bits and pieces (an amphistaff that uses the rifle skill to shoot 'venom'?). This would be a case of invoking the Rule of Cool. Are they canon? Yes. Are they period? No. Are they awesome? Unquestionably. If the decision is made to make an 'Invasion' submod, like the SoD series, the YV would make excellent invaders. Say, 300 days in they start appearing and wrecking the joint. Make it an epic galactic struggle for survival.

BLack Sun? I already thought about it. It would be a nice faction, but it would only have a planet. But noo way leaving ZC aside. ZC broke from the hutt Cartel, and BS betrayed Zann. Then Zann started kicking HC and BS asses (plus those from rebels and imperials). Zann was clever than the others and had an incredible management, and he got complete control over three planets, as much as the hutts. ZC is canon and it would add more deph and variety. And what the heck, it's the coolest from them all.

About Corellia. Yeah, I thought about it, they weren't exactly part of the empire, in fact, they built ships for the rebellion. I wouldn't make it a separate faction, I would give it to the Rebell Alliance. Or well... it could be a separate faction, but alied with the Rebellion (like the corporate sector and the empire).

CHiss, yeah, I too thought about that. The chiss had very good relations with the empire. It could be treated as a complete independent faction, or as somth next to the Corporate Sector.

And I would say no to the Zugan Vong. Definitely they are cool, but they don't enter in this period. Perhaps for some sort of 'later expansion' for the mod, but not now.

So, for now we have the following:

- Zann Consortium (Hypori, Ryloth, Saleucami)
- Corporate Sector (Bonadan (has more, but of little importance))
- Chiss Ascendancy (Csilla)
- CIS Remnants (pirate spawning)
- Mandalorian Clans (Mandalore)
- CorSec (Corellia)
- Black Sun (Ord Mantel)


This is all possible(for Hokie not me :)) BUT it will be more coding as you mortals can hardly imagine
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on August 13, 2009, 04:32:03 AM
Might not some of it be gruntwork you could pass off to one or more of us mortals with a working knowledge of the troop editor?
Title: Re: SWC: Suggestions for future releases
Post by: Vector on August 13, 2009, 07:44:47 AM
I agree it would be good to expand on the number of the planets & factions in the game.
I'm pretty busy  these next two weeks coding some websites but hopefully by the end of the month I will have alot of free time to spend modelling.

So i don't mind creating some more custom map models fro the various factions.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on August 13, 2009, 11:40:35 AM
Might not some of it be gruntwork you could pass off to one or more of us mortals with a working knowledge of the troop editor?
my troop editor directly edits the text files, and this mod is built using the module system (python programming language) so any changes with an unofficial editor would get overwritten the next time I re-built the mod.   So people are welcome to help out with coding, but they would have to use the module system.  Working with the troops and items file is pretty easy, its some parts with the dialogs/quests/game menus/scripts that gets a little complicated.

anyway, I agree another faction or two, and potentially more planets, would be a help.  Also, after briefly playing Geroj's new ship battle I agree scene editing is important as well, since that scene really gives a great feel for gameplay.  I am not 100% sold on the Zann Consortium being a faction, since I usually first try and get idea's from the movies, then the books, and last would be video games.  A Yuuzhan Vong invasion after X days of game time is a possibility, but that would take a lot of models and if seems that if we're doing more models then there may be other stuff that is more important?

Anyway, on a side note.  Should I add all the new merchants (clone era, force trainer, etc) to the merchant menu of all towns, or is it fine having them randomly appear in cantina's ?   I could also add them only to certain towns or villages, but I worried that if a planet was taken over by an enemy faction then you could never get to a certain merchant again, etc....
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 13, 2009, 11:50:45 AM
Might not some of it be gruntwork you could pass off to one or more of us mortals with a working knowledge of the troop editor?
my troop editor directly edits the text files, and this mod is built using the module system (python programming language) so any changes with an unofficial editor would get overwritten the next time I re-built the mod.   So people are welcome to help out with coding, but they would have to use the module system.  Working with the troops and items file is pretty easy, its some parts with the dialogs/quests/game menus/scripts that gets a little complicated.

anyway, I agree another faction or two, and potentially more planets, would be a help.  Also, after briefly playing Geroj's new ship battle I agree scene editing is important as well, since that scene really gives a great feel for gameplay.  I am not 100% sold on the Zann Consortium being a faction, since I usually first try and get idea's from the movies, then the books, and last would be video games.  A Yuuzhan Vong invasion after X days of game time is a possibility, but that would take a lot of models and if seems that if we're doing more models then there may be other stuff that is more important?

Anyway, on a side note.  Should I add all the new merchants (clone era, force trainer, etc) to the merchant menu of all towns, or is it fine having them randomly appear in cantina's ?   I could also add them only to certain towns or villages, but I worried that if a planet was taken over by an enemy faction then you could never get to a certain merchant again, etc....

No Zugan Vong please. They are many years away from the GCW and they would need a lot new models (and not easy to make).

ANd about the special merchants, I'm happy with the way they ar implemented. That thing about finding them (though you always find the ones you don't need, lol).
Title: Re: SWC: Suggestions for future releases
Post by: Geroj on August 13, 2009, 01:58:16 PM
Might not some of it be gruntwork you could pass off to one or more of us mortals with a working knowledge of the troop editor?
my troop editor directly edits the text files, and this mod is built using the module system (python programming language) so any changes with an unofficial editor would get overwritten the next time I re-built the mod.   So people are welcome to help out with coding, but they would have to use the module system.  Working with the troops and items file is pretty easy, its some parts with the dialogs/quests/game menus/scripts that gets a little complicated.

anyway, I agree another faction or two, and potentially more planets, would be a help.  Also, after briefly playing Geroj's new ship battle I agree scene editing is important as well, since that scene really gives a great feel for gameplay.  I am not 100% sold on the Zann Consortium being a faction, since I usually first try and get idea's from the movies, then the books, and last would be video games.  A Yuuzhan Vong invasion after X days of game time is a possibility, but that would take a lot of models and if seems that if we're doing more models then there may be other stuff that is more important?

Anyway, on a side note.  Should I add all the new merchants (clone era, force trainer, etc) to the merchant menu of all towns, or is it fine having them randomly appear in cantina's ?   I could also add them only to certain towns or villages, but I worried that if a planet was taken over by an enemy faction then you could never get to a certain merchant again, etc....

No Zugan Vong please. They are many years away from the GCW and they would need a lot new models (and not easy to make).

ANd about the special merchants, I'm happy with the way they ar implemented. That thing about finding them (though you always find the ones you don't need, lol).

Yes i must agree, no vizang fong i hate them they are somehow stupid as that pirate race(fucking funny shit i found it on wookipedia they have starships like from 16th century LOL)

here they are http://starwars.wikia.com/wiki/Tof (http://starwars.wikia.com/wiki/Tof)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 13, 2009, 02:30:25 PM
I've just found the info on the CIS  Remnant. All for you guys:

http://starwars.wikia.com/wiki/Separatist_holdouts
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on August 14, 2009, 12:57:24 PM
One thing I keep forgetting to suggest is this:

Biker gangs!

One of my favourite low level enemies in Native was the Steppe bandits. Fighting tons and tons of foot soldiers gets really repetitive, so it'd be a nice break to be ambushed by forty guys all on bikes. Obviously we'd need a couple of the maps to be AI mapped for this to really work.
Title: Re: SWC: Suggestions for future releases
Post by: Geroj on August 14, 2009, 06:51:53 PM
One thing I keep forgetting to suggest is this:

Biker gangs!

One of my favourite low level enemies in Native was the Steppe bandits. Fighting tons and tons of foot soldiers gets really repetitive, so it'd be a nice break to be ambushed by forty guys all on bikes. Obviously we'd need a couple of the maps to be AI mapped for this to really work.

i think around 75% of patrols are bikers
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on August 14, 2009, 08:15:54 PM
The only bikers present are from factions. and even then there's rarely more than ten or so per group. What I'm talking about is having gangs consisting entirely of mounted bandits, since the Black Sun, Jawas and Tuskens are all on foot.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on August 14, 2009, 09:09:56 PM

we can convert one of the existing pirates into biker bandits (what is their name?) or I could also code it where 25% of the time the pirate spawns with 100% bikers, etc?
Title: Re: SWC: Suggestions for future releases
Post by: Ron Losey on August 15, 2009, 02:27:18 AM
Another little thing I noticed.  This might go along with the rescale of weapons damage, but it's technically unrelated.  Can you get the blaster fire to look a little larger?  Particularly, a slightly larger glowing area around the shot?  In the movies (at least the original ones), the weapons fire looked really menacing, in part because of the large glowing streaks it produced (and the explosions where it hit - also greatly reduced in effectiveness in the more recent films, because computer-generated explosions don't produce proper smoke and the actors don't flinch right).  Anyway, in the name of special effects, a slight increase in size of moving blaster fire would help.

Side note to that - flying arrows in other mods are normally drawn at least 200% of standard length, sometimes more, to give the proper motion blur effect.  So it is not just this mod.  It seems to be an issue of how M&B handles moving things.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 15, 2009, 03:08:07 AM

we can convert one of the existing pirates into biker bandits (what is their name?) or I could also code it where 25% of the time the pirate spawns with 100% bikers, etc?

It would be a good idea, if you take out the tuskens once and for all. Tuskens should never go beyond the tatoo system.

Returning to the bikers. Yes, they are really canon. Specially in zones under Hutt influence, though there were many too in the undercities of many imperial locations, such as Taris.

And if you want new pirates clans just looks over here:
http://starwars.wikia.com/wiki/Pirate

Though I would ecourage the team to find out a different system of encountering this piraTES, as it would look weird fighting in land when catching them in space. Remember that all bikers, in 'fight on the ship', use no bikes.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on August 15, 2009, 05:31:59 AM

we can convert one of the existing pirates into biker bandits (what is their name?) or I could also code it where 25% of the time the pirate spawns with 100% bikers, etc?

Swoop gangs, or something like that. Could they be a separate group so they all spawn with a mount, rather than a select few, like the old Steppe Bandits?


A long time ago, in a galaxy far,
far away...
GARY THE HUTT donated spaceships to the
Tuskens after a poorly judged drunken wager
with that fat chick with six breasts.

I just wrote that. It's now canon.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 15, 2009, 06:16:37 AM
LIGHTSABER BUILDING

I remembered the quests where you needed to bring items to a lord. And other quests, where you were rewarded with items.

So it's possible to have a Jedi at some Jedi-related planet, who gives you a quest (or a quest chain) to bring him items, parts of a lightsaber, and when you give him the final part, the crystal, he "rewards" with the finished sword.

The dialogues of course would say that you are searching for antique rare objects that will help you construct a lightsaber. And the Jedi wouldn't say 'well done, you found the parts, here you go, a lightsaber' but he would say something like 'after you have found the parts, I'll train you to concentrate and use the force to construct a lightsaber of your own' and then 'the force is strong with you, my young apprentice. May your new weapon serve you well.'

I have no knowledge of the module system,  or I'd make this myself. But as it is now, this is a suggestion for the future.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 15, 2009, 08:08:46 AM
LIGHTSABER BUILDING

I remembered the quests where you needed to bring items to a lord. And other quests, where you were rewarded with items.

So it's possible to have a Jedi at some Jedi-related planet, who gives you a quest (or a quest chain) to bring him items, parts of a lightsaber, and when you give him the final part, the crystal, he "rewards" with the finished sword.

The dialogues of course would say that you are searching for antique rare objects that will help you construct a lightsaber. And the Jedi wouldn't say 'well done, you found the parts, here you go, a lightsaber' but he would say something like 'after you have found the parts, I'll train you to concentrate and use the force to construct a lightsaber of your own' and then 'the force is strong with you, my young apprentice. My your new weapon serve you well.'

I have no knowledge of the module system,  or I'd make this myself. But as it is now, this is a suggestion for the future.


It would be great. Diffrent parts. So, something like this:

Power crystal: manages damage
Lenght crystal: manages the length
Color crystal: generates color on saber
And diffrent metal things.
One thing controlls speed (the more comfortable the faster)
One thing controlls if it is a two-handed, one-handed (if one-handed, then it will include a lightsaber as a shield) and double-bladed.

This would take a lot of time to make. And will be hard.
But it's possible, at least some parts of it. In wort case, the lightsaber would look the same how ever you build it. Great idea acctually...
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on August 16, 2009, 09:19:32 AM
I like that idea about the lightsaber building.
Title: Re: SWC: Suggestions for future releases
Post by: names_are_useless on August 16, 2009, 11:15:16 AM
Hello everyone, first time posting here

Star Wars Conquest is easily, imo, the best mod for Mount & Blade!  Yet still, I feel as if there are a few things missing ... MORE SPECIES!  The galaxy just doesn't seem quite varied enough imo.  Now I'm sure some of these sentient species might have been mentioned before, but here are the ones that I think would be great:

NEW PLAYABLE RACE IDEAS

- Duros (http://starwars.wikia.com/wiki/Duros)
The Duros are a VERY important species in the galaxy imo.  They're great pilots and are a well-traveled species.  You could also possibly use a green-skinned Duros to represent Neimoidians (http://starwars.wikia.com/wiki/Neimodian), as both species are aesthetically very similar.

- Ithorians (http://starwars.wikia.com/wiki/Ithorian)
Ithorians are another well-known and well-traveled species in the galaxy.  They would probably be really hard to model though (probably a problem to fit helmets on them as well, perhaps disallow head pieces for this species?).  Well they're one of my favorites, and I would definitely play one if made available :)

NEW "HEAD" RACES

- Aqualish? (http://starwars.wikia.com/wiki/Aqualish)
Ok, these things are butt ugly, but they might still be fun to see as NPCs ... err, fun to kill :lol:

- Bith (http://starwars.wikia.com/wiki/Bith)
I don't think that Bith are important enough to be a playable species.  Should just need to create a head piece for Humans.

- Shistavanen (http://starwars.wikia.com/wiki/Shistavanen)
Werewolves rock, plain and simple!  Now they aren't seen too often in Star Wars fiction, so I'm thinking that they shouldn't be done as a full blown species, but possibly just a new head piece for another species.  I think if you made a new furry skin for the Trandoshans (their hands and feet are pretty similar imo), and created a Shistavanen head piece, it might work out.

OTHER NEW RACES

- Devaronian (http://starwars.wikia.com/wiki/Devaronian)
Just have a hair option that allows horns for Human Males, and you got a Devaronian!  Pointy ears would be a plus as well, but I remember hearing the Last Days mod team had a hard time adding pointy ears to their Elves.

- Zabrak (http://starwars.wikia.com/wiki/Zabrak)
Again, just add a hair option for Male and Female Humans to allow the tiny horns of Zabraks (and possibley a "cracked" skin texture that Zabraks are known for).  Theres already a Darth Maul face, and the Zabrak horns would go perfectly with them :D


Now in order to make room for new playable species (as the max is 16 as we all know), I think its been said that the "Jango Clone" race is being deleted.  If in the future you want to add another new race, another species that I think should be removed are Jawas.  Now I know some may hate the idea, but honestly, the actual playable race just has a generic zombie face when it doesn't wear a Jawa hood.  I know the reason you wanted Jawas as a race was for the sounds they made in battle, but I always thought it was odd that Jawas would attack me when I was flying through space.  They're merchants, and they really aren't that aggressive.  I think Jawas would be best off as just being NPC vendors on some desert planets, so just put a Human in Jawa clothes.

Also there are a few "town NPC" races that I don't think fit at all.  Now I'm not sure if you can effect the random generation of town villagers.  If so, I'd suggest these changes:

- Mandalorians seem too common  on planets (should rarely appear on any planet)
- Geonosians also seem too common (I don't think they get off their planet often); I think they should only appear on Geonosis
- Chiss seem too common.  According to Wookiepedia: "The pace of contact began to accelerate shortly before the Clone Wars, but it was only after the Battle of Endor that the Chiss became visible for the first time on the wider Galactic stage." As this mod takes place 1 year after the Battle of Yavin (or some date close to that), I feel that the Chiss shouldn't be as common as they are in the mod.
- Possibley a Hutt or two on some other planets?  Would be especially cool to find a few Hutts inside cantinas 8)


I hope these ideas and suggestions are helpful.

You... remind me of someone.

Really, though, those are good suggestions, since you actually referenced recognisable aliens from the original trilogy. Though we all know the names should be stuff like Walrusman and Hammerhead.


We should probably run a poll on which races should be playable, and which should just be "head races".
I posted this a couple months back and was wondering if you were still going to create that playable races poll ;)

Also, if you all want any other ideas besides the species I mentioned earlier, the Wookiepedia page for the Mos Eisley Cantina has a list of ALL of the bar patrons: http://starwars.wikia.com/wiki/Mos_Eisley_Cantina

An idea I had for Jedi:
I really don't like how Jedi work currently.  In my opinion, ANY species should be able to become a Jedi/Sith.  But how would this work?  I have 2 different ideas of how this could work well:
1. Every time you recruit a new NPC, there would be a LOW percent chance that they'd be Force-sensitive.  If an NPC is, then they get the Jedi/Sith upgrade tree added on to their current upgrade tree.
2. You can send any type of NPC to garrison on a planet with a Jedi Academy.  After maybe a couple days, those NPCs you garrisoned would now be able to upgrade into Jedi/Sith.

Some other ideas I had:
- I think it'd be really cool if a Sith Sword was created.  It would be about as powerful as a Lightsaber: http://starwars.wikia.com/wiki/Sith_sword
- The Jedi version of the Sith Sword: http://starwars.wikia.com/wiki/Jedi_katana
- Sith Lanvarok would be awesome for Sith long-ranged weapons: http://starwars.wikia.com/wiki/Sith_lanvarok
- I'm sure this suggestion has been asked before, but: http://starwars.wikia.com/wiki/Power_lance
- Also would love to see Vibro-lances as mentioned earlier: http://starwars.wikia.com/wiki/Vibro-lance

Really, just ANY more Jedi weapon options besides Lightsabers would be great.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 16, 2009, 11:25:23 AM
Yep.

Sith swords would be really cool (really difficult to find and only in Korriban). And to those request I would add the double vibroblad blade (double sided voulge, spear or whatever).
Title: Re: SWC: Suggestions for future releases
Post by: Freddex on August 16, 2009, 11:47:10 AM
I really like your suggestions name_are useless.
Except the jedi thing, sounds possible and would be a great improvement.
The Sith Lanvarok looks cool btw.
Title: Re: SWC: Suggestions for future releases
Post by: Aragonath on August 16, 2009, 07:14:53 PM
Is there a way to make 2 handed lightsabers being able to reflect blasters shots?
Title: Re: SWC: Suggestions for future releases
Post by: JuniorD on August 16, 2009, 09:30:17 PM
Ah. Here is a good one. Wonder why you guys didn't think of it. Basically, have variations of armors. You can have a scratch free Stormtrooper get-up, but after the first battle with it on, it gets a few scratches. Basically, at least, make the trooper armors have more texture, throw a bit of mud on the legs, throw some scarring on. We all know they're not pristine.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 17, 2009, 02:32:33 AM
Ah. Here is a good one. Wonder why you guys didn't think of it. Basically, have variations of armors. You can have a scratch free Stormtrooper get-up, but after the first battle with it on, it gets a few scratches. Basically, at least, make the trooper armors have more texture, throw a bit of mud on the legs, throw some scarring on. We all know they're not pristine.

Well.

I think you wave this in mind:

http://www.giantbusts.co.uk/acatalog/SWSANDTROOPERSERGEANT.png

But those are the ones on areas with a lot of sand. The majority of stormtroopers are on spaceships. And their suits are just perfect, no scraches. (Remember. Stormtrooper effect: 1 impact = 1 dead)

http://www.iaw.on.ca/~btaylor1/StormTrooper1.jpg
Title: Re: SWC: Suggestions for future releases
Post by: Maeglin Dubh on August 17, 2009, 08:35:35 AM
http://www.youtube.com/watch?v=UD-lJAUdAAo (http://www.youtube.com/watch?v=UD-lJAUdAAo)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 17, 2009, 09:12:24 AM
http://www.youtube.com/watch?v=UD-lJAUdAAo (http://www.youtube.com/watch?v=UD-lJAUdAAo)

Exactly.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 17, 2009, 09:24:42 AM
http://www.youtube.com/watch?v=UD-lJAUdAAo (http://www.youtube.com/watch?v=UD-lJAUdAAo)

Exactly.

And they managed to get a cool Monty Python reference across. Saw that quite some time ago, and laighed my arse off. Epic.
Title: Re: SWC: Suggestions for future releases
Post by: Piskor on August 19, 2009, 08:46:39 AM
I don't know how much work may require my ideas, so try to be tolerant if some of them looks like total abstraction.

Maybe you alredy heared it:
That what i miss very much is plot. I know the m&b haven't it too, but this one thing can bring your awesome project to perfection. I think about plot which really touch a player, no just background and war beetwen faction. I think of few diferrent plots which are lin with that how player describe his character at beginning. So if he choosed sensitive on force guy and rebel faction, that he begin his epic story in Luke's temple on Yavin IV and start as promising adept, who after the basic training, get the first mission (after this mission he get his own spaceship and can across over the galaxy during plot). While he meet with new enemies, explore plantes, he also must make choices - for which side he truly belong.
That how player create (and choose the side in galaxy conflict) his character, will also choose the optional plot, but during the gameplay he can change his side, he can sell improtant information, become a betrayal, balancing between dark and light side, also meet character from old saga (who also can have diefferetn relations with hero changing by his decisions).

On Tatooine:
Speeders gang - you work for Jabba, organise your own speeders man, and show who really reign on this sandy planet!
(You think about Jawas caravans? Robo shops when we can buy our own robot? Or build it using founded/bought elements?
Maybe some new skill like "repair"/"constructing"?)

Learining of force:
In acient tombs we can find relics (and ghosts of powerfull sith or jedi) which can give our more acces to force, and improve our skills - that can be good way to allow player become a powerfull sith/jedi on his own hand with free will - if he want come to dark side he will use a dark side relics.

Non-discovered planets:
they are very dangerous, they hide many grave of careless adventurers.
But they also have many treasuers waiting for brave discovers...

Become a Bounty hunter/Hunt for Bounty hunters:
The Guild of Bounty Hunters will give you a quest for kill some bounty hunters who do not well in business.
(we must fly around galaxy and looking for them ships, for example: Slave 1...)

New Ship, Jump into lightspeed:
We can buy new ship in docks on Nar Shadda? Maybe famous Falcon Millenium for many credits from Han Solo?
Ship can be faster, have more abilites, or more capable (for our army).
Maybe also use a lightspeed and short our way across hyperspace (on map)?
Title: Re: SWC: Suggestions for future releases
Post by: Daynn on August 19, 2009, 11:37:06 AM
Hi everyone!
I found out about Star Wars Conquest, and being a huge Star Wars enthusiast, i immediately downloaded it.
I can honestly say that this mod is an epic,breathtaking adventure, that will fill the heart of every SW fan with joy.
I would just like to say a few things,that i would like to see in the future.I know that it is hard work,and i think everyone appreciates what you are doing.

-Even more races [(both non playable and playable);(perhaps: Bith, Aqualish,Toydarian,Gungan,Neimoidian,Ithorians,Talz,etc.)]
-Music. Preferably in the cantinas ( i mean, what is a cantina without music  :P)
-And an overall deeper,more captivating Star Wars experience.  ;)
Offcourse, i am not demanding this of you, i am merely stating the facts, which every SW fan would like to see in a game.

In the end, i just want to say Thank you , to everyone who worked hard to make this mod happen.
And please, do keep it up  :D

Daynn
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on August 19, 2009, 12:40:18 PM
there is a limit to how many races there are in the game, and i believe the dev team has already maxed them out.  there are blank mp3 files that you can use to ad your own music.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on August 19, 2009, 12:56:19 PM
I've an idea for another vendor.

(http://images3.wikia.nocookie.net/starwars/images/thumb/2/2e/DrEvazan.jpg/250px-DrEvazan.jpg)
http://starwars.wikia.com/wiki/Evazan

We could include Dr. Evazan as a Plastic Surgeon (his supposed profession). By dealing with him you're able to to purchase the alien heads that aren't available as playable races. Obviously it's up to the the player's imagination to accept this method, but it will at least give them extra options for their roleplaying character.

The only new item we'd immediately need to add would be his mangled head. After this, we can bring in Squidhead, Walrusman, Three-Eyes and the rest.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 19, 2009, 01:15:48 PM
I like this idea a lot, but how would you explain putting your new face on and off?

AND this would probably need a special dialogue (and so does the force-sensitive trainer and possibly clone era merchant too).
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on August 19, 2009, 01:21:01 PM
I like this idea a lot, but how would you explain putting your new face on and off?


I guess it's either up to the player's imagination, or we say something like he saved the skins from past clients...



(...before eating their liver with some fava beans)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 19, 2009, 01:26:01 PM
Yeah, great.

COuld you also make a green reskin for the trandoshan's skin? Thet way you would be able to make Pekt too (and add variation to the race). He was the most important slaver of his time, and slaved many wookies on Alaris Prime. Maybe he could give slavery missions and buy your slaves (and could be the lord of the Avatar Orbital Plataform, Kashyyyk's battlestation).
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on August 19, 2009, 01:32:32 PM
A new idea. Just a request wouldnt matter too me if it doesnt happen or not.
The lighsabers being able to deflect lasers back at the enemy so you dont have to have two blades to block an incoming blaster laser.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on August 19, 2009, 01:46:25 PM
I was thinking about an 'alien heads merchant', but a Plastic Surgeon makes a little more sense.  ;)    That would enable people to get several of the helmet only races if they wanted them for themselves or companions.  I'm not sure its worth creating his face and time is probably better spent on models that could be more widely used.  Also, now that we have skeleton support, we can add things like jawas, ewoks, rancors, etc, but each of those requires a custom race...  So due to the limit or 16 races, we're going to get even more limited moving forward and probably have to eliminate a few playable races, so this is a good concept for that as well.   I'll code it in, and we can add models to their inventory as needed in the future.
Title: Re: SWC: Suggestions for future releases
Post by: Piskor on August 19, 2009, 02:14:33 PM
Come on, guys. My suggestions can't be so dumb at all, or maybe I just can't get allusion...
Idea with alien heads isn't so bad, but after playing mod all day, I'm sure there are lots of things which deserve for more attention than new ideas.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on August 19, 2009, 03:02:56 PM

Just a general comment, but unfortunately due to limited time we usually can only pick a few suggestions to focus on, or only do the ones that are quick to implement.  Adding a new merchant will probably take me 15 minutes to code so that is easy to do.  But adding things like new quests, force powers, and many of the other suggestions, are usually measured in hours or days and also require they be more thoroughly tested.  I was hoping another coder would join the team so we could have them focus on some of this stuff, but its primarily been me working on this and my time is pretty limited.  So its not that we don't agree or want a lot of these things added, its just we're trying to pick and choose what are the best or easiest ones to add.  This is also still a beta version, so hopefully we will eventually get to many of these concepts, etc.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 19, 2009, 03:13:35 PM
So why don't you put up a 'coder needed' request on this forum and TW?
Title: Re: SWC: Suggestions for future releases
Post by: Daynn on August 19, 2009, 04:03:22 PM
Oh yes, when is the new version coming out? And what will be added in it?
Title: Re: SWC: Suggestions for future releases
Post by: JuniorD on August 19, 2009, 11:15:57 PM
Ah. Here is a good one. Wonder why you guys didn't think of it. Basically, have variations of armors. You can have a scratch free Stormtrooper get-up, but after the first battle with it on, it gets a few scratches. Basically, at least, make the trooper armors have more texture, throw a bit of mud on the legs, throw some scarring on. We all know they're not pristine.

Well.

I think you wave this in mind:

http://www.giantbusts.co.uk/acatalog/SWSANDTROOPERSERGEANT.png

But those are the ones on areas with a lot of sand. The majority of stormtroopers are on spaceships. And their suits are just perfect, no scraches. (Remember. Stormtrooper effect: 1 impact = 1 dead)

http://www.iaw.on.ca/~btaylor1/StormTrooper1.jpg

Is it possible to make variations based on the environment, or would that be too much?
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 20, 2009, 02:45:07 PM
Even if possible, it'd take a shitload of coding, thus it's not woth the effort, as there are more important (and easier) things to focus on.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on August 20, 2009, 03:00:12 PM
Even if possible, it'd take a shitload of coding,

... and some poor bastard to make all the armours.

I believe Hokie said the gear can be changed to match the environment, but that's not on anyone's priority list as far as I know. Without all the sandtroopers, snowtroopers, Hoth rebels and God knows what else, it's a feature not worth thinking about for a while yet.


Oh, and Revan is wrong to say the stormtroopers keep their armour in good condition. Many of those in ANH can be seen falling apart, with some even held together with gaffa tape (seriously).
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on August 20, 2009, 03:45:21 PM
So why don't you put up a 'coder needed' request on this forum and TW?
I can try that, but usually I've found that people who want to contribute post of message me.   but yeah, probably can't hurt.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 20, 2009, 04:00:03 PM
Many of those in ANH can be seen falling apart, with some even held together with gaffa tape (seriously).

Which is just a crappy excuse by Lucas for their shitty props at the time.

I agree though. It is CANON Revan, which means you probably should've been hoeing for armors that fall apart on the battlefield, not shiny scratchless stuff. (no offense meant, I'm just kidding buddy :P )
Besides, the stormtrooper effect is there just due to the fact that the Empire is the bad guy in the movies, so it looks more cheering-for-your-side friendly when Rebels take down one of them with each shot, while they, professional, (almost) well trained shots, can't hit a Dewback from  5 feet.

So why don't you put up a 'coder needed' request on this forum and TW?
I can try that, but usually I've found that people who want to contribute post of message me.   but yeah, probably can't hurt.

Damn right.
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on August 21, 2009, 06:57:41 AM
Hello i'm new to this forum, signing up specifically for the intention of this mod. First off, this is an amazing mod and i've thoroughly enjoyed it.

Now for my suggestion. This would be to include small parties of maybe 1-5 individuals in reasonably fast ships around the galaxy, perhaps in their own faction of "Wanted Criminals". This would give bounty hunter characters something to hunt down whilst not having to be overwhelmed by groups of 40 or so pirates. Quests could also be issued at Cantinas to hunt them down with cash rewards for doing so, based upon the level and skill of the bounties. This would allow to bounty hunters to work solo or with 1 or 2 companions in the galaxy with things to do rather than needing large amounts of troops to take down pirates etc. This idea could be expanded upon with different types of bounties and having to track them down yourself. On your travels you may come across other bounties that you can take down and claim the rewards for killing once you find the person who had issued the bounty. There could also be a neutral bounty hunter faction that you can declare war on or gain reputation with, consisting of small parties or solo bounty hunters that roam the galaxy in hunt of bounties and once you have accepted a bounty quest it will be a race against time to take down your bounty before another bounty hunter. To stop this from happening however you could eliminate the competition, at the expense of a small amount of reputation (1 or 2 points?) with the Bounty Hunter faction, and gain a more significant reputation bonus for successfully taking down bounties.

This is just my suggestion and it's open to interpretation and expansion, and having no knowledge of coding i don't know how hard or difficult this would be to implement, but i would imagine that it wouldn't take too much to implement, even if initially it was just adding in small parties of wanted criminals. I hope this provides something useful for the mod.

Also I love the idea of how you can change the viewpoint by looking through your helmet and feel this should be expanded upon in later versions (i imagine there are plans to do this but want to emphasise my approval :P). However the shadow stormtrooper helm does not have the option to do this and this should be corrected as it would be an identical viewpoint as from the normal stormtrooper helm (i'd imagine anyway).

Thankyou again!
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on August 21, 2009, 07:08:35 AM
This is a new idea about the speeders. Is it possible if you guys could make it on  the military speeders to be able to press a button and it fires the speeders wepon attacheed to it? It really doesnt feel realy epic while i have the place where the wepon should be and im chasing another speeder, but i have to shoot him with a gun.
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on August 21, 2009, 08:59:20 AM
Another suggestion would be to improve the jetpack (and presumably force jump, although i haven't tried this after being so disappointed with the jetpack :P).

To make both ammo belts and guns showable on the backs of your character

To add chests in Lord's halls and the like! this really bugged me as i like to keep lots of things that are important to my character xD

Also the ship upgrade system doesn't seem to work properly for me. Upgrading the scanners and drive both work fine but if i try to upgrade anything else it just takes the money from me and increases the ship's drive, but then removes the upgrade once i leave.

Sorry this isn't as detailed or longwinded as my last post but i was in a rush and wanted to get them down before i forgot  :-[
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 21, 2009, 01:21:31 PM
Hey! What about adding Dain's crouch? (from 1866)

(http://img39.imageshack.us/img39/3492/screen1hyt.jpg)
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on August 21, 2009, 01:42:38 PM
That's a very nice looking pose, though I have no idea how they work. Presumably it's an altered animation for aiming... If so, hopefully the same animation wouldn't play for every weapon in its category. One of my favourite things about stormtrooper mentality is the insistence on always shooting from the hip despite their rifles having scopes and iron sights.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 21, 2009, 01:44:27 PM
That's a very nice looking pose, though I have no idea how they work. Presumably it's an altered animation for aiming... If so, hopefully the same animation wouldn't play for every weapon in its category. One of my favourite things about stormtrooper mentality is the insistence on always shooting from the hip despite their rifles having scopes and iron sights.

You could aske them about it. (How does it work? Can we have it? Yopu know, that sort of things)
Title: Re: SWC: Suggestions for future releases
Post by: deyshawn on August 21, 2009, 04:20:18 PM
Hello i'm new to this forum, signing up specifically for the intention of this mod. First off, this is an amazing mod and i've thoroughly enjoyed it.

Now for my suggestion. This would be to include small parties of maybe 1-5 individuals in reasonably fast ships around the galaxy, perhaps in their own faction of "Wanted Criminals". This would give bounty hunter characters something to hunt down whilst not having to be overwhelmed by groups of 40 or so pirates. Quests could also be issued at Cantinas to hunt them down with cash rewards for doing so, based upon the level and skill of the bounties. This would allow to bounty hunters to work solo or with 1 or 2 companions in the galaxy with things to do rather than needing large amounts of troops to take down pirates etc. This idea could be expanded upon with different types of bounties and having to track them down yourself. On your travels you may come across other bounties that you can take down and claim the rewards for killing once you find the person who had issued the bounty. There could also be a neutral bounty hunter faction that you can declare war on or gain reputation with, consisting of small parties or solo bounty hunters that roam the galaxy in hunt of bounties and once you have accepted a bounty quest it will be a race against time to take down your bounty before another bounty hunter. To stop this from happening however you could eliminate the competition, at the expense of a small amount of reputation (1 or 2 points?) with the Bounty Hunter faction, and gain a more significant reputation bonus for successfully taking down bounties.

This is just my suggestion and it's open to interpretation and expansion, and having no knowledge of coding i don't know how hard or difficult this would be to implement, but i would imagine that it wouldn't take too much to implement, even if initially it was just adding in small parties of wanted criminals. I hope this provides something useful for the mod.

Also I love the idea of how you can change the viewpoint by looking through your helmet and feel this should be expanded upon in later versions (i imagine there are plans to do this but want to emphasise my approval :P). However the shadow stormtrooper helm does not have the option to do this and this should be corrected as it would be an identical viewpoint as from the normal stormtrooper helm (i'd imagine anyway).

Thankyou again!
I like this idea, though, like you, I have no idea what kind of coding this would involve. 
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 22, 2009, 11:54:56 AM
That's a very nice looking pose, though I have no idea how they work. Presumably it's an altered animation for aiming... If so, hopefully the same animation wouldn't play for every weapon in its category. One of my favourite things about stormtrooper mentality is the insistence on always shooting from the hip despite their rifles having scopes and iron sights.

Could there be some sort of button to toggle animations, so we can choose to either aim while crouched, from the hip and down the sights? This would add so much feel to it...
Sounds a bit too optimistic though.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 22, 2009, 04:57:38 PM
That's a very nice looking pose, though I have no idea how they work. Presumably it's an altered animation for aiming... If so, hopefully the same animation wouldn't play for every weapon in its category. One of my favourite things about stormtrooper mentality is the insistence on always shooting from the hip despite their rifles having scopes and iron sights.

Could there be some sort of button to toggle animations, so we can choose to either aim while crouched, from the hip and down the sights? This would add so much feel to it...
Sounds a bit too optimistic though.


With other words: croush could be cool. COULD be.
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on August 22, 2009, 06:17:39 PM
My new idea is that maybe for later versions could you guys add lightsaber only duels? and maybe lightsaber locks if you could script or code it or whatever its called?
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 23, 2009, 01:18:01 AM
My new idea is that maybe for later versions could you guys add lightsaber only duels? and maybe lightsaber locks if you could script or code it or whatever its called?


Duels is allready told. And I think almost everyone has thinked about locks. No offense, just wanted to tell.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on August 23, 2009, 04:19:53 AM
I suggest copying the stormtrooper gloves item, renaming the copy clone trooper gloves, thus replacing dark gray gloves at the clone wars era merchant.
Also, the clone trooper inventory should be reviewed. I suggest giving them those vibro knucklers to some and the invisible one-handed weapon to some, instead of the combat knife. And one more thing, many more should be carrying DC15a, I see too many of the DC15s versions.

This shouldn't take too long to make, now would it?

Oh, and their physical skills and attributes should not rise with rank (although ARCs should be a bit stronger), but on the other hand leadership and the similar should rise more.
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 23, 2009, 05:41:12 AM
Hey! What about adding Dain's crouch? (from 1866)



Crouch is really needed. At least almost.
(IMPORTANT! REMOVED PICTURE FROM QOUTE BECAUSE OF PLACE-TAKING!)
Title: Re: SWC: Suggestions for future releases
Post by: JuniorD on August 25, 2009, 03:25:08 PM
I have a small list of ideas.

With the clone wars era merchant, perhaps you should add some B1 Droid Armor, just for the fun of it, eh?

Also, how would you guys think of adding the Millennium Falcon in for a buy-able mode of transport, or maybe you can get it from beating a Rogue Han Solo flying thru the galaxy? :P
Title: Re: SWC: Suggestions for future releases
Post by: enar on August 25, 2009, 03:36:22 PM
How hard would it be to have maps within maps.  Example: when you go to a major planet how hard would it be to have a map of the surface with 1 or 2 cities, a few villages and several fortifications.  Possibly have a central spaceport with heavy defenses.  They wouldn't have to be as big as the native M&B map.  Just something to do a little 'ground pounding' on for more than 1 battle at a time.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on August 26, 2009, 01:47:33 AM
I have a small list of ideas.

With the clone wars era merchant, perhaps you should add some B1 Droid Armor, just for the fun of it, eh?

Also, how would you guys think of adding the Millennium Falcon in for a buy-able mode of transport, or maybe you can get it from beating a Rogue Han Solo flying thru the galaxy? :P

I think there will be no need of adding de B1 Bdroid Armour to the cone wars era merchant when we are gonna have a droid merchant.

And no. There is no way that is gonna be done with the Millenium falcon. 1st Cause it's against the story. 2nd Cause it's against the SW history and is uncanon. 2rd, cause the millenium falcon is just Han's, but there are more transports of that type. They are called YT-1300, and are exactly the same than Han's, except for his YT-1300 awesome velocity and hypervelocity.

http://starwars.wikia.com/wiki/YT-1300_light_freighter


How hard would it be to have maps within maps.  Example: when you go to a major planet how hard would it be to have a map of the surface with 1 or 2 cities, a few villages and several fortifications.  Possibly have a central spaceport with heavy defenses.  They wouldn't have to be as big as the native M&B map.  Just something to do a little 'ground pounding' on for more than 1 battle at a time.

Yeah. I suggested that before. It's what is needed to get that rpg feeling like in SWG, a 'I'm in a whole new planet' instead of 'I got to a village in space'. But that's low priority right now. For now there must be 1 scene 'for each planet', imagine all the work that means. COruscant, COrellia, Taris, Mustafar, Kamino...
Title: Re: SWC: Suggestions for future releases
Post by: jerox on August 27, 2009, 04:05:09 AM
I agre
Title: Re: SWC: Suggestions for future releases
Post by: Lore.Ik on August 29, 2009, 06:10:23 PM
An idea: Make the armor offer more protection in certain places.(if you can)(i.e: legs give moderate protection wereas the chest gives more) So if someone gets shot in the arm they don't drop dead, but if they get shot in the chest they die/get wounded. i'm sick of shooting Stormtroopers once in the arm/leg and having them die. That's why they have armor, to 'Protect' them  :P. (Granted that some blasters will kill guys in one hit... ;))


(sorry if it was mentioned before but i don't have time to look through 30+ pages to find it  ;))
Title: Re: SWC: Suggestions for future releases
Post by: Sebbe107 on August 30, 2009, 03:37:43 AM
Custom Settlements is a must-need. I think that would rise how many that plays the mod.
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on August 30, 2009, 06:51:09 AM
Custom Settlements is a must-need. I think that would rise how many that plays the mod.
If that was added i wouldnt use them.I cant really figure out custom settlements. They confuse me lol. But im sure many people would love that idea.
Title: Re: SWC: Suggestions for future releases
Post by: dantheman291 on September 02, 2009, 11:54:57 AM
#1Revan i dont understand why everything has to be canon with you some of these suggestions are really good and could make the game alot more fun. I dont know if you realized but star wars is fictional it never happened so technically nothing is canon as it doesnt even exist so if they want obi wan in there for the casual fan who gives a crap.

#2 Have you guys ever considered using the lightsaber as a blocking device and melee weapon i know it might be difficult its no big deal not to have just wondering :).
Title: Re: SWC: Suggestions for future releases
Post by: Eltzu on September 04, 2009, 09:01:53 AM
I have some ideas but I don't remember them all now so here is some of them;


I will make a better list. This wast just a fast post. Great mod! Keep it up guys! :)
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on September 05, 2009, 08:45:16 AM
I don't know for sure, but is there a way to have automatic rifles? My finger hurts from clicking like insane, plus it shouldn't reduce accuracy THAT much as it does now.
Title: Re: SWC: Suggestions for future releases
Post by: Oroonin on September 05, 2009, 11:49:43 AM
One thing, wouldn´t it make more sence to give the lightsabres to the force trainer? They´re way too easy to obtain as of yet.
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on September 06, 2009, 06:11:21 PM
One thing, wouldn´t it make more sence to give the lightsabres to the force trainer? They´re way too easy to obtain as of yet.
That has been discussed and might happen.
Title: Re: SWC: Suggestions for future releases
Post by: Lothorian on September 17, 2009, 01:22:33 AM
Something I have been trying to do with my own is making a Wrist Mounted Rocket Launcher and Flame Thrower ala the Fett's.

I've tried using the basic item editor to copy the Rocket Launcher, swap the texture with one of the transparent ones, and making it shoot like a pistol. When I do this, it appears to shoot in the right direction, and the character animation looks good, but the particle effect always changes to the flame rifle and appears to shoot into the atmosphere.

I have also tried the concussion rifle and the flame rifle with similar results. The flame Wrist pulls up the concussion rifle particle effect and explosive effect when the "bolt" hits. And the concussion wrist uses no particle.  My overall goal with the two is have the Wrist Rocket or Concussion Launcher on the right arm, with the flamethrower on the left. Using shield bash to set off the flamer (with an adjusted range of about 8-10ft) and regular attack set off the launcher.

My goal is to build my self a Super cool Boba Fett-ish one man arsenal and see what I can do with him.

It would be cool to see in game if its possible. Or if someone could PM me how to pull it off I'll make the changes my self.  I haven't tried any code work but it is always cool to learn something new!

Also would like to know how to go about Changing the Jet pack to only go up and hover, if possible. Again just a personal desire that might not be of use to anyone else. Anyone willing to try to explain how to do these things please PM me!

Edits: Expanded my original post to better convey my ideas, it was even more rambling before. Also added results of testing concussion, and flame wrist launchers.
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on September 19, 2009, 07:12:28 AM
How about if you choose youre father to be a jedi, it makes you start the game off by having to do a couple of jedi tests so you can earn the right to learn how to make a lightsaber? That way instead of having a scene like "Hello wepon merchent, do you happen to have a blue two handed lighsaber?" it would be you making youre own. You could make it that theres a planet with the lighsaber crystals on it would have to get the lightsaber crystal last. Once you made youre lightsaber then there could be like a Sith or something that you have to fight with youre new lightsaber.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on September 19, 2009, 10:07:11 AM
All suggested before, except for the Sith thing, which doesn't make sense anyway. Why would you have to fight a Sith after constructing a l/s?
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on September 20, 2009, 03:23:10 PM
Like an ambush because the emporer didnt want any more jedi. Hed be like a Sith but wouldnt be as powerful as the Sith Lords.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on September 20, 2009, 05:16:05 PM
A Sith acolyte then. One of the Emperor's Hands, like Mare Jade was. I don't think it'd be that easy for Darth Sidious to find out you had built a l/s though. It's not as if you had blown up a planet, so he would't have sensed it.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on September 21, 2009, 01:27:23 AM
That's canon. Sidious used sith acolites and the shadowguard to eliminate force sensitive enemies or protect certain locations.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on September 21, 2009, 01:37:53 AM
Yeah, sure, but what are the chances he finds out about you unless you go showing him raspberries at Coruscant? With all the beings in the Galaxy, the chance is little more than zero.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on September 21, 2009, 12:28:48 PM
Sidious sensed things, so hw thought... oh Corellia. Ok, just sen an entire fleet and take a look.

If you remember the sith acolites and the shadow guard didn't actually hunted him down (like bounty hunters like boba do). They patrolled or protected locations where they thought the guy could be found.
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on September 22, 2009, 05:36:35 AM
Thats what i mean reven. They'd be protecting the planet because of maybe the lighsaber crystals were in abundance there and they were the only ones known of at the time. But the sith acolite would be difficult because all you would have at the time was a blaster/vibro blade, and he would be more powerful then regular acolites.
Title: Re: SWC: Suggestions for future releases
Post by: babeeroniea on October 05, 2009, 01:46:38 PM
The Mon Calamari are from Dac. But you set the planet as Mon Calamari.

EDIT: I think it would be a cool idea to add the option to kill the Lords. Like If I wanted to kill Palpantine then I could capture him then I could just kill him.

Title: Re: SWC: Suggestions for future releases
Post by: Vector on October 06, 2009, 08:04:33 AM
The Mon Calamari are from Dac. But you set the planet as Mon Calamari.



Mon Calamari is another name for the planet Dac.
Source; http://starwars.wikia.com/wiki/Dac
Title: Re: SWC: Suggestions for future releases
Post by: Tykins on October 08, 2009, 05:45:42 PM
yal should make some Creature mounts like Asyyriak or Bantha all those things, i know u can do because yal replace a horse with a swoop!  :green:
Title: Re: SWC: Suggestions for future releases
Post by: Matthias1026 on October 12, 2009, 12:52:54 PM
Hey... Berserker Pride made an AOE melee code... It works pretty well.... It could work with lightsabers....finally making Jedi as powerful as they should be.... I don't know what Hokie's opinions on using or taking ideas from someone else's code but, it would be cool to finally be able to slice more than one enemy in half at a time
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on October 12, 2009, 04:12:05 PM
If you guys can, could you make it so that the force choke takes effect for about 10 seconds but does less damage? And the guy is looking like hes being choked? I think it would add to the experience and make it instead of "Oh, i just used a power and just killed you instantly with force choking" more like a Darth Vader-ish effect.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on October 24, 2009, 04:35:23 PM
I remembered an old idea of mine: now that skeletons are modifiable via OpenBRF, you could rearrange bones of the horse skeleton and make it usable for two-legged walkers, and at animations, keep one bone stationary, so you can attach regular speeders to it. So we could have both walkers and speeders!
On a side note, same could be done for organic mounts, such as dewbacks, instead of walkers, though a tauntaun and some others would need a walker skeleton.
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on October 25, 2009, 03:58:03 AM
I wonder how walkers can work in this concept, since MnB wasn't designed for large machinery...

But if machinery works, make the guns at a siege useable (mounts with attached guns, but stationary)?
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on October 25, 2009, 04:18:23 AM
The concept of walkers is being implented into 'the Lunar war' and working, I believe. And usable and drivable artillery too, I think. So I am sure it's all possible.

Edit: actually, the Lunar war has great concepts of vehicles which would work very well in SWC. The team should take a look at it.
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on October 25, 2009, 10:20:46 AM
The concept of walkers is being implented into 'the Lunar war' and working, I believe. And usable and drivable artillery too, I think. So I am sure it's all possible.

Edit: actually, the Lunar war has great concepts of vehicles which would work very well in SWC. The team should take a look at it.

In that case: can't wait :D
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on October 25, 2009, 08:38:06 PM
Two things: 1:Now that there is Adjustable Skeletons, are you guys going to Add Adult Rancors? and 2:Idk if this is a glitch or just graphic thats not well made yet, but the lighysaber blade and blaster bolts (From afar and when zooming in for the bolts) its lust little slides that cross over into eachother in the middle of it. Is that an error on my part or is it just part of the mod?
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on October 26, 2009, 01:47:20 AM
I think that has to do with the low poly models that replace the normal ones when not near the player ;)
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on October 27, 2009, 05:28:47 AM
Oh another creature idea: How about Ackly (If youve ever played BF2 Its those spider-creatures in the 501'st campaign on Felucia) as a mount that you can buy and the Hutt Cartell has some troops as Ackley riders or something. I think that would be cool to ride a ackley in battle  :green:
Title: Re: SWC: Suggestions for future releases
Post by: leafee on October 27, 2009, 06:41:58 AM
Hey there. I have a few suggestions that I believe could make this mod a little more streamlined.

#1.) Lump rifles and pistols into a general 'Blasters' Category. This would eliminate the problem of rifles not doing enough damage. Rifles would have increased accuracy, and pistols would simply have less accuracy.
#2.) Allow for generally more recruits on a planet. It makes no sense that I get six recruits at most from a planet of atleast 5 billion.
#3.) Eliminate 'chipped' and 'rusty' from the lightsabers/blasters. it seems unrealistic.
#4.) I think that the Kingdom Management system is top notch. Perhaps allow for the changing of kingdom colors?
#5.) I have no reason to fight on planets except for attacking one in conquest. The one map where the big little castle is? Always clips, and noone uses that little tiny doorway. Maybe stick a ladder there or something, rather than having all my troopers charge the wall, and run into it like idiots.
#6.) Make blasters more inaccurate. It's kind of frustrating to charge a line of stormtroopers, just to have them all be deadeyes from 200 yrds away.
#7.) The Patrol fleets are a great idea, but they keep chasing me after i've been defeated once, and just force me to surrender 100 times until i can finally get to a world to rest.
#8.) I like the ship purchase options, but perhaps allow for the ships that players start with to be upgraded? I wouldn't mind keeping the A-wing for a while, but it's rubbish unless upgraded.
#9.) The Thermal detonators are fantastic, of course. I have a problem though, in that they only work maybe once, and then the best they are is a thrown object - which doesn't explode. Maybe equip them to 4th tier units as well?
#10.) More Trade Fed. Convoys. They're a great sub-faction and it's incredibly enjoyable to board them.
#11.) There were a number of separatists that held off for quite a few years after the installation of the Empire. I think this could easily be reflected in a Separatist remnants sub-faction, which could just as easily cover the trade-federation faction.


Just what I can come up with now. I do really enjoy the mod, though. :)
Title: Re: SWC: Suggestions for future releases
Post by: Thexare on October 27, 2009, 12:42:50 PM
#5.) I have no reason to fight on planets except for attacking one in conquest. The one map where the big little castle is? Always clips, and noone uses that little tiny doorway. Maybe stick a ladder there or something, rather than having all my troopers charge the wall, and run into it like idiots.
I do. Speeder bikes can't be used on the ship. <_< That said, some planets have an issue where you or the enemies spawn between a building and the edge of the map and you can't get out.
Quote
#6.) Make blasters more inaccurate. It's kind of frustrating to charge a line of stormtroopers, just to have them all be deadeyes from 200 yrds away.
Not as frustrating as it would be to never be able to hit your target, I would wager. Maybe it'd be better to just lower their proficiencies?

Quote
#8.) I like the ship purchase options, but perhaps allow for the ships that players start with to be upgraded? I wouldn't mind keeping the A-wing for a while, but it's rubbish unless upgraded.
A-Wing! Yaaaay!
Er. *clears throat* Maybe a few other faction-specific options could appear after you join a faction, like the X-Wing and A-Wing for rebels (with the Y-Wing as the starter ship instead), and TIE Bombers and Interceptors for the Empire? I don't know what to suggest for the Hutts.
Quote
#9.) The Thermal detonators are fantastic, of course. I have a problem though, in that they only work maybe once, and then the best they are is a thrown object - which doesn't explode. Maybe equip them to 4th tier units as well?
They work just fine for me, but they're set to explode where I throw them instead of where they hit. I use them to kill reinforcements.  :D
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on October 27, 2009, 01:30:23 PM
Hut ships can be anything really...

After all, they're smugglers, thieves, spies, bandits, robbers, looters, etc....  >:D

But maybe something like modified military ships, or trade convoys, but armed?
Title: Re: SWC: Suggestions for future releases
Post by: Thexare on October 27, 2009, 10:43:29 PM
I responded to this post already, but I got a new idea at work for something I hadn't addressed.

#3.) Eliminate 'chipped' and 'rusty' from the lightsabers/blasters. it seems unrealistic.

Instead of the basic quality mods that apply to mundane weaponry, could they perhaps have a seperate set of mods that shows individual customization rather than grades of craftsmanship? For example, a Long Lightsaber could have 5-10 more range, but at the cost of speed. A Swift Lightsaber* could gain speed but have less power, Heavy is fine as-is, and maybe a Short Lightsaber with less damage and range but greatly boosted speed? The Short Lightsaber would probably be best as a slightly different model than simply a mod to other lightsabers**, maybe with a matching shield too. Plus, shorter lightsabers are seen more often than Lightsaber Pikes in the various Star Wars movies and games that I've seen/played, so it seems like a logical addition.

Long, Swift, Heavy, Short, and normal seems to cover basically all the options you could make in Mount & Blade, but I'm probably overlooking something. The idea's pretty heavily inspired by the Knights of the Old Republic games, if you hadn't guessed.

* Because Light Lightsaber sounds stupid.
** Short Lightsaber, if made as a seperate item, probably shouldn't qualify for a Long mod. Long Short Lightsaber sounds even stupider than Light Lightsaber.


Also, I'd kind of like to see a few extra colors for them - I remember orange being available in an older version, but it seems to be gone now? Silver would also be nice. I know, I know, "doesn't fit the timeline", "should be rare if added",  etc., so I have two ideas for implimenting them:

1. A switch, with "Appears in shops", "appears on NPCs", "appears on NPCs and in shops", and "not available."  Silver could be given to Jedi, and orange... uh... Hm. Well, I'm not the modder. :P
2. A special shop NPC in the Cantinas, like the Clone Armor has. This option is, of course, a lot easier, but it'll make them more rare and harder to get the specific modifier you want on it.
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on October 28, 2009, 09:48:05 AM
The Short Lightsaber is even an official variant, since it's the one used by Yoda and some other canon figures.
Title: Re: SWC: Suggestions for future releases
Post by: leafee on October 28, 2009, 10:35:38 AM
I responded to this post already, but I got a new idea at work for something I hadn't addressed.

#3.) Eliminate 'chipped' and 'rusty' from the lightsabers/blasters. it seems unrealistic.

Also, I'd kind of like to see a few extra colors for them - I remember orange being available in an older version, but it seems to be gone now? Silver would also be nice. I know, I know, "doesn't fit the timeline", "should be rare if added",  etc., so I have two ideas for implimenting them:

1. A switch, with "Appears in shops", "appears on NPCs", "appears on NPCs and in shops", and "not available."  Silver could be given to Jedi, and orange... uh... Hm. Well, I'm not the modder. :P
2. A special shop NPC in the Cantinas, like the Clone Armor has. This option is, of course, a lot easier, but it'll make them more rare and harder to get the specific modifier you want on it.

I think this is unneccessary. During the clone wars period, a majority of the accessible lightsaber crystals were those ranging from red, blue, and green. Other colors were not nearly as accessible as they had been during the "KOTOR" Period. So Silver lightsabers should be out of the question, plus I don't understand peoples fascination with them. It's odd. Eh, I don't know about the short lightsabers either. Maybe as a replacement for the lightsaber shield, but not as a regular lightsaber weapon.
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on October 28, 2009, 03:06:55 PM
The silver ones were artificially manufactured crystals, dating from post Episode VI era (I think)

The short one was, as I mentionned above, a common weapon for smaller force sensitives (eg: Yoda)

Also: why aren't the Jawa's smaller, since you can now edit skeletons and all?
Title: Re: SWC: Suggestions for future releases
Post by: Tyrinius on October 29, 2009, 08:10:12 AM
The silver ones were artificially manufactured crystals, dating from post Episode VI era (I think)

The short one was, as I mentionned above, a common weapon for smaller force sensitives (eg: Yoda)

Also: why aren't the Jawa's smaller, since you can now edit skeletons and all?

Because someone has to do it. I lack the knowledge (and time to learn it).
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on October 29, 2009, 09:05:29 AM
If it's ok with you guys, I'm gonna work on some code for the merchants (there's just too much chaos atm imo, especially the arms dealer)
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on October 29, 2009, 09:50:36 AM
If it's ok with you guys, I'm gonna work on some code for the merchants (there's just too much chaos atm imo, especially the arms dealer)

we can definitely use help, especially with coding, since right now I'm the only one doing it and have basically zero free time.  I agree the merchants could be improved, and I added a bunch of booksellers in the next beta (since those are easy to add), but it probably would be better to have a scene where all the booksellers/merchants always existed, rather then trying to randomly hunt them down....  I'll hopefully post a beta today, and am more then willing to send you the code if you want to play with it.  Send me a PM if you want to discuss further, etc.
Title: Re: SWC: Suggestions for future releases
Post by: Thexare on October 29, 2009, 09:37:03 PM
Other colors were not nearly as accessible as they had been during the "KOTOR" Period. So Silver lightsabers should be out of the question, plus I don't understand peoples fascination with them. It's odd.
I just like variety, and I'd accounted for people like you with my suggestion - either option would let you either turn them off or never actually see them.

Really, as far as I care you can add any reasonable color - no black lightsaber BS though - and I won't complain, but I can understand some people wanting to stick with what's in the movies, that's why I suggested the special shop or switch.

Any issues with my idea for the different Lightsaber modifiers, though?

EDIT: Additional thought: Is it possible to make Force Knowledge dependent on Int instead of on Str?
Title: Re: SWC: Suggestions for future releases
Post by: Vampirehunter22 on November 06, 2009, 07:59:04 PM
*sees a mascular jedi knight* "You must not be very good with the force compared to saber combat huh?" "What? oh, no im a force master." *gets thrown into wall from being force pushed*
Title: Re: SWC: Suggestions for future releases
Post by: Shatari on November 24, 2009, 12:09:54 AM
Here's a drastic suggestion: Drastically reduce all of the armor stats and give high level units "Shield Generators". It's not very canon friendly, but neither is being restricted in one's clothing choices if you want to survive on the battlefield. I made various pairs of gloves all with various armor values (head, body, and foot), and I was then able to wear anything that looked cool irregardless of their armor values, and my protection was only limited to my ability to buy better "shields" (which I priced pretty darn high).

Edit: While I'm thinking of it, I'd also like to suggest moving the slave trader from Byss to the Trade Federation (or adding in another one).
Title: Re: SWC: Suggestions for future releases
Post by: caaru-kun on December 06, 2009, 12:03:47 PM
Less trees on forest friendly planets. Indeed it brings immersion and all to the battles,but whenever I fight in the arena/or a battle on...Kashyyyk for example,I get constant lag because of all the trees : /
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 06, 2009, 12:17:38 PM
Less trees on forest friendly planets. Indeed it brings immersion and all to the battles,but whenever I fight in the arena/or a battle on...Kashyyyk for example,I get constant lag because of all the trees : /

i would say (In Kashyyyk and Endor) less and bigger.
Title: Re: SWC: Suggestions for future releases
Post by: caaru-kun on December 06, 2009, 01:59:28 PM
Also,more weapon slots for force powers :D
Title: Re: SWC: Suggestions for future releases
Post by: saren on December 07, 2009, 02:02:56 AM
hi here's some stuff

Power Hammer(no pic)
idk if you already have this but it might be easy.
http://starwars.wikia.com/wiki/Power_hammer

Mandalorian heavy repeater
Might be wrong era but it might be fun
http://starwars.wikia.com/wiki/Mandalorian_heavy_repeater

Bryar pistol
http://starwars.wikia.com/wiki/Bryar_pistol

Rawk chopped special (cade skywalkers gun)
http://starwars.wikia.com/wiki/Rawk_chopped_special

S-5 heavy blaster pistol
http://starwars.wikia.com/wiki/S-5_heavy_blaster_pistol

I like The Renegade heavy blaster on top right
http://images4.wikia.nocookie.net/starwars/images/3/3c/Blasterpistols_negwt.jpg

Zabrak (darth mual's Race)
http://starwars.wikia.com/wiki/Zabrak

hope its not too much
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 07, 2009, 03:56:46 AM
WHat we need done in weapons before anything else is the DL-44. We have a lot of blasters and this one, one of the most important, isn't in. It was used by Han Solo and many units of the rebel forces.

Well, we do have this blaster, but in another version. So we need this version too:

(http://pic.pbsrc.com/spacer.gif)
Title: Re: SWC: Suggestions for future releases
Post by: caaru-kun on December 07, 2009, 07:27:56 AM
WHat we need done in weapons before anything else is the DL-44. We have a lot of blasters and this one, one of the most important, isn't in. It was used by Han Solo and many units of the rebel forces.

Well, we do have this blaster, but in another version. So we need this version too:

(http://pic.pbsrc.com/spacer.gif)

Isn't the DL-44 the standard rifle for the Imperial Forces?
Though,after some thinking I got more suggestions :D

1.Remove the grid/net on the overland/galaxy map

2.Lightsaber possibility needs to be rapid,not a dialogue then poof,I'm no coder but,I think it should be like changing weapons when you press T

3.Add Clone faction to the game,believe it or not,Clones from the Clone wars era exists in the EARLY Galactic Civil War. The Kaminoans had a seperate force created in case of emergency and they rebelled against the Imperial forces on Kamino,the Rebel was beaten back,the kaminoans that created them was in captivity but the Clones escaped. (Source: Battlefront II with someself theory,they never said that they killed the rebels after the mission.)

4.Add more music,there are music authors on www.newgrounds.com that give there work for free in exchange for credits,like this for example http://www.newgrounds.com/audio/listen/156347  and http://www.newgrounds.com/audio/listen/20483

5.Make a Jedi academy? In other words make force sensitives gone from the "father choices" and become a jedi at those academys,I know that training academys exists but they aren't exactly jedi ;p
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on December 07, 2009, 12:01:47 PM
1. No.
2. Impossible as of yet.
3. No way, and don't use Battlefront as a source.
4. Not bad.
5. Jedi Purge anyone? There weren't any functional academies left?
Title: Re: SWC: Suggestions for future releases
Post by: caaru-kun on December 07, 2009, 12:11:41 PM
1. No.

3. No way, and don't use Battlefront as a source.

5. Jedi Purge anyone? There weren't any functional academies left?

I know of the Jedi Purge/Order 66,but if you read the books thats centered after the events of the Galactic Civ War. It is canon friendly to put out atleast one as a small show of the progress of the new Jedi Order. You can find a list of the books here

http://en.wikipedia.org/wiki/List_of_Star_Wars_books#New_Jedi_Order_Era

and this is a back up source for the clone faction idea,I got your point about using a video game as a source : /

http://en.wikipedia.org/wiki/List_of_Star_Wars_books#New_Republic_Era

On the grid matter,the reason I want it gone is because it looks a bit ugly,but then again,its just a suggestion,and I don't have any control on this mod anyway,I'm just a fan of it :D


Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 07, 2009, 01:12:15 PM
No, you can perfectly use Battlefront as a source (for the SW history, not the troop colours and army structure).

And yes, Kamino rebelled the Empire, but that was in the first days, among with Naboo. SWC's time period isn't 100% exact, but both rebellios were crushed by lord Vader's forces long ago.
Title: Re: SWC: Suggestions for future releases
Post by: caaru-kun on December 07, 2009, 03:42:23 PM
No, you can perfectly use Battlefront as a source (for the SW history, not the troop colours and army structure).

And yes, Kamino rebelled the Empire, but that was in the first days, among with Naboo. SWC's time period isn't 100% exact, but both rebellios were crushed by lord Vader's forces long ago.

Probably true,but books contain more accuracy to the story than movies and video games :)

Don't you think some escaped? : /

Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on December 07, 2009, 04:08:26 PM
Look, I'm a big fan of renegade clones and ones who deserted the Empire not willing to kill their generals, and I trust there was a bunch of them. I'm writing a book with the exact topic! But it has no place in this mod. It'd feel just... Wrong. It's not fiddling with facts anymore, it's making stuff up, even if off a solid basis.
Title: Re: SWC: Suggestions for future releases
Post by: caaru-kun on December 07, 2009, 04:18:18 PM
Look, I'm a big fan of renegade clones and ones who deserted the Empire not willing to kill their generals, and I trust there was a bunch of them. I'm writing a book with the exact topic! But it has no place in this mod. It'd feel just... Wrong. It's not fiddling with facts anymore, it's making stuff up, even if off a solid basis.


Your DP already gave me a hint of that. and your right,it doesn't fit in with the mod at all,but a BIG part of me disagrees,I mean,big galaxy,big possibilities.
The Republic Commando fan fiction "Hard Contact"(I think it's name was) every clone in the squad(in the game aswell) developed personality and feelings,save for commando and fixer since commando were supposed to fit anybodys character,they made him silent and stubborn. Fixer was the all "Goodie-boy" to the Republic,so those in the squad that would go Renegade,would be Seven and 62.
While we're on the clone era,two suitable options would be cool to add in.

Ratatak,Jabim and Gand would be good new planets :D
Title: Re: SWC: Suggestions for future releases
Post by: saren on December 07, 2009, 10:09:06 PM
WHat we need done in weapons before anything else is the DL-44. We have a lot of blasters and this one, one of the most important, isn't in. It was used by Han Solo and many units of the rebel forces.

Well, we do have this blaster, but in another version. So we need this version too:




Turns out that your DL-44 is in the game, i just found it. There's the regular one and the modified one with the scope. so, in that case. can we see something from that list i posted?
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on December 08, 2009, 06:18:48 AM
How about a Bounty system similar to the one in the mod 1866? maybe you could ask to borrow their code?
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 08, 2009, 06:35:50 AM
Indeed there should be bountyhunter missions. And I have an idea...

You get to the cantina and get a dialong option:

Player: Do you have any contracts?

The cantine barman would answer you talking about the objective and its location.

Barman (examples):
1) I know someone who needs an arena fighter down. You may find it in Bothawi. It will be 500 credits now, 500 when you are done. Deal?
(I have to go, I'll write more)
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on December 08, 2009, 07:34:12 AM
Good timing!  I haven't used the 1866 bounty hunting system, but this is actually something I had wanted to include for a while, and have been working on adding over the past week or two.  Currently the cantina bartenders give the assignments, but I'm trying to switch it so there is a bounty hunter at the trade federation base with those other merchants. I'm having a little trouble with some script errors, but should be able to fix them, or I can revert back to have the bartender give them.  We should eventually be able to have up to 6 bounties at a time all with different dialogs.  The dialog is generic right now, so i'll use that arena fighter dialog for one and feel free to suggest other ideas.

(http://img690.imageshack.us/img690/5755/mb1f.th.jpg) (http://img690.imageshack.us/i/mb1f.jpg/)  (http://img34.imageshack.us/img34/1013/mb3n.th.jpg) (http://img34.imageshack.us/i/mb3n.jpg/)  (http://img51.imageshack.us/img51/9650/mb5.th.jpg) (http://img51.imageshack.us/i/mb5.jpg/)  (http://img69.imageshack.us/img69/6075/mb14.th.jpg) (http://img69.imageshack.us/i/mb14.jpg/)  (http://img69.imageshack.us/img69/1006/mb17.th.jpg) (http://img69.imageshack.us/i/mb17.jpg/)
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on December 08, 2009, 08:16:31 AM
Hmmm well as well as the standard bounty missions how about bounties that roam around the galaxy in a party and you have to track them down? Or simply create small parties similar to the pirate/ bandit parties called "Wanted Criminals" (or something similar). These parties should only be 1-4 members big but the troops should range from really weak to pretty strong with many potential equipment types, so you really don't know what you're up against. If parties such as these were roaming about the galaxy it'd give bounty hunters something to track down and kill either solo or with a partner, rather than needing to take an army everywhere. Thoughts?

Edit: Also would it be possible to vary the money available for completing a bounty, maybe a random number between 200-1000 credits each time? This'd just add some variety rather than being guarenteed 300 credits per kill. Also the denars in the bounty hunter dialogue would need changing  ;)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 08, 2009, 10:20:03 AM
Ok, perfect. The only thing that needs changing is 'denars' for 'credits' and 'bounty posted' for 'contracts' (as seen in SWG).

Now, more dialogs for the bartender:

-Actually there is one. It seems someone doesn't realize the Clone Wars are over. You know, the typical CIS officer. It is assembling army in Alaris Prime and locals want something quick and clean. He will probably be guarded by battledroidroids but you might be able to handle it. If you make it you'll be given 800 credits.

-Yeah. Something about some rebelled droid. It's messing around Mandalore Moon but local security is dealing with some gangs. They need somebody to terminate the objective. If you elliminate him you'll get a rewards of 300 credits.

-Yes, and nothing very complicated. A simple farmer with a territorial dispute. He is armed, but is not really dangerous. You go, you finish him, and you return for your payment. It will be 200 credits once finished.

-Yes. And it seems it's something special this time. No customer, and no why. The target you would have to elliminate is now on Geonosis Moon and I've been told he is ready to face anything. But the payment for this job is really good, 2000 credits.

-Yeah, there is. An issue with a pirate in Kuat. It seems that his gang was intercepted during some sort of sabotage but he managed to get to a scape pod. Go to the location the customer gave and you may find him nearby. The price is 300 credits.

-Yes, but it might be difficult. It seems a certain customer is being hunted down by a certain mercenary. Well trained, well armoured... Yeah, contract versus contract. Go to Illum and elliminate that bountyhunter. If you succeed you'll be rewarded with 1500 credits.




You have a good lot already with these. But not only bartenders and bountyhunters give contracts. You could have themed contracts given by rebel and imperial contacts. You could place these characters in outposts, bases and planets. Or you could directly give this quest to planet administrators of each faction. Rebellion administrators would give certain jobs, and imperial others.

Rebels:
-A contributor to our cause is being hunted down at the moment. It seems Emperor Palpatine has sent sith acolites to elliminate him and we cannot loose him. If you are successful in taking them out you'll get 2000 credits.
-One of our spies managed to retrieve some important information but is being persued throughout all Nar SHadda. Yo would have to go and help him evade our enemies. If everything goes well you'll be rewarded with 2000 credits.
-We sent a medium strike force to Corellia Moon but we found more resistance than expected. We need mercenaries to go there and aid the Alliance's taskforce against the remaining troopers of the Empire. You would get 1000 credits once all this is over.
-One of our elite squadrons was sent to sabotaje an enemy location but they got into some trouble. They ended without ship in middle of Fondor and need someone to take them out of there. The last time we contacted them they were holding a plaza against an entire legion of stormtroopers. It's is a dangerous situation, I know, but you'll be well payed. 2000 credits. Deal?
-The Galactic Empire has sent a shuttle to investigate. They are getting near our base in Wayland and we cannot take risks. You would have to go there and elliminate the imperial officer and his guards. The reward you woud get is of 1500 credits.
-We localized one of the Emperor's sith acolites and we need someone to elliminate him. If you manage to take him down you would recieve 2000 credits.


Empire:
-Some traitors to the Galactic Empire have hiden in Polus and we someone to teach them a lesson. Go to the objective location and terminate them. Leave no one alive. Once you are finished you'll get your reward. 2000 credits.
-A traitor belonging to the jedi order has made appearance in Ruuria. We need someone to hunt him down. It's not an easy target but you would be well payed. 3000 credits.
-Imperial spies have tracked a cargo ship belonging to the traitor alliance. It seems they have gathered in Kuat. We need soemone to go there and clean the place. Elliminate that rebel scum and you'll be rewarded with 2500 credits.
-Some smugglers have to be brought to justice. You may have to negociate with your blaster but, if you succeed, you'll have your price. 500 credits.
-Some mandalorian commandos tried to sabotage one of our star destroyers. We almost captured them but they managed to scape. Now we know were they are, in Saleucami, and we need someone to hunt them down. If you elliminate them you'll get a reward of 1500 credits.




Also, in SWG towns had terminals (a computer somewhere) that gave these contracts, not only bounty hunters and traders. If you entered the computer and selected a mission it would give you a message like this:
Name: Rando Ordon
Bounty: 1000 credits
Description: Dangerous human. Hunted for the murder of 14 stormtroopers. Carries heavy weaponry.
Suposed location: Lok
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on December 08, 2009, 01:41:48 PM

Yeah, these bounty hunting quests were taken from some code posted on the Taleworlds forum, so that is why they still say denars.  I agree it would be cool to have roaming fugitives and larger parties that you would have to hunt down and destroy.  But right now I'm just trying to get the basic system working, and eventually it might be possible to do something more complicated, etc.  I'll probably switch the dialog back to just happen at the cantina, since I'm not sure a separate NPC at the trade federation accomplishes much, and might be more of a pain then its worth.  I'll try and use some of Revan's suggestions for the different contracts, but they may have to be somewhat generic, since currently the names and locations are randomly chosen in the code, so it might be weird to hear about a Droid called "Naz the Scruffy Looking".  :)
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on December 08, 2009, 01:44:38 PM

Yeah, these bounty hunting quests were taken from some code posted on the Taleworlds forum, so that is why they still say denars.  I agree it would be cool to have roaming fugitives and larger parties that you would have to hunt down and destroy.  But right now I'm just trying to get the basic system working, and eventually it might be possible to do something more complicated, etc.  I'll probably switch the dialog back to just happen at the cantina, since I'm not sure a separate NPC at the trade federation accomplishes much, and might be more of a pain then its worth.  I'll try and use some of Revan's suggestions for the different contracts, but they may have to be somewhat generic, since currently the names and locations are randomly chosen in the code, so it might be weird to hear about a Droid called "Naz the Scruffy Looking".  :)

good thinking :)

I guess it's best to start small and build up, just nice to know my suggestion's been registered ;)
Made the same point a while back and due to inactivity it wasn't picked up (not blaming anyone, understand you have a real life that's more important!)

Just wish i knew something about coding so i could help  :(
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 08, 2009, 02:06:13 PM

Yeah, these bounty hunting quests were taken from some code posted on the Taleworlds forum, so that is why they still say denars.  I agree it would be cool to have roaming fugitives and larger parties that you would have to hunt down and destroy.  But right now I'm just trying to get the basic system working, and eventually it might be possible to do something more complicated, etc.  I'll probably switch the dialog back to just happen at the cantina, since I'm not sure a separate NPC at the trade federation accomplishes much, and might be more of a pain then its worth.  I'll try and use some of Revan's suggestions for the different contracts, but they may have to be somewhat generic, since currently the names and locations are randomly chosen in the code, so it might be weird to hear about a Droid called "Naz the Scruffy Looking".  :)

Yeah, of ocurse. Those places were just examples.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on December 10, 2009, 01:14:44 PM
Are you able to code what I suggested time ago?

It was this:

SABOTAGE AND OTHER OPTIONS (gameplay improvement for small parties):

Mount and Blade relies on massive combat. Take a small group and make it an army, and then conquer. But many times (in STar Wars) it doesn't work like that, in fact, it's the Empire the only one who does that. So, what about some more options? Apart from attack and besiege. Sabotaje is one of those options, perhaps a 'Escape one'?

This idea needs further development, but it could work like this:

You command 30 and enounter an army of 500. No way you are gonna win in direct battle. So, instead of thinking ''shit! Fucking Imperials, where did they come from? If I only were like Revan and Bastila (who destroyed the star forge), like Kyle Katarn and Jaden(who destroyed a cruiser only by themselves) or like Luke, Obi and Han (who got into the Deathstar and managed to scape)'', you have several options (only displayed if your actual party number is below a certain limit, let say: 30 or 20).
Sabotage: You get into a skirmish and your crew fights only part of the enemy force (if you have 10 you confront 20, when they have even 500). And if you win the enemy army disappears (blown up), but you get no loot and the enemy commander escapes.
Escape: You fight a battle of equal numbers. If your crew is about 10 people you confront 10 people in the hangar. If you win you get a shuttle and scape, but it would be a normal shuttle (the one you get at the begginning of the game), so you would actually loose your current hunter, ship or cruiser.
Escape Duel: If the enemy fleet which has engaged you has a character you get the option of fighting him in a duel (during the duel it's suposed that the crew recovers the ship, just like in Episode IV). If you win you get to scape with your current ship, if not they capture you (and your party flies away or is captured too).
Drive them through an asteroid field: Both the enemy and you get a chance of getting killed, so if you are lucky you scape and the enemy gets destroyed, or you loose all your party while the enemy looses just 2 guys (luck sort of thing). Once this loto finishes the enemy frezes for a moment and you can fly once more in the campaign map.
Sacrifice:  You get captured and loose all your personal belongings. But once you get to prison you are automaticly rescued by your party.

And more options could be added in sieges. For example:
You have a crew which is below the 'small party' number limit (20 or 30) and you get to a planet or base that has a guard of about 200. No way you are gonna win, but you don't want to go somewere else neither. You need the money, or you just want to have some fun epic moment! The game displays these options a part from 'waitin till tomorrow' and 'lift siege':
Theft: You get to fight a enemy force of about two times yours (in size, so 13 vs 26 / 24 vs 48 / etc). If you win you get a bunch of money (from 10.000 to 20.000 credits, but there is no loot from the battle), and if you loose your party disbands and you are imprisoned.
Murder: If there is a character in the enemy lines you can click this option and fight him in a duel, but you wouldn't be surrounded by guards watching (like it would happen in the Escape Duel option, just like in the 300 mod for MaB) . If you win the enemy commander is permanently killed or his health goes to 0 %. If you loose you are imprisoned.

This, any many of the other ideas in this thread, are good suggestions and stuff that would make sense to implement.  Unfortunately, with my limited time, and me not having a great understanding of python (this is the first time I've programmed in it) or the module system itself, most of them will probably not be added.  Maybe if we get another coder at some point they can go off on their own and work on some new features, but right now I have basically zero free time, so only able to make some basic changes...  :(
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 10, 2009, 02:40:31 PM
Ok. Could you add/change some locations on the campaign map, and add factions?

Add the Vergesso Asteroids Battlestation (Alliance)

And start adding the factions we taked about in the past.

i would personally prefer another faction, if only to keep the Hutts on their collective toes.

Zann Consortium (Hypori, Saleucami and Ryloth as primary planets, + stations, with Tyber Zann, Urai Fen, Silri, Boosk and a IG-88 as a commander).

Mandalorian Clans (Mandalore as primary planet, + stations, Mandalore as their leader, (we have the units))

CIS Remnants (a faction which would work more like pirates, spawning in different places, for now geonosians and Battle droids could do (canon and cool)).

Corporative Sector is a good choice too, but they would always be allied to the Empire (they have a sector in the galaxy, but I don't remember what planets are thy)

One at a time...

ZC. Again with the gorram ZC. If you're going to do a criminal syndicate, do it right, and do it Black Sun. The ZC is a fanboy's wet dream that, while technically canon, was fit very poorly in with the rest of canon, and even in the one game it appears in, seems very out of place.

MC. Not a terrible idea. They wouldn't have a lot of territory, unfortunately, but this is an area (considering the popularity of Mandalorians among fanboiz) where we can probably let gameplay trump realism (and possibly even canon, to some extent, since the Mandalorians weren't really active during the time this mod is theoretically set).

CIS. I like the idea of them as pirates and bandits, but not as a faction. Not sure what video game made them canon, but I don't really care all that much, either. It's not an idea that flies in the face of what passes for sense in the SWCanon.

CS. This one I really like, since it was canon before Lucasarts started making up retarded junk to fill their games with.

Other ideas....

Corsec. Canon bvg (Before Video Games), can have Corelllia and nearby installations. A law enforcement agency well-suited to opposing the Hutts.

Chiss. Established as a seperate power, canon bvg, have some unique items of their own. Would have to check to see what systems the Chiss control, though...

Yuuzhan Vong. Wrong period, I know, but pending a determination whether or not it's worth the trouble to model their equipment, it could add quite a few exotic weapons to the mix, some throwing weapons, some melee weapons, a few other odd bits and pieces (an amphistaff that uses the rifle skill to shoot 'venom'?). This would be a case of invoking the Rule of Cool. Are they canon? Yes. Are they period? No. Are they awesome? Unquestionably. If the decision is made to make an 'Invasion' submod, like the SoD series, the YV would make excellent invaders. Say, 300 days in they start appearing and wrecking the joint. Make it an epic galactic struggle for survival.

BLack Sun? I already thought about it. It would be a nice faction, but it would only have a planet. But noo way leaving ZC aside. ZC broke from the hutt Cartel, and BS betrayed Zann. Then Zann started kicking HC and BS asses (plus those from rebels and imperials). Zann was clever than the others and had an incredible management, and he got complete control over three planets, as much as the hutts. ZC is canon and it would add more deph and variety. And what the heck, it's the coolest from them all.

About Corellia. Yeah, I thought about it, they weren't exactly part of the empire, in fact, they built ships for the rebellion. I wouldn't make it a separate faction, I would give it to the Rebell Alliance. Or well... it could be a separate faction, but alied with the Rebellion (like the corporate sector and the empire).

CHiss, yeah, I too thought about that. The chiss had very good relations with the empire. It could be treated as a complete independent faction, or as somth next to the Corporate Sector.

And I would say no to the Zugan Vong. Definitely they are cool, but they don't enter in this period. Perhaps for some sort of 'later expansion' for the mod, but not now.

So, for now we have the following:

- Zann Consortium (Hypori, Ryloth, Saleucami)
- Corporate Sector (Bonadan (has more, but of little importance))
- Chiss Ascendancy (Csilla)
- CIS Remnants (pirate spawning)
- Mandalorian Clans (Mandalore)
- CorSec (Corellia)
- Black Sun (Ord Mantel)

Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on December 10, 2009, 03:13:01 PM

I agree more factions would be cool, but it probably won't be something I'm messing with anytime soon (if ever).  Reducing the number of factions was actually a fairly major pain to do, just due to the number of places in the code it had the default of 5 set, and since I'm changing so many parts of the code it can introduce a lot of bugs, etc.  It also looks like there might be some game engine or module system limitations if I tried 5+ factions, and now that I've added faction specific patrols and town walkers I'd have to modify that code as well... I'll think about making some minor tweaks to the map, but right now since its almost the holiday season, and things just got really crazy at work, I'll probably be posting an 'official' release in the next few days and calling it quits for a while...
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 10, 2009, 03:19:30 PM
Ok. Just to let you know. If you could include some of these factions it ould be wise to do it in this orther (due to faction's relevancy and power):

1 - Zann Consortium (Hypori, Ryloth, Saleucami)
2 - Corporate Sector (Bonadan (has more, but of little importance))
3 - Mandalorian Clans (Mandalore)
4 - Chiss Ascendancy (Csilla)
5 - CIS Remnants (pirate spawning) - Perhaps you could add them as normal pirates rather than (to save a slot) a separate type of pirates.
6 - CorSec (Corellia) - Though great it's not a real musthave (aids the rebellion).
7 - Black Sun (Ord Mantel) - Though great it's not a real musthave (you already have them as normal pirates).
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on December 10, 2009, 03:24:25 PM
1.Remove the grid/net on the overland/galaxy map
I left the old map in the textures folder if you want to change this.  Just rename map_steppe.dds to map_steppe_old.dds, and map_steppe_transparent.dds to map_steppe.dds.
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on December 10, 2009, 03:30:40 PM
Ok. Just to let you know. If you could include some of these factions it ould be wise to do it in this orther (due to faction's relevancy and power):

1 - Zann Consortium (Hypori, Ryloth, Saleucami)
2 - Corporate Sector (Bonadan (has more, but of little importance))
3 - Mandalorian Clans (Mandalore)
4 - Chiss Ascendancy (Csilla)
5 - CIS Remnants (pirate spawning) - Perhaps you could add them as normal pirates rather than (to save a slot) a separate type of pirates.
6 - CorSec (Corellia) - Though great it's not a real musthave (aids the rebellion).
7 - Black Sun (Ord Mantel) - Though great it's not a real musthave (you already have them as normal pirates).

you're quite pushy aren't you  ;)
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on December 10, 2009, 03:33:26 PM
How did you figure that out? ::)
Revan, will you please. Drop. The. Zann. Consortium?
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 10, 2009, 03:48:25 PM
Revan, will you please. Drop. The. Zann. Consortium?

No. Cause it holded 3 important planets and controlled many others. It's part of the Star Wars history, and if that's what they want it to be that's what it is. It has been written by a Star Wars screenwriter, it's friendy with the movie saga and has Geroge Lucas' stamp.
Title: Re: SWC: Suggestions for future releases
Post by: caaru-kun on December 10, 2009, 05:03:41 PM
Revan, will you please. Drop. The. Zann. Consortium?

No. Cause it holded 3 important planets and controlled many others. It's part of the Star Wars history, and if that's what they want it to be that's what it is. It has been written by a Star Wars screenwriter, it's friendy with the movie saga and has Geroge Lucas' stamp.


You do know,adding to much will remove all possibilitys of a expansion when SWC is done :)

IF,they're ever gonna make one
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on December 10, 2009, 05:17:15 PM
I don't really care WHAT you say, but a faction appearing in a single (shitty and money-sucking designed) game is NOT important.

Yes, even if they have lightsaber-wielding hotties riding rancors, you mockery.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 11, 2009, 06:07:49 AM
a faction appearing in a single (shitty and money-sucking designed)

Like what? Like the whole Star Wars world? - Must I remind you the teady bear army or the pig-men guards? Or perhaps Vader's inept stormtroopers...

And by the way. This mod is great, but suffers a lot from crushes and, sometimes, low FPS. I think it would be a good idea (if possible) use distant lods from a closer distance.
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on December 11, 2009, 11:22:47 AM
Tree density should definately be reduced. I deliberately avoid any area with trees because it's so laggy :(
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 11, 2009, 11:36:00 AM
Tree density should definately be reduced. I deliberately avoid any area with trees because it's so laggy :(

Tress have already been reduced. If you reduce them more: looses feeling. Well, in Endor and Kashyyk you could take trees out and make the others bigger, that would be better and more reallistic. Anyway, as I said, whaat wouldreally stop a lot of ccrashes in creating distant lods and making distant lods appear from a closer distance.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on December 11, 2009, 12:55:45 PM

Well, part of the poor performance or crash in battle is probably because we don't have LOD's for a lot of our models.   I asked the guys to try and make a few of them for the most common (ie. stormtroper) or higher poly (ie. b1-battledroid) models but if we created them it was usually just a LOD2 so isn't good enough quality to be used as a LOD1.  There is also no way that I know of to change the distance the different LOD's are used at, but that would be a very cool option if they added it into the M&B Options in the future.  So unless somebody wants to volunteer to create a bunch of LOD's then I doubt performance is going to be improved much...

People have said this mod seems to crash a lot, do we think its just related to the performance problem and higher poly models, or do we think there is some script error or other problem going on?   I've seen a few script errors but I don't think they've been causing crashes so have ignored them to a certain extent.  If the crashes are more 'random' then I'd think its probably due to the computer or M&B reaching some max due to the number of polys in a scene, etc.   Maybe I should put a note about lowering the battlesize to that popup at the start or something?   People have also said they've crashed on the map before, but even the map is pretty high poly so I could see how that might be hitting a limit too...
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 11, 2009, 02:51:50 PM
It crashes everywhere. There is not specific places. It seem though it crashes more in smaller places, such as village planets and battlestations.

Oh, now that I remember. Always that you get the 'the place is under attack' it crashes.



Oh. Another suggestion: Take out the dialog 'you are a lord with no master' and insert some sort of peace dialog. You could use the typical one (which many MaB mods use) of paying him to convince his own faction.
Additional: it would be very good if you could make peace without cost when you and that faction have a common enemy.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on December 11, 2009, 04:08:49 PM
This is my que to say that this mod hasn't ever crashed for me, right? Though it's also true that I almost always fight on ship... I tried out Yavin, Kashyyyk and Corellia though.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on December 11, 2009, 04:47:27 PM

Ok, lets try and figure out some idea's for the game crashes since I'd like to eliminate or reduce those...  I posted some thoughts in this thread below, but if you guys and others can let me know what you are seeing, what settings you use, what your computer is, etc, then maybe we can try and figure out something...

http://mbx.streetofeyes.com/index.php/topic,1996.0.html
Title: Re: SWC: Suggestions for future releases
Post by: Dain Ironfoot on December 12, 2009, 09:40:01 AM
a faction appearing in a single (shitty and money-sucking designed)

Like what? Like the whole Star Wars world? - Must I remind you the teady bear army or the pig-men guards? Or perhaps Vader's inept stormtroopers...

And by the way. This mod is great, but suffers a lot from crushes and, sometimes, low FPS. I think it would be a good idea (if possible) use distant lods from a closer distance.

Hells but you're an idiot aren't you? Lets see which of those is more iconic.. the stuff from a classic film trilogy or a faction from a spin off game..

Oo, that wasn't hard at all was it?

Ye gods but you exhibit no ability to learn whatsoever.. you're still a pushy fucker.
Title: Re: SWC: Suggestions for future releases
Post by: caaru-kun on December 12, 2009, 12:14:29 PM







Hells but you're an idiot aren't you? Lets see which of those is more iconic.. the stuff from a classic film trilogy or a faction from a spin off game..

Oo, that wasn't hard at all was it?

Ye gods but you exhibit no ability to learn whatsoever.. you're still a pushy fucker.


Geezus christ,he's just suggesting. Does it matter were it's from? Aslong as it carries the title STAR WARS,it's canon friendly and a good thing to add. :)
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on December 12, 2009, 12:35:48 PM

I don't really mind suggestions or enthusiasm, and am happy that people enjoy this mod and want to see it improved.  However, me and most of the team feel that the movies, primarily the original trilogy, should be the main source of inspiration for this mod.   So while we may occasionally use some concepts from the books or video games, it is by far a much lower priority, so don't take offense if we don't use some suggestions based on that content.   ;)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 12, 2009, 12:37:50 PM
a faction appearing in a single (shitty and money-sucking designed)

Like what? Like the whole Star Wars world? - Must I remind you the teady bear army or the pig-men guards? Or perhaps Vader's inept stormtroopers...

And by the way. This mod is great, but suffers a lot from crushes and, sometimes, low FPS. I think it would be a good idea (if possible) use distant lods from a closer distance.

Hells but you're an idiot aren't you? Lets see which of those is more iconic.. the stuff from a classic film trilogy or a faction from a spin off game..

Oo, that wasn't hard at all was it?

Ye gods but you exhibit no ability to learn whatsoever.. you're still a pushy fucker.

Yeah, and what about the Black Sun, the Night Fangs and all that stuff. And by the way, there is already material, the defiler for example.

ANd lets remind people that lightsaber stuff in the arena is uncanon, is not in the movies, and even disatisfies some people (like me). But that, cause some like it, got in. The same should happen with the COnsortium. Plus, I remind you Geroj really likes the Zann stuff; and maybe Happy too (he made Zann's clothes). And they are both developers...
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on December 12, 2009, 07:59:33 PM
There's the twist: everyone but you likes the lightsabers in the arena, and everyone but you dislikes the ZC.

I also fail to see how you figured those two like ZC.
Title: Re: SWC: Suggestions for future releases
Post by: rorogg on December 13, 2009, 03:25:13 AM
maybe Happy too (he made Zann's clothes). And they are both developers...

I thought he did that to get you to shut up about it!  :lol: (JK) I think he just made it for pirates
ALso, I don't care if its cannon, but lightsabers are cool.
Plus, all those games, that have the Zann Consortium and whatever, they are not the movies,
and I think its fine just like this, without all of that new "expanded universe" crap.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 13, 2009, 04:00:54 AM
everyone but you dislikes the ZC.

That is totally fake! I've just given you a pair of good names we both know. That you and someone else dilikes it is different. Plus, don't make me compare the Zann Consortium with the Clone Wars stuff you are in love with.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on December 13, 2009, 06:18:32 AM
Look, you idiot.

Yes, he made the armour to make Revan STFU for a while. Didn't last long, sadly.

You made up that those two love ZC: I shall believe you when either they confirm it, or you show me solid proof.

And how the hell can you compare something that was in two out of six movies, with something that was in a single spin-off game expansion?

Also, I'm not in love with Clone Wars stuff. I think it looks cool, but you don't see me demanding from Hokie that he makes a new faction of renegade clones or whatever.

Final note, I'd love it if you actually compared the ZC with the Clone Wars. Then you'd see how bloody rediculous your point is.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 13, 2009, 07:14:50 AM
you don't see me demanding from Hokie that he makes a new faction of renegade clones or whatever.

Cause there was non.


But returning to the Zann COnsortium stuff. It would be great for the gameplay (another faction), would add items and diversity overall, and has a lot of cool things. Doesn't present conflict with the movie saga and even explains some things (such as what happened with Hypori during the Galactic Civil War). It is canon and even one of the most canon things ever, if you go to Wookiepedia you'll notice there is no lore ambiguity.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on December 13, 2009, 07:48:39 AM
Oh really. Well they were mentioned in some EU book that was deemed uncanon... DATZ GOTA COUNT :green: :green: :green: Seriously man. As far as I'm concerned, there was no ZC either.

Anyway, away from this idiot and back to real suggestions.

Hokie, you should really look into the weapons and what skill they are assigned to - from my experience, rifles are pretty much useless. THIS should be a number one priority.
Also, rifles that should have been full automatic (such as the E-11, DC series, DLT-19 etc.) should have their ammo clip sizes vastly improved, so you can actually use them as such, not having to reaload every bloody ten shots.
Oh yeah, and I think some of the smaller (carbine) rifles look funny worn on back, so I tried assigning them the 'carry katana' flag instead of 'carry buckler left' or whatever it used to be, and it looks quite nice.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 13, 2009, 08:01:05 AM
Hokie, you should really look into the weapons and what skill they are assigned to - from my experience, rifles are pretty much useless. THIS should be a number one priority.
Also, rifles that should have been full automatic (such as the E-11, DC series, DLT-19 etc.) should have their ammo clip sizes vastly improved, so you can actually use them as such, not having to reaload every bloody ten shots.
Oh yeah, and I think some of the smaller (carbine) rifles look funny worn on back, so I tried assigning them the 'carry katana' flag instead of 'carry buckler left' or whatever it used to be, and it looks quite nice.

Yeah. E-11s for example should have 30 shots per charge.

But heavy weapons need even more work on this aspect. As far as I now weapons such as de DC-15 rifle (the long one) had a lot of shots per charge and maybe could fire even faster.

ANother thing about weapons I've experimented is the little accuracy they have. Even with fine character stats aiming from 2-3 meters is hard when firing continously.


And now that we talk about this. I would like to remember the nice animations the Modern Warfare team has for rifles. They definitely should replace the crossbow ones.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on December 13, 2009, 08:19:56 AM
Yeah. E-11s for example should have 30 shots per charge.
You mean between reloads? Plasma cartriges hold much more than that.

Anyway, the DC-15a, or as you call it, the long one, could, with optimal settings, fire 500 bolts with a single tibanna plasma gas cartrige, at full auto. Not in a single let-out, that would overheat it, but in separate ones.

About accuracy, it's actually almost alright, blasters were supposed to be clumsy and be rediculously far off at something as 30 m. Rifles, I don't know, but what's the problem is that they focus too slowly when you fire fastly. Because there is no auto, you have to click like crazy; nothing that wrong with that, but the accuracy is horrible whereas it should be moderate.

And hell yes, new firearms animations. Aprove.
Title: Re: SWC: Suggestions for future releases
Post by: curtsibling on December 13, 2009, 10:42:26 AM
The mod is the best I have played for ages, and having a blast as an Imperial officer.

I am thinking it would be nice to somehow have a military rank awarded, perhaps based on the players Reknown.
A rank could be given either a specific item (rank insignia with a leader bonus?) or perhaps talking to one of the
faction leaders, who informs you of your new status, and then you could change your character name with a
rank in front of it...EG: Officer Slack becomes Colonel Slavok when he reaches a reknown level of say 600...

General at 1000, Admiral at 1400, Moff at 2000, and so on...

I know that we could merely do this ourselves, but it would be cool for a leader to promote the player...

The only real quibble I have with "Conquest" at the moment is the weird movement of the speeder bikes,
the player's bike is upside down at the start of the mission, and the patrons sitting are a bit wonky...

I actually did not mind them standing around...:)
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on December 24, 2009, 06:30:41 PM
Would it be possible to make it so that there is a possibility of multiple bounties on the same planet, or maybe some henchmen? This would really up the difficulty of taking down some of the bounties.

As well as this what about the possibility of taking the top member of your party list with you when landing on a planet?

These are just some thoughts, no idea how hard they'd be to code and wouldn't be offended if told they're impossible or too much work

Also how about asking the "Wedding Dance" team for their code regarding negotiation of surrender terms? that'd make things a lot more fun. Maybe also add a marriage feature?

Oh and Merry Christmas :)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 26, 2009, 08:36:53 AM
Are podraces possible?

It would add a lot to the game...
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on December 26, 2009, 04:35:56 PM
Are podraces possible?

It would add a lot to the game...

i THINK (haven't got round to it yet but fairly sure i saw this in a screenie) that there are chariot races in "The Wedding Dance" so it may be possible to borrow their code and simply change the mounts?
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 26, 2009, 04:50:13 PM
Are podraces possible?

It would add a lot to the game...

i THINK (haven't got round to it yet but fairly sure i saw this in a screenie) that there are chariot races in "The Wedding Dance" so it may be possible to borrow their code and simply change the mounts?

That would be great.
Title: Re: SWC: Suggestions for future releases
Post by: Catoblepas on December 26, 2009, 11:52:19 PM
May I suggest removing at least some of the dual-wieldable weapons? I know it makes sense that a lightsaber can deflect blaster bolts, but it really is kinda immersion breaking when I open fire on a wookie and it blocks the shot with a little sword, and even worse when npc's use a westar pistol to block blaster fire. (I think the mandalorian does this) Also, I remember obtaining a few battledroids from some pirates at some point, and I recall that their wages were quite high. I don't remember what their level was, or how effective they were in combat, but it didn't seem fitting that they would be so expensive, considering the 'cannon fodder' role they served in the movies. If any unit deserved an upkeep of 1, I would think it would be the battle droids. Just my two cents, I hope you don't hold it against me that this is only my second post, I really love your mod!
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 27, 2009, 04:02:17 AM
May I suggest removing at least some of the dual-wieldable weapons? I know it makes sense that a lightsaber can deflect blaster bolts, but it really is kinda immersion breaking when I open fire on a wookie and it blocks the shot with a little sword, and even worse when npc's use a westar pistol to block blaster fire. (I think the mandalorian does this) Also, I remember obtaining a few battledroids from some pirates at some point, and I recall that their wages were quite high. I don't remember what their level was, or how effective they were in combat, but it didn't seem fitting that they would be so expensive, considering the 'cannon fodder' role they served in the movies. If any unit deserved an upkeep of 1, I would think it would be the battle droids. Just my two cents, I hope you don't hold it against me that this is only my second post, I really love your mod!

I agree the thing about the droids. Not only their upkeep. They should have less health and worse mele combat. I cannot understand how they are able to pown my units in close distance.

And about the dual weapons thing. Maybe what could be done is the same as with the luck shield, give it 'hushh' sounds instead of blocking ones. Not giving them shields tose units is serious trouble for game balance.
Title: Re: SWC: Suggestions for future releases
Post by: caaru-kun on December 27, 2009, 10:32:30 PM
Would it be possible to make it so that there is a possibility of multiple bounties on the same planet, or maybe some henchmen? This would really up the difficulty of taking down some of the bounties.

As well as this what about the possibility of taking the top member of your party list with you when landing on a planet?

These are just some thoughts, no idea how hard they'd be to code and wouldn't be offended if told they're impossible or too much work

Also how about asking the "Wedding Dance" team for their code regarding negotiation of surrender terms? that'd make things a lot more fun. Maybe also add a marriage feature?

Oh and Merry Christmas :)

It is possible,in 1866 they did it:)
Title: Re: SWC: Suggestions for future releases
Post by: Catoblepas on December 27, 2009, 11:16:36 PM
Don't we already have a form of luck shield in that some of the officer uniforms have quite high defense despite being made from cloth? Personally, I think the small and medium energy shields work fine for this purpose. Also (in my opinion) it would look even sillier to have an imperial moff or a rebel general (or the player) block blaster bolts with their bare hands, although it would make better sense for jedi, since Darth Vader did that in the second movie. If I recall correctly, there is already a force shield item that the force power merchant sells. As for podracing,  could we have swoop bike racing? Unless I am mistaken, we already have those in game, and I'm pretty sure they are cannon for this general timeframe as well. Aside from the bit about dual wielding I guess the only other things that bother me are the inclusion of imperial gunners as infantry and that the imperial and rebel pilots ride speeder bikes. It just seems kind of odd that skilled operators of expensive artillery and ships would be used as infantry and scouts. (even more so that they would be better than some of the actual soldiers like naval troopers at their jobs). just a few minor grievances I had, as even with those problems, it is still my favorite M&B mod!
Title: Re: SWC: Suggestions for future releases
Post by: caaru-kun on December 28, 2009, 11:26:14 AM
I guess the only other things that bother me are the inclusion of imperial gunners as infantry and that the imperial and rebel pilots ride speeder bikes. It just seems kind of odd that skilled operators of expensive artillery and ships would be used as infantry and scouts. (even more so that they would be better than some of the actual soldiers like naval troopers at their jobs). just a few minor grievances I had, as even with those problems, it is still my favorite M&B mod!


Roflmao,would you prefer them to come crashing down in X-wings giving airsupport? Even though the battle star galactica mod(present as a developement feature in this mod) it is possible for star ship combat. People would die like bugs if they implented artillery and X-wings/TIE-fighter. Not to mention they need a heck of a time configuring the AI so they don't charge straight down to the ground when they see a enemy troop and/or charge into a enemy ship. It's an awesome idea if artillery and airsupport were available,but since said again,your troops would die like bugs,I prefer the pilots to take the combat on speeders,as they are skilled technichans(spelling?)and good at  dog fighting equipped with there emergency weapons(wich leads us to a sub-topic written below) they know how to pick off what soldiers/(if space) Cannons missed.


Emergency Weapons : Every aircraft,vechile,naval vechile is equipped with emergency equipment if its crew runs out of gas and/or crash in inappropriate areas(most likely behind enemy lines) to find refuge or get to safe areas or complete the assignment and needs to be equipped with lethal weapons if it comes to means of selfdefense or if the assignments require aggressive actions. The Emergency equipment often consists of items appropriate of the enviroment,medic pack(rare),small arms,automated and/or single rate fire rifle(rare),water(semi-rare) and food(semi-rare).

Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 28, 2009, 12:03:17 PM
I guess the only other things that bother me are the inclusion of imperial gunners as infantry and that the imperial and rebel pilots ride speeder bikes. It just seems kind of odd that skilled operators of expensive artillery and ships would be used as infantry and scouts. (even more so that they would be better than some of the actual soldiers like naval troopers at their jobs). just a few minor grievances I had, as even with those problems, it is still my favorite M&B mod!


Roflmao,would you prefer them to come crashing down in X-wings giving airsupport? Even though the battle star galactica mod(present as a developement feature in this mod) it is possible for star ship combat. People would die like bugs if they implented artillery and X-wings/TIE-fighter. Not to mention they need a heck of a time configuring the AI so they don't charge straight down to the ground when they see a enemy troop and/or charge into a enemy ship. It's an awesome idea if artillery and airsupport were available,but since said again,your troops would die like bugs,I prefer the pilots to take the combat on speeders,as they are skilled technichans(spelling?)and good at  dog fighting equipped with there emergency weapons(wich leads us to a sub-topic written below) they know how to pick off what soldiers/(if space) Cannons missed.

Well. The Festung Breslau mod has already implemented the use of hunters and tanks on ground battlefields...
Title: Re: SWC: Suggestions for future releases
Post by: Catoblepas on December 28, 2009, 12:17:35 PM
Actually I was thinking that it might be a better idea to keep them off of the battlefield entirely. I'm all for having them in the game, but it does seem a little odd that a Imperial gunner or rebel pilot be better than a stormtrooper or fleet trooper in their own field of expertise. I wouldn't expect them to be pressed into service as foot soldiers unless there was desperate need, so not to risk losing valuable personnel in a field of work outside of their specialization. It's kind of like using air force pilots to drive Humvees, it doesn't make sense, hence why I think they shouldn't be combat units at all. NPCs walking around cities and castles would be pretty cool though, and revan's suggestion seems pretty cool, if it could be implemented. There are plenty of other units that could replace them, especially for the imperials (vetran naval troopers, naval officers)
Title: Re: SWC: Suggestions for future releases
Post by: curtsibling on December 30, 2009, 02:46:43 AM
I agree. Pilots are OK on ship boarding operations, but they seem a bit funny on the battlefield.
Having them on speeders is sort of OK, but really these units would be flown by army men...
Title: Re: SWC: Suggestions for future releases
Post by: Darth Loganthal on December 30, 2009, 11:13:56 PM
I posted in haste about this topic before i found this thread so i will repost it here.

I am new to M&B and to this mod. So far i love both games.

Was curious if there would be any future mods that might incorporate an invasion? I have seen this done on a few other mods (Sword of Damocles - Invasion 4.1 and others) and i think it would be awesome if after a year of gametime that the Yuuzhan Vong would enter somewhere on the map and start a war against all factions until they were wiped out. Plus, i think their gear would be awesome to have ingame.

Another idea i had was Would it be possible to set up "Guilds" ingame where players could go to get "Class" based quests?
--Such as say my character is a Bounty Hunter, it would be nice to go to a certain place or even a kiosk in a cantina and take a contract out on someone. Weather it was to kill then or capture them would be detailed in the contract, or even if they were worth more dead or alive. Some of these people would be the normal land on a planet walk around until you find them in a corner, but, others might be rebel offices that travel with an army at their back which you need to defeat and capture the officer.
--Or say my character was a smuggler, i could go to a contact and be given some "Cargo" and a destination. Once that mission is taken random spawns, how many and how tough depending on the difficulty of the mission, would appear and seek me out if i got too close and they might have a maxed out radar skill.
--Or i could be playing as an actual ambassador and have to be given locations to seek out individual parties that are in need of some judication. Listen to the case and those involved, might have to travel around and maybe fight through body guards to get to them, weight the evidence and bring your judgment on the situation. Would be cool if this might sway reputation among factions or people that have them in the game or even be able to change the allegiance of a planet or moon from one faction to another without needing to fight, with enough work.

Just some ideas i have had. Im a huge fan of this mod and would love to see it thrive. If you like these ideas, i have tons more lol. Thanks for the mod guys!!
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on December 31, 2009, 04:38:55 AM
I posted in haste about this topic before i found this thread so i will repost it here.

I am new to M&B and to this mod. So far i love both games.

Was curious if there would be any future mods that might incorporate an invasion? I have seen this done on a few other mods (Sword of Damocles - Invasion 4.1 and others) and i think it would be awesome if after a year of gametime that the Yuuzhan Vong would enter somewhere on the map and start a war against all factions until they were wiped out. Plus, i think their gear would be awesome to have ingame.

Another idea i had was Would it be possible to set up "Guilds" ingame where players could go to get "Class" based quests?
--Such as say my character is a Bounty Hunter, it would be nice to go to a certain place or even a kiosk in a cantina and take a contract out on someone. Weather it was to kill then or capture them would be detailed in the contract, or even if they were worth more dead or alive. Some of these people would be the normal land on a planet walk around until you find them in a corner, but, others might be rebel offices that travel with an army at their back which you need to defeat and capture the officer.
--Or say my character was a smuggler, i could go to a contact and be given some "Cargo" and a destination. Once that mission is taken random spawns, how many and how tough depending on the difficulty of the mission, would appear and seek me out if i got too close and they might have a maxed out radar skill.
--Or i could be playing as an actual ambassador and have to be given locations to seek out individual parties that are in need of some judication. Listen to the case and those involved, might have to travel around and maybe fight through body guards to get to them, weight the evidence and bring your judgment on the situation. Would be cool if this might sway reputation among factions or people that have them in the game or even be able to change the allegiance of a planet or moon from one faction to another without needing to fight, with enough work.

Just some ideas i have had. Im a huge fan of this mod and would love to see it thrive. If you like these ideas, i have tons more lol. Thanks for the mod guys!!

You can get contracts already. Plus the contract thing may get further development. One possibility is to add mission centrals to the towns (like in SWG).
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on December 31, 2009, 01:08:19 PM

A lot of that stuff is possible to code, it just takes a lot of time, could introduce bugs to the game, would need to be balanced, etc.  So right now with the mod appearing to be in pretty decent shape, and me with VERY limited time, I've been concentrating on smaller stuff (gameplay balancing, sounds, textures, dialogs, animations, etc).  Maybe when warband comes out this mod with pick up more interest, but right now we'll be moving in small steps for a while.
Title: Re: SWC: Suggestions for future releases
Post by: Darth Loganthal on January 02, 2010, 09:23:43 PM
Sounds good to me. Balance is rather important. I hate games that are unbalanced by a single weapon or piece of gear. Thanks for the info.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on January 08, 2010, 11:55:03 AM

Swyter created a Power Droid model, so I wanted to get people's feedback on how this should be used.  I'll definetely add them to the town walkers and droid parts merchant, but we could also make them hireable mercs and have them in battle.  I believe I could code it so the agents ammo would be refilled if they were close to a power droid.  Does that make sense?   If so, how close do you have to be to them and will they refill if an enemy is close?  also, how much should they cost, how much armor or health should they have, etc?  I should probably also give it the ranged troop flag so they stay back in battle

Any other idea's or suggestions for concepts like having a hireable medical droid or even the jedi's which slowly healed you when you were close?   An assassin droid that hurt you when you got to close to it, etc....
Title: Re: SWC: Suggestions for future releases
Post by: Vector on January 08, 2010, 12:54:39 PM

Swyter created a Power Droid model, so I wanted to get people's feedback on how this should be used.  I'll definetely add them to the town walkers and droid parts merchant, but we could also make them hireable mercs and have them in battle.  I believe I could code it so the agents ammo would be refilled if they were close to a power droid.  Does that make sense?   If so, how close do you have to be to them and will they refill if an enemy is close?  also, how much should they cost, how much armor or health should they have, etc?  I should probably also give it the ranged troop flag so they stay back in battle

Any other idea's or suggestions for concepts like having a hireable medical droid or even the jedi's which slowly healed you when you were close?   An assassin droid that hurt you when you got to close to it, etc....

It will definitely be great for when Warband comes out, specially if your playing ranged on multiplayer.
I think currently make them quite expensive and rare, since they obviously will be a great bonus in battles and the same with medical droids.
I'm not too sure about Jedi with a healing radius simply because it may cause alot of unbalance in battles.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on January 08, 2010, 01:17:02 PM

Should we consider having Jedi, Sith, or the core characters regenerate their own health?  I could have it so certain troops may regenerate X hitpoints per minute, etc.  Or maybe only if there wasn't an enemy close, but it might keep people like a Han Solo alive longer, etc...   I could also do it so if you had a certain item equipped or in your inventory it would do the same thing, just need some examples of what it would be called.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on January 08, 2010, 01:24:39 PM
I like the idea of having Jedi/Sith & Hero characters slowly regenerating health, it should make the battles a little more "realistic" in terms of the star wars universe.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on January 08, 2010, 02:02:31 PM
I don't think they should be expensive. The power droid is just another type of droid, nothing specially actually, and very common probably. I say this for obvious lore reasons, but think about gameplay ones. There droid doesn't fight and uses one of the deployment slots. Plus: their function isn't that valuable while theu don't get overpowered in their abilities, speacially the energy droid. Plus (No2) in order to balance both droids would get low health. Specially the medic droid: in videogames he is given less health that the energy ones.

I supose de price of one of those energy droids would be around 500 credits. But that is compared to mercenary recruitment, cause if we have in mind the usual merchants... well, you can find a vibrosword for 5000 credits...
Title: Re: SWC: Suggestions for future releases
Post by: Vector on January 08, 2010, 02:21:05 PM
I don't think they should be expensive. The power droid is just another type of droid, nothing specially actually, and very common probably. I say this for obvious lore reasons, but think about gameplay ones. There droid doesn't fight and uses one of the deployment slots. Plus: their function isn't that valuable while theu don't get overpowered in their abilities, speacially the energy droid. Plus (No2) in order to balance both droids would get low health. Specially the medic droid: in videogames he is given less health that the energy ones.

I supose de price of one of those energy droids would be around 500 credits. But that is compared to mercenary recruitment, cause if we have in mind the usual merchants... well, you can find a vibrosword for 5000 credits...

In the Star Wars Universe the droids wouldn't be hugely expensive but from the point of view of gameplay balancing having cheap functions which give the player a huge bonus could possibly make the gameplay very unbalanced in battles, therefore making them fairly expensive and weak it may help to avoid such issues.

Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on January 08, 2010, 02:49:10 PM
Yes, but keep in mind that both droids can give ammo or health within a certain ratio, which is around 1 or 1 and a half meters, which is very little. ANd also, the medic droid would give health constantly but not much, I mean, 1sec: a bit of health, 1sec: another bit of health.
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on January 15, 2010, 01:17:52 AM
I suddenly had a burst of inspiration this morning as to a suggestion!

Basically this is *drumroll* more improvements for battlestations and planets!

It seems so obvious now! So I was thinking about stuff that could be incorporated and i thought:

Barracks: Allows faction troops to be hired
Shield Generator: Increases time before siege by X%
Enhanced plantation: Increases food store by X days
Arms factory: Allows restocking of ammo in a siege
Bank: Increase prosperity by X%
Space dock: Perhaps a requisite before the planet spawns patrols?
Maybe Slave Camps: somehow prisoners add to income or prosperity or something?

I'd love to hear some more if anyone thinks of any!

What about Orbital Defences too... just don't know how that'd be incorporated

Anyway, yeah just my thoughts :D!

Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on January 15, 2010, 06:11:31 AM
I suddenly had a burst of inspiration this morning as to a suggestion!

Basically this is *drumroll* more improvements for battlestations and planets!

It seems so obvious now! So I was thinking about stuff that could be incorporated and i thought:

Barracks: Allows faction troops to be hired
Shield Generator: Increases time before siege by X%
Enhanced plantation: Increases food store by X days
Arms factory: Allows restocking of ammo in a siege
Bank: Increase prosperity by X%
Space dock: Perhaps a requisite before the planet spawns patrols?
Maybe Slave Camps: somehow prisoners add to income or prosperity or something?

I'd love to hear some more if anyone thinks of any!

What about Orbital Defences too... just don't know how that'd be incorporated

Anyway, yeah just my thoughts :D!

Sounds good to me.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on January 16, 2010, 11:44:04 AM
Had an idea: claimants. Zann for Hutt Cartel, haven't figured out the other two yet. It'd be awesome.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on January 16, 2010, 11:55:55 AM
Had an idea: claimants. Zann for Hutt Cartel, haven't figured out the other two yet. It'd be awesome.

Yes. I thought about it. But somewhere in the forums I read that claimants were difficult to add. Plus, can claimants have their own banner, lords and territory?
Also, do claimants actually fight loyalists?
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on January 16, 2010, 05:30:54 PM
Yes to all, it's only that he rebels when you swear to help his cause. Then it's practically a new faction, and you try talk lords into joining your cause.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on January 17, 2010, 03:32:21 AM
Yes to all, it's only that he rebels when you swear to help his cause. Then it's practically a new faction, and you try talk lords into joining your cause.


That process is interesting. He started being betrayed by Jabba, cause he was gaining too much power (he was his most important commander). So he was sent into a trap and put into prison by imperials, in Kessel.

He was then rescued by Urai Fen with help of the contracted Han Solo and Chewbacca, and settled in Kamino (not with total control of the planet). Short afterwards they conquered Ryloth and moved the base from place.

Time after they conquered Hypori and convinced Silri to join his cause. In those times he used the famous IG-88 (the bountyhunter) and Boosk. After they conquered Saleucami and gained controll over the Mandal Motors Shipyards.

So my idea was.
Faction name: Zann Consortium
Leaders: Tyber Zann, Urai Fen, Silri, IG-88, Boosk
Territories: Ryloth (and stations), Hypori (and stations), Saleucami (and stations), Dathomir and Mandalore Outpost.

So in a certain way... yes. Tyber would be the claimant, and Urai fen should be with him in the start. Then they would have to convince Silri (in Dathomir), and contract IG-88 and Boosk.

There is only one thing I don't like in all this. That they need to be reached by the player. I for example love fighting for the Mandalorians, and if I reach someone of the Zann Consortium is to kill him, not to help him. And if that happens all the story would take a different path, when actually Zann didn't need the player's help.

It would be great if the player could take part in all this, but with the things happening if he doesn't help him in a certain time. So, Zann and Fen are in Ryloth and need to get to Silri. So you can help them out and convince her or not. If you do not (even if you didn't recieve the mission) Silri joins the Zann Consortium after 1 month. Then they must get control over Hypori but they want Boosk to join them. So you can take the mission and get the money from Zann to pay Boosk, and they both get the character and planet. But if you don't take it after a month or so... Boosk and Hypori become part of the Consortium.

But I think that, until we get a new coder (who has time and bla,bla bla), it will be quite difficult to Hokie. That's why I didn't suggest it before, cause a faction would be basicly the same (just without the progress) but much easier to do.

What do you think Hokie?
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on January 17, 2010, 02:59:07 PM
You're right, a new faction would be easier and better. If this goes through, please no dark jedi chicks riding rancors, please.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on January 17, 2010, 04:03:05 PM
You're right, a new faction would be easier and better. If this goes through, please no dark jedi chicks riding rancors, please.

I don't think rideable rancors are possible, lol
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on January 17, 2010, 04:55:43 PM
I know you'd find a way, lol
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on January 18, 2010, 01:52:59 PM
Gosh i know i keep racketing on about suggestions but i had another brainstorm today: More surrender options - a la The Wedding Dance where you can pay a large sum for enemies to fuck off.

Other ideas i've suggested that i'd like to see: a companion following you around town, the cantina etc
more planet upgrades
more parties i've suggested
some other ones by Revan Shan, can't remember what though

oooooh and a colour for shots fired by a gun without ammo, i really dislike the black but that's just me XD, how about white?

i know all this has been suggested before etc, i just wanted to remind you ^^

ooooh edit: also rewards for cantina / planet random skirmishes - sorry for being so demanding :P
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on January 18, 2010, 05:30:27 PM

hey, just a general note, primarily about the Tyber Zann suggestions.  I think I've mentioned this before, but I'm more of a traditional star wars geek, and would like this mod to be more focused on the movies and earlier books.  I haven't played any of the recent star wars games and am not all that interested in adding a character like Zann that apparently was only in the Empire at War video game.  Now, I haven't eliminated him as a possibility, and understand that he's a popular character and his faction would work decent in this mod. But if/when I have time to add a new faction its something I will have to think a lot about, and may consider doing events based on certain triggers or gameplay choices, like the destruction of the Death Star, Grand Admiral Thrawn, the Yuuzhan Vong, etc.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on January 19, 2010, 05:34:25 AM

hey, just a general note, primarily about the Tyber Zann suggestions.  I think I've mentioned this before, but I'm more of a traditional star wars geek, and would like this mod to be more focused on the movies and earlier books.  I haven't played any of the recent star wars games and am not all that interested in adding a character like Zann that apparently was only in the Empire at War video game.  Now, I haven't eliminated him as a possibility, and understand that he's a popular character and his faction would work decent in this mod. But if/when I have time to add a new faction its something I will have to think a lot about, and may consider doing events based on certain triggers or gameplay choices, like the destruction of the Death Star, Grand Admiral Thrawn, the Yuuzhan Vong, etc.

I agree i think when the time comes to adding more factions to the module i believe we should choose factions which will have the biggest positive impact on gameplay, eg: a small faction which primarily uses speederbikes (similar to the steppe faction in native). This then creates a more dynamic situation for players, due to them having to come up with slightly different battle tactics when going up against a large number of mounted enemies rather than the more typical cluster of foot soldiers.
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on January 19, 2010, 02:06:55 PM
how would i go about changing the default blaster shot when no ammo is present from black to a different colour, eg yellow? i want to do this as my character is a bounty hunter and i'd like to be able to carry a melee weapon, rifle and a wrist blaster (but no ammo for it, just for emergencies). Any help would be much appreciated or maybe this could be considered for the next version as i'm sure in anyone's books any colour is preferable to black  ::)
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on January 19, 2010, 02:21:07 PM

The game appears hard-coded to use the black flying_missile mesh in object_bodies.brf.  So you can't modify it just by text editing, but I think I can ship a custom object_bodies.brf and switch this to yellow for the next release.
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on January 19, 2010, 02:26:19 PM
Hokie you are a king amongst mere men :P

Thankyou very much, men shall sing of your deeds for generations to come :)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on January 19, 2010, 02:46:47 PM
Cool. Black shots drive me mad.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on January 20, 2010, 03:07:32 PM
I slightly tweaked the SWC logo while applying it to one of the ship renders and just thought i would post it up incase any one else needs a slightly lightened version to apply to screenshots, signatures and such.
  

 (http://i.imagehost.org/0622/Logo1.png)  (http://s1d2.turboimagehost.com/sp/406ad3c2fbca6d77535099b374f37d81/SWC_logo.png)

Quote
http://s1d2.turboimagehost.com/sp/406ad3c2fbca6d77535099b374f37d81/SWC_logo.png
Title: Re: SWC: Suggestions for future releases
Post by: Lore.Ik on January 25, 2010, 03:47:10 PM
A bothan culture, more campanions (if you can) and cheaper items.
Title: Re: SWC: Suggestions for future releases
Post by: damnimbored25 on January 25, 2010, 06:17:31 PM
In fact the power droids are pretty expensive in the game.
And i got a suggestion, make more wookiee faces. :) Theres just two of them something like this.
http://images2.wikia.nocookie.net/starwars/images/1/14/Wookiee_NEGAS.jpg
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on January 26, 2010, 01:14:52 AM
actually whilst we're at it, more Rodian, Trandoshan and other alien faces might also be nice ;D
Title: Re: SWC: Suggestions for future releases
Post by: HunterAlpha1 on January 26, 2010, 01:29:39 AM
faster build times. as it is, even with massively high engineer skill it still takes forever to construct town/village/castle improvements.  plus add more buildings.

also, alot more enemies on the map, such as deserters and bandits.  with my last game i wanted to be a completely independent faction, but i had to spend all my time looking for enemies to fight just to make enough credits to support my army.  

EDIT:  i also noticed that starting a cantina fight makes it a little too easy to level up.  perhaps you could make it so you can only pick one fight per week or month per planet.
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on January 26, 2010, 01:31:32 AM
i think the item prices and build times are actually about right to be honest :S?

But regarding the bandits, i don't think the quantity is an issue, more they just seem to become concentrated in one area and don't spread out over the whole map. However hopefully there will be more parties being introduced soon ^^
Title: Re: SWC: Suggestions for future releases
Post by: damnimbored25 on January 26, 2010, 07:36:42 PM
Is there any chance that somebody change the combat knife from the clones??
Is just too short and useless maybe change them for a baton....??
Title: Re: SWC: Suggestions for future releases
Post by: Catoblepas on January 27, 2010, 01:27:49 AM
If you do add more bandits, is it possible to concentrate them in the Hutt controlled space? Considering they are crime lords, I think it would make sense that regions would be more lawless, also, it would give players who join that faction more access to stuff they can fight, considering the Hutts don't start at war with anyone.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on January 27, 2010, 02:08:48 AM
If you do add more bandits, is it possible to concentrate them in the Hutt controlled space? Considering they are crime lords, I think it would make sense that regions would be more lawless, also, it would give players who join that faction more access to stuff they can fight, considering the Hutts don't start at war with anyone.

Dunno. That would make the other parts of the galaxy look empty. And actually, I go to the Hutt domains for hidding, not fight.

Pirates, CIS patrolls, biker gangs... they are everywhere.
Title: Re: SWC: Suggestions for future releases
Post by: damnimbored25 on January 27, 2010, 04:22:39 PM
CIS Patrols ?? Really??  :D
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on January 27, 2010, 04:43:10 PM
CIS Patrols ?? Really??  :D

They aren't in the game yet. But many have suggested it, it's canon and we have the models. The only thing left is time for Hokie to do it.  :)
Title: Re: SWC: Suggestions for future releases
Post by: Vector on January 27, 2010, 04:50:07 PM
If you do add more bandits, is it possible to concentrate them in the Hutt controlled space? Considering they are crime lords, I think it would make sense that regions would be more lawless, also, it would give players who join that faction more access to stuff they can fight, considering the Hutts don't start at war with anyone.

I believe it's possible for us to change the locations of bandit parties and i do agree it may make more sense to increase the number of bandits within Hutt Space, how ever you would have to take it up with Hokie.
Title: Re: SWC: Suggestions for future releases
Post by: damnimbored25 on January 27, 2010, 05:00:12 PM
What about adding bikers in the troop tree for the kingdom management option like don't know the mandalorian or trandoshan troop tree.??
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on January 27, 2010, 05:12:33 PM
that's a possibility but if we use the biker troop tree that i created that's gonna consist of 3 types of troops which may not be enough to constitute a faction.

It could be part of a larger "Scum" or "Pirate" culture for the kingdom management though that combines the Thug side of the civilian troop tree with the bikers?
Title: Re: SWC: Suggestions for future releases
Post by: Lore.Ik on January 27, 2010, 09:34:12 PM
First, Great job on the mod! it's really coming along.

Suggestions:

(1) In the ship scene, add some guys sitting in chairs and some walkers.(it's kind of weird to not see anyone moving around in the ship) And have some fight scenes in the ship corridors, like in ANH; Stormtroopers/Rebels and the like, you know. i think this would improve the ship scene(s) allot.

(2) Add some new formations (if you're not already working on it/them), having your troops just stand in a line and shoot at the enemy is stupid.

Again, great job, Keep it up!  :P
Title: Re: SWC: Suggestions for future releases
Post by: damnimbored25 on January 28, 2010, 05:02:36 PM
i agree whit you in the second thing this should have some formations like form teams of three or four don't know that would be awesome.
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on January 30, 2010, 04:41:55 AM
Okay, my suggestion is a fairly small one as i think most of the major ones have been suggested and are being worked on now so good work there... However i believe that in order to further increase that truly star wars feel we could use a few more alien heads...

I'd suggest the following as the highest priority due to not having anything else quite like them:

Aqualish - maybe 2 or 3 versions in different colours and with different numbers of eyes
Gran

The maybe pile :P:
Kubaz
Dressellian
Ishi Tib
Quarren
Duros
Talz?
Zabrak

I'm not sure if anyone would be up to making any of these but just thought i'd compile a list :)
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on January 30, 2010, 08:15:20 AM

I want to try and troubleshoot some of the random game crashes, so I'm moving one of Revan's posts to that thread to this one.  It was from a month ago, so it may not be up to date, but I didn't want to just delete it, etc.
http://mbx.streetofeyes.com/index.php/topic,1996.0.html

Quote
Now. Other things about the beta:

-Spanish Translation. Well done, but somy things are not well translated. Instead of Avanzada it should be Estación. Instead of VibroHoja it should be Vibroespada. Habilidad sobre ruedas? There are no ruedas (wheels) in star wars... Debería ser 'Puntería montada'. There are others but these three really hurted my eyes.

-Speeders. The player doesn't sit correctly. Dunno why. In older versions he did.
-Speeders. Still have no sound.

-Is it my imagination or do some pirates still use the old Z-95 model?

-Vergesso Asteroids Base. Just to remember  :P. Now really, it was a really important base.

-The Arena. Vibrosowrds and blasters mode: I thought it was gonna be more messy, with more random equipment. RIfles, blasters of several types, vibroweapons of different sizes...

I got some pics form Ratattak's Cauldron arena:

http://www.anakinworld.com/images/encyclopedie/droide-droide-de-combat-l8-l9-2.jpg
http://www.theforceperu.net/files/2009/07/asajj_ventress_1.jpg
http://images1.wikia.nocookie.net/starwars/images/thumb/6/6f/Cw6-arena.JPG/800px-Cw6-arena.JPG
http://images1.wikia.nocookie.net/starwars/images/thumb/c/cf/Cw6.JPG/800px-Cw6.JPG
http://images2.wikia.nocookie.net/starwars/images/8/82/Grunda_Mantoid.jpg
http://images4.wikia.nocookie.net/starwars/images/5/51/Flalios_Swyym-Ee.jpg
Title: Re: SWC: Suggestions for future releases
Post by: caaru-kun on January 30, 2010, 08:57:27 AM
Do like the 1866 mod and put diffrent sections on a planet? :D
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on January 30, 2010, 12:02:12 PM
Hokie, I've had an idea for speeder noise. You said the game plays a sound for it every once in a while, yes? Well then, try and get the exact lenght of it, so it doesn't play over itself or have blank silent moments, by experimenting. This should be fairly simple, and doesn't need any coding.
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 02, 2010, 09:33:37 AM
OOM Series Battle Droid suggestion:

The OOM series battle droid is physically identical to the B-1 Battle droid, with the only difference being the fact that they're color coded according to function (B1's weren't) and that they posesses more advanced and independant programming.
In other words: we only need to retexture the current B-1 model)

Troop tree suggestion:

OOM Battle Droid
|
|------> OOM Security Battle Droid ---> OOM Marine Battle Droid---> OOM Command Droid
|
|-----> OOM Pilot Battle Droid


B-Series Battle  Droid suggestion:


B-1 battle Droid
|
|---> Battle Droid Assassin ---> BX Commando Droid
|
|--> B-2 Super Battle Droid ---> B-2 Super Battle Droid Commander
Title: Re: SWC: Suggestions for future releases
Post by: Vector on February 02, 2010, 10:28:13 AM
Seems like your doing a good job on the texturing so far, though it's good to ask permission from the model's creator before attempting any texture variations, Barf did the original B1 droid.
As for the troop tree, we don't have any B2 models nore are there any plans as far as I'm aware to introduce them, how ever i do like the idea of expanding the B1/OOM troop tree.

I just checked your troop tree suggestion with Wookipedia and such sources and it seems to be accurate, so yeah I'm all for that.  :)

Nice job.  :D

Code: [Select]
Troop tree suggestion:

OOM Battle Droid:
|
|------> OOM Security Battle Droid ---> OOM Marine Battle Droid ---> OOM Command Droid
|
|-----> OOM Pilot Battle Droid


B-Series Battle Droid:
B-1 battle Droid---> Battle Droid Assassin ---> BX Commando Droid


Sources:
http://starwars.wikia.com/wiki/OOM-series_battle_droid 
http://starwars.wikia.com/wiki/Battle_Droid_Assassin
http://starwars.wikia.com/wiki/B1_battle_droid

Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 02, 2010, 10:51:32 AM
I told you in the other thread I contacted Barf concerning the model ;)

About the background on everything I say on this board: I confirmed it on Wookieeepedia sources before posting  8)

Seems like your doing a good job on the texturing so far, though it's good to ask permission from the model's creator before attempting any texture variations, Barf did the original B1 droid.
As for the troop tree, we don't have any B2 models nore are there any plans as far as I'm aware to introduce them, how ever i do like the idea of expanding the B1/OOM troop tree.

I just checked your troop tree suggestion with Wookipedia and such sources and it seems to be accurate, so yeah I'm all for that.  :)

Nice job.  :D

Code: [Select]
Troop tree suggestion:

OOM Battle Droid:
|
|------> OOM Security Battle Droid ---> OOM Marine Battle Droid ---> OOM Command Droid
|
|-----> OOM Pilot Battle Droid


B-Series Battle Droid:
B-1 battle Droid---> Battle Droid Assassin ---> BX Commando Droid


Sources:
http://starwars.wikia.com/wiki/OOM-series_battle_droid 
http://starwars.wikia.com/wiki/Battle_Droid_Assassin
http://starwars.wikia.com/wiki/B1_battle_droid


Title: Re: SWC: Suggestions for future releases
Post by: Vector on February 02, 2010, 11:12:19 AM
I told you in the other thread I contacted Barf concerning the model ;)

About the background on everything I say on this board: I confirmed it on Wookieeepedia sources before posting  8)

Seems like your doing a good job on the texturing so far, though it's good to ask permission from the model's creator before attempting any texture variations, Barf did the original B1 droid.
As for the troop tree, we don't have any B2 models nore are there any plans as far as I'm aware to introduce them, how ever i do like the idea of expanding the B1/OOM troop tree.

I just checked your troop tree suggestion with Wookipedia and such sources and it seems to be accurate, so yeah I'm all for that.  :)

Nice job.  :D

Code: [Select]
Troop tree suggestion:

OOM Battle Droid:
|
|------> OOM Security Battle Droid ---> OOM Marine Battle Droid ---> OOM Command Droid
|
|-----> OOM Pilot Battle Droid


B-Series Battle Droid:
B-1 battle Droid---> Battle Droid Assassin ---> BX Commando Droid


Sources:
http://starwars.wikia.com/wiki/OOM-series_battle_droid 
http://starwars.wikia.com/wiki/Battle_Droid_Assassin
http://starwars.wikia.com/wiki/B1_battle_droid



Lol, I didn't read that thread before posting in this one.  :-[
Once again nice work on the BX droid, does look great.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on February 03, 2010, 10:29:25 AM
I was just looking at Barf's B1 model in game and noticed the quality of shaders he used looks amazing.
Is it possible to apply those same shaders to the rest of the metalic based objects in the module? such as the guns, armours, weapons and even map models ect ect.

(http://s1d2.turboimagehost.com/t/2844092_B1.png) (http://www.turboimagehost.com/p/2844092/B1.png.html)


I haven't got a copy of the BFR editor currently installed so i can't currently check what shaders he applied, but i'm planning to reinstall it shortly.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on February 03, 2010, 11:29:41 AM
Barf really seems to understand the shaders and other settings on the material tab in the BRF file, but I don't have a clue what any of them mean so I've just been using agent_shader and putting zero for all the other settings. I'm sure this could be improved, and I tried to improve it a few months ago and failed (see pics below), so somebody else is going to have to explain this to me better...  I know Barf creates a specular texture for all his models but I don't know what that really means, and other guys like Swyter have created bump map textures before for their models, etc.   A while back I asked the 1866 guys what settings they used for their guns, and they sent me the following screenshot.  However, I think I tried this and some forum posters were having a problem with parts of the models looking black in-game so I think I switched them all back.   I also play in DXT7, so if we switch it I want to make sure it works on DXT7 and DXT9.   But basically we need somebody to play around with the settings in OpenBRF and make some recommendations on how to improve all the materials.  I think some shaders may require a specular texture, so maybe because I hadn't created one for the mandalorian armor below that was why it looked so bad?  Also, switching shaders may also hurt performance, so we might want to do some testing with the custom battle mod integration of how performance is before and after we make some changes, etc.

old settings for the guns in 1866 seen in BRFEdit
(http://img130.imageshack.us/img130/5449/matsettingstu9.th.jpg) (http://img130.imageshack.us/i/matsettingstu9.jpg/)

current settings for the guns in 1866 seen in OpenBRF (I've never tried these before)
(http://img204.imageshack.us/img204/1981/1866settings.th.jpg) (http://img204.imageshack.us/i/1866settings.jpg/)

my failed attempt to improve the shaders a few months ago
(http://img514.imageshack.us/img514/5484/mb66.th.jpg) (http://img514.imageshack.us/i/mb66.jpg/)  (http://img254.imageshack.us/img254/7351/mb65.th.jpg) (http://img254.imageshack.us/i/mb65.jpg/)  (http://img685.imageshack.us/img685/4430/mb64.th.jpg) (http://img685.imageshack.us/i/mb64.jpg/)  (http://img130.imageshack.us/img130/4045/mb69.th.jpg) (http://img130.imageshack.us/i/mb69.jpg/)
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 03, 2010, 11:37:05 AM
Not an expert, but my guess is you overdid some values :)

Ask on the TW forum, they'll help you out for sure ;)
Title: Re: SWC: Suggestions for future releases
Post by: Vector on February 04, 2010, 10:54:27 AM
I told you in the other thread I contacted Barf concerning the model ;)

About the background on everything I say on this board: I confirmed it on Wookieeepedia sources before posting  8)

Seems like your doing a good job on the texturing so far, though it's good to ask permission from the model's creator before attempting any texture variations, Barf did the original B1 droid.
As for the troop tree, we don't have any B2 models nore are there any plans as far as I'm aware to introduce them, how ever i do like the idea of expanding the B1/OOM troop tree.

I just checked your troop tree suggestion with Wookipedia and such sources and it seems to be accurate, so yeah I'm all for that.  :)

Nice job.  :D

Code: [Select]
Troop tree suggestion:

OOM Battle Droid:
|
|------> OOM Security Battle Droid ---> OOM Marine Battle Droid ---> OOM Command Droid
|
|-----> OOM Pilot Battle Droid


B-Series Battle Droid:
B-1 battle Droid---> Battle Droid Assassin ---> BX Commando Droid


Sources:
http://starwars.wikia.com/wiki/OOM-series_battle_droid  
http://starwars.wikia.com/wiki/Battle_Droid_Assassin
http://starwars.wikia.com/wiki/B1_battle_droid



Peralta are you currently doing the OOM Security Battle Droid, OOM Marine Battle Droid, OOM Command Droid and OOM Pilot Battle Droid?
Cause I'm abit bored of doing Map Models at the moment and wouldn't mind giving them ago. If you've already done them then no worries.

~~

Edit: I just took a quick bash at the OOM retextures, one of the security droids:
(http://s1d2.turboimagehost.com/t/2850528_oomsecurity.png) (http://www.turboimagehost.com/p/2850528/oomsecurity.png.html)

If you've already done them then no worries we will just use yours, but otherwise there all ready to be added.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 04, 2010, 11:44:55 AM
I told you in the other thread I contacted Barf concerning the model ;)

About the background on everything I say on this board: I confirmed it on Wookieeepedia sources before posting  8)

Seems like your doing a good job on the texturing so far, though it's good to ask permission from the model's creator before attempting any texture variations, Barf did the original B1 droid.
As for the troop tree, we don't have any B2 models nore are there any plans as far as I'm aware to introduce them, how ever i do like the idea of expanding the B1/OOM troop tree.

I just checked your troop tree suggestion with Wookipedia and such sources and it seems to be accurate, so yeah I'm all for that.  :)

Nice job.  :D

Code: [Select]
Troop tree suggestion:

OOM Battle Droid:
|
|------> OOM Security Battle Droid ---> OOM Marine Battle Droid ---> OOM Command Droid
|
|-----> OOM Pilot Battle Droid


B-Series Battle Droid:
B-1 battle Droid---> Battle Droid Assassin ---> BX Commando Droid


Sources:
http://starwars.wikia.com/wiki/OOM-series_battle_droid  
http://starwars.wikia.com/wiki/Battle_Droid_Assassin
http://starwars.wikia.com/wiki/B1_battle_droid




Peralta are you currently doing the OOM Security Battle Droid, OOM Marine Battle Droid, OOM Command Droid and OOM Pilot Battle Droid?
Cause I'm abit bored of doing Map Models at the moment and wouldn't mind giving them ago. If you've already done them then no worries.

~~

Edit: I just took a quick bash at the OOM retextures, one of the security droids:
(http://s1d2.turboimagehost.com/t/2850528_oomsecurity.png) (http://www.turboimagehost.com/p/2850528/oomsecurity.png.html)

If you've already done them then no worries we will just use yours, but otherwise there all ready to be added.

Why don't you make the sith armour? I recently found a pic with all the sides which you could use as texture:

Title: Re: SWC: Suggestions for future releases
Post by: Vector on February 04, 2010, 11:59:25 AM
I told you in the other thread I contacted Barf concerning the model ;)

About the background on everything I say on this board: I confirmed it on Wookieeepedia sources before posting  8)

Seems like your doing a good job on the texturing so far, though it's good to ask permission from the model's creator before attempting any texture variations, Barf did the original B1 droid.
As for the troop tree, we don't have any B2 models nore are there any plans as far as I'm aware to introduce them, how ever i do like the idea of expanding the B1/OOM troop tree.

I just checked your troop tree suggestion with Wookipedia and such sources and it seems to be accurate, so yeah I'm all for that.  :)

Nice job.  :D

Code: [Select]
Troop tree suggestion:

OOM Battle Droid:
|
|------> OOM Security Battle Droid ---> OOM Marine Battle Droid ---> OOM Command Droid
|
|-----> OOM Pilot Battle Droid


B-Series Battle Droid:
B-1 battle Droid---> Battle Droid Assassin ---> BX Commando Droid


Sources:
http://starwars.wikia.com/wiki/OOM-series_battle_droid  
http://starwars.wikia.com/wiki/Battle_Droid_Assassin
http://starwars.wikia.com/wiki/B1_battle_droid




Peralta are you currently doing the OOM Security Battle Droid, OOM Marine Battle Droid, OOM Command Droid and OOM Pilot Battle Droid?
Cause I'm abit bored of doing Map Models at the moment and wouldn't mind giving them ago. If you've already done them then no worries.

~~

Edit: I just took a quick bash at the OOM retextures, one of the security droids:
(http://s1d2.turboimagehost.com/t/2850528_oomsecurity.png) (http://www.turboimagehost.com/p/2850528/oomsecurity.png.html)

If you've already done them then no worries we will just use yours, but otherwise there all ready to be added.

Why don't you make the sith armour? I recently found a pic with all the sides which you could use as texture:



Because making a new set of full body armour takes alot of time and i'm still only half way through those map modesl, i just felt like working on some thing else briefly hence the retextures.
Plus my low polly character modelling skills aren't great, so i would rather leave body armour to some one who can give it justice.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on February 04, 2010, 12:43:32 PM

that re-texture looks good.  I can't tell from the screenshot, did you tweak the color of the body at all, or just add the color?  From the wiki pictures the OOM seems to be more white/grey then brown, so I think we might want to do something like lower the saturation in Barf's originally texture so it doesn't look as tan/brown, and then apply the color?  Also, if anybody wants to work on a model of a weapon, we could really use a different E-5 blaster for the droids because the current model we have is very high poly and may hurt performance.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on February 04, 2010, 02:02:08 PM

that re-texture looks good.  I can't tell from the screenshot, did you tweak the color of the body at all, or just add the color?  From the wiki pictures the OOM seems to be more white/grey then brown, so I think we might want to do something like lower the saturation in Barf's originally texture so it doesn't look as tan/brown, and then apply the color?  Also, if anybody wants to work on a model of a weapon, we could really use a different E-5 blaster for the droids because the current model we have is very high poly and may hurt performance.

I think it's just the "evening" lighting shader in that image, it doesn't look that Tan in day light.
I will send you the OOM texture pack shortly, just apply it with Barf's battledroidspec.dds it should still have that nice specular lighting effect. :)
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 04, 2010, 02:09:57 PM
I am gonna love destroying those :)
Title: Re: SWC: Suggestions for future releases
Post by: Vector on February 04, 2010, 02:48:07 PM
Here we go:
(http://s1d2.turboimagehost.com/t/2853044_ScreenShot063.png) (http://www.turboimagehost.com/p/2853044/ScreenShot063.png.html)
A very quick low polly E5 blaster.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on February 04, 2010, 02:58:46 PM

awesome!
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on February 04, 2010, 03:01:16 PM
wow... i didn't even know it was physically possible to create sheer awesomeness that fast!
Title: Re: SWC: Suggestions for future releases
Post by: Vector on February 04, 2010, 03:14:24 PM
Lol, I'm actually fairly house bound for a while after getting what is likely a "Perilymph fistula", so gotta do some thing to pass the time up until the surgery. ;)
I also messed around with creating a custom BX texture:

 (http://s1d2.turboimagehost.com/t/2853114_BX.png) (http://www.turboimagehost.com/p/2853114/BX.png.html)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 04, 2010, 03:31:00 PM
Looks cool.

About the sith armour. Wouldn't vader's armour model work for it? At least for the body (not the helmet).
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on February 04, 2010, 03:50:56 PM

wow, I love the look of that texture, nice work.   In terms of Vader's armor, that isn't a custom armor, I just poorly re-textured something like the "rich outfit" from native.  So there are a few armors that I originally did that could probably still be improved.  The nice thing about re-texturing armor is it doesn't need to be re-rigged, since we can just copy the rigging from the old model.  But if we're going to re-texture armor I'd probably prefer to do more civilian/pirate variations, since right now they seem to be repeating the same clothing a lot...
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 04, 2010, 04:06:45 PM

wow, I love the look of that texture, nice work.   In terms of Vader's armor, that isn't a custom armor, I just poorly re-textured something like the "rich outfit" from native.  So there are a few armors that I originally did that could probably still be improved.  The nice thing about re-texturing armor is it doesn't need to be re-rigged, since we can just copy the rigging from the old model.  But if we're going to re-texture armor I'd probably prefer to do more civilian/pirate variations, since right now they seem to be repeating the same clothing a lot...

I know that Vader's model isn't a custom model. As a Vader suit is completely awful (except for the helmet of course) but I thought it might do for the sith armour. DUnno.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on February 04, 2010, 04:15:46 PM
Hokie just to check, the Texture pack i sent you did actually send yeah?
I keep getting problems with my PM's 404ing.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on February 04, 2010, 04:36:06 PM

I got the link will check it out tonight, thx.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 05, 2010, 03:25:59 AM
About Droids: Important stuff

All these new B1 versions are awesome and will make the next vesion much better. But there is yet somth for them to be what they have to be. The thing is that the mod gives very low speed to all droids. That works well for C-3PO and R2 series, but doesn't look good for the rest.

We all remember how the droids formed in Episode 1 and walked instead of running, but the truth is that they don't walk that much. You can remember the droid counterattack on the fields of Geonosis, how all droids run perfectly. Also in all that places were the IG series are represented they run a lot, more than humans. The BX Commando runs too, and moves really fast. I suggest you (Hokie or someone else) check and change all the droids' stats, so that battledroids, hk-47 and IG-Series move how they should.
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 05, 2010, 04:11:47 AM
During the battle of Grassy Plains on Naboo, the droids only walk before entering the Gungan shield.
As soon as they enter the shield, they move faster.
This is a logical taxtical move: keep your forces together until the confrontation with the enemy forces.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 05, 2010, 04:18:40 AM
During the battle of Grassy Plains on Naboo, the droids only walk before entering the Gungan shield.
As soon as they enter the shield, they move faster.
This is a logical taxtical move: keep your forces together until the confrontation with the enemy forces.

There you have it. Not even in all the Episode 1 battle.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on February 05, 2010, 04:40:26 AM
Personally i prefer the droids to move alot slower, it gives a less organic animation appearance to them and makes them look alot more robotic in terms of movement.
If we buff their armour/health stats abit this will balance out the speed issue and should make gameplay abit more balanced.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 05, 2010, 04:49:55 AM
Personally i prefer the droids to move alot slower, it gives a less organic animation appearance to them and makes them look alot more robotic in terms of movement.
If we buff their armour/health stats abit this will balance out the speed issue and should make gameplay abit more balanced.

In the movies, in the games... droids can perfectly run (except for protocol series and other non-battle droids). In my opinion they should be able to run and, about B1 battlefroids, be weaker and perhaps less expensive. In all the star wars universe B1 series are referred to as walking guns.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on February 05, 2010, 04:58:37 AM
Personally i prefer the droids to move alot slower, it gives a less organic animation appearance to them and makes them look alot more robotic in terms of movement.
If we buff their armour/health stats abit this will balance out the speed issue and should make gameplay abit more balanced.

In the movies, in the games... droids can perfectly run (except for protocol series and other non-battle droids). In my opinion they should be able to run and, about B1 battlefroids, be weaker and perhaps less expensive. In all the star wars universe B1 series are referred to as walking guns.

I'm more focused on the gameplay aspects of SWC. We already have large numbers of units which travel at the same speed, if players are using or up against a slow moving units it creates more variation in gameplay tactics. Droids both run and walk in the Star Wars Universe, theres no reason why we can't just keep them as walking in SWC, it's still sticking to the cannon.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 05, 2010, 05:34:01 AM
Personally i prefer the droids to move alot slower, it gives a less organic animation appearance to them and makes them look alot more robotic in terms of movement.
If we buff their armour/health stats abit this will balance out the speed issue and should make gameplay abit more balanced.

In the movies, in the games... droids can perfectly run (except for protocol series and other non-battle droids). In my opinion they should be able to run and, about B1 battlefroids, be weaker and perhaps less expensive. In all the star wars universe B1 series are referred to as walking guns.

I'm more focused on the gameplay aspects of SWC. We already have large numbers of units which travel at the same speed, if players are using or up against a slow moving units it creates more variation in gameplay tactics. Droids both run and walk in the Star Wars Universe, theres no reason why we can't just keep them as walking in SWC, it's still sticking to the cannon.


BX droids will look awful with no runing, just like hk and ig-88.
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 05, 2010, 09:18:02 AM
I agree on the BX droids, they're supposed to be commando droids, so de facto, they should be agile, accurate and heavily armed
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on February 05, 2010, 01:29:05 PM
i've just had a sudden brainstorm regarding the animations for the different weapons! Why not for some common weapons, such as the E-11, create multiple versions of the gun but with different animantions. Then when a battle starts have stormtroopers (for example) start with a random chance of having each gun, varying the animations used in larger battles (could have crouching shooting, from the hip and standing up aiming!) What do you guys think?
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 05, 2010, 01:36:47 PM
i've just had a sudden brainstorm regarding the animations for the different weapons! Why not for some common weapons, such as the E-11, create multiple versions of the gun but with different animantions. Then when a battle starts have stormtroopers (for example) start with a random chance of having each gun, varying the animations used in larger battles (could have crouching shooting, from the hip and standing up aiming!) What do you guys think?

I thought about that before, but I try to not suggest a lot of things. Yes, of course it would be great.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on February 05, 2010, 02:37:31 PM

Hmm, that would be pretty easy to do.   I thought about adding multiple items and allowing the player to toggle it like we can do with the throwing lightsabers.   But if I did that I'd probably have to add the description to the name (i.e A-280 w/ crouch) or an extra text description at the bottom of the item, so you knew which one you were using.   I might be able to have it so it randomly picks an animation, but that might annoy players if they want a weapon that always crouches or never crouches, etc.  So I think alternate versions is probably the best.   Its a little bit of a pain to code, so maybe I'll just start with the e11, a280, a295, and maybe a few others for right now.
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 05, 2010, 06:43:47 PM
Apparently, there's a maximum ammount of items in MnB, and although it's pretty high, I suggest we focus on new items in stead of variations on items
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on February 06, 2010, 04:06:01 AM
Apparently, there's a maximum ammount of items in MnB, and although it's pretty high, I suggest we focus on new items in stead of variations on items

I see what you're saying but no one's really creating that many new items... and currently with the last version the number stands at 848 items. Now i'm not sure what the maximum limit for number of items is but i don't think 20 or so new items that take into account some of the most common guns is going to be a problem :)

Edit: Also would it be worth giving some pistols the fire from the hip animation as well ie the rebel fleet troopers?
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 06, 2010, 04:27:08 AM
Apparently, there's a maximum ammount of items in MnB, and although it's pretty high, I suggest we focus on new items in stead of variations on items

I see what you're saying but no one's really creating that many new items... and currently with the last version the number stands at 848 items. Now i'm not sure what the maximum limit for number of items is but i don't think 20 or so new items that take into account some of the most common guns is going to be a problem :)

Edit: Also would it be worth giving some pistols the fire from the hip animation as well ie the rebel fleet troopers?

The rebel fleet troopers' weapons should be used as both, pistols and rifles. I would give their weapons all animations (the pistol one and the rifle ones) except for the 'from the hip' one. I've neever seen a fleet trooper firing from the hip...
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 06, 2010, 11:55:30 AM
Apparently, there's a maximum ammount of items in MnB, and although it's pretty high, I suggest we focus on new items in stead of variations on items

I see what you're saying but no one's really creating that many new items... and currently with the last version the number stands at 848 items. Now i'm not sure what the maximum limit for number of items is but i don't think 20 or so new items that take into account some of the most common guns is going to be a problem :)

Edit: Also would it be worth giving some pistols the fire from the hip animation as well ie the rebel fleet troopers?

The maximum is 916 items (according to the rest of the PoP team, and I believe them when they say they've been having some problems with it :P )
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 07, 2010, 05:53:09 AM
Another droid suggestion: IG Lancer Droids

I know they're from the 2003 CW series, but I'm just a big fan of droids these days :)

Probably gonna re-do all textures of the R-series droids today (for personal use first, if it works out, I'll send a pm to the creator asking if it can be implemented)

Oh, and the 3PO droids could use a better shader, something that gives them a shine of sorts :)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 07, 2010, 07:54:12 AM
Another droid suggestion: IG Lancer Droids

I know they're from the 2003 CW series, but I'm just a big fan of droids these days :)

Probably gonna re-do all textures of the R-series droids today (for personal use first, if it works out, I'll send a pm to the creator asking if it can be implemented)

Oh, and the 3PO droids could use a better shader, something that gives them a shine of sorts :)

There were B1, B2, HK and Ig-88 droids during the GCW, but no ig-lancers. Those were made during the start of the CW and disappeared with the end of them.
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 07, 2010, 12:06:24 PM
Another droid suggestion: IG Lancer Droids

I know they're from the 2003 CW series, but I'm just a big fan of droids these days :)

Probably gonna re-do all textures of the R-series droids today (for personal use first, if it works out, I'll send a pm to the creator asking if it can be implemented)

Oh, and the 3PO droids could use a better shader, something that gives them a shine of sorts :)

There were B1, B2, HK and Ig-88 droids during the GCW, but no ig-lancers. Those were made during the start of the CW and disappeared with the end of them.

I will repeat my previous statement: technology dissappears really slowly in a setting as big as a galaxy, stuff that was new  years ago, ccan still be found today (maybe at a junk yard r something, but still).

This goes for all technology, but military stuff has an even longer PLC (Product Life Cicle)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 07, 2010, 12:27:29 PM
Another droid suggestion: IG Lancer Droids

I know they're from the 2003 CW series, but I'm just a big fan of droids these days :)

Probably gonna re-do all textures of the R-series droids today (for personal use first, if it works out, I'll send a pm to the creator asking if it can be implemented)

Oh, and the 3PO droids could use a better shader, something that gives them a shine of sorts :)

There were B1, B2, HK and Ig-88 droids during the GCW, but no ig-lancers. Those were made during the start of the CW and disappeared with the end of them.

I will repeat my previous statement: technology dissappears really slowly in a setting as big as a galaxy, stuff that was new  years ago, ccan still be found today (maybe at a junk yard r something, but still).

This goes for all technology, but military stuff has an even longer PLC (Product Life Cicle)

It does, but only if it's useful. B1 droids can stand by theirselves, but IG-bikers need really big numbers to be effective. ANd large numbers of those need an important maintenance, somth only the Empire (in this period) could afford. I would only say a 'well' if it was an add-on for the droid factory.
Title: Re: SWC: Suggestions for future releases
Post by: damnimbored25 on February 07, 2010, 10:59:18 PM
What about if they were a minifaction, a renegade faction leaded by the bounty hunter...whats his name??
The one that obi wan kenobi made explode. :-\
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 08, 2010, 02:51:30 AM
What about if they were a minifaction, a renegade faction leaded by the bounty hunter...whats his name??
The one that obi wan kenobi made explode. :-\

NO That would be completely uncanon. Durge died, and there was no army left of droid bikers.
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 08, 2010, 06:45:23 AM
What about if they were a minifaction, a renegade faction leaded by the bounty hunter...whats his name??
The one that obi wan kenobi made explode. :-\

The guy lived for over 2.000 years and was finally launched into a star by Anakin, if I'm not mistaken.

Please leave him dead :)
Title: Re: SWC: Suggestions for future releases
Post by: damnimbored25 on February 08, 2010, 11:50:36 AM
Oh damn ...i though he lived longer :green:

Now i remember...the Republic did the same and they armed the clones whit bikes xD
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 10, 2010, 04:22:01 AM
Suggestion for a new ammo type: poison darts :)

Depending on the type they would be lethal or just knock the target out.

Examples:

- Kamino Saberdarts (rare, expensive, lethal)
- Electro-dart (common, stuns)
- Lecepanine Dart (rare, stuns)
- Kyber Dart (rare, expensive, slightly less dmg than the Saberdart)


Suggestion for the Jedi:

Non-human jedi - put some alien heads in their inventory range.
I don't know if it is possible to assure they keep it when they are upgraded, but I'd like to see some other sentient species as well ;)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 10, 2010, 06:32:03 AM
Suggestion for a new ammo type: poison darts :)

Depending on the type they would be lethal or just knock the target out.

Examples:

- Kamino Saberdarts (rare, expensive, lethal)
- Electro-dart (common, stuns)
- Lecepanine Dart (rare, stuns)
- Kyber Dart (rare, expensive, slightly less dmg than the Saberdart)


How would you implement that?
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 10, 2010, 10:37:14 AM
Just a new type of ammo, with different specs.

Like Kamino Saberdart would be +4 damage and pierce (or something), Lecepanine would be +4 damage and blunt :)

I know it's a bit unrealistic for them to be used in any given rifle/pistol (maybe just rifles?), but it's better than just a buckload of  +1 damage plasma cartridges, like we have now (they ar epure for RP purposes I guess, since they add little to the damage and picking a color is the only real difference)
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 11, 2010, 05:44:08 AM
I'd be surprised if this hasn't been suggested before, since it's quite a classic suggestion in any mod for MnB: Artillery? :)
Title: Re: SWC: Suggestions for future releases
Post by: Ilore on February 11, 2010, 12:48:24 PM
First of all, salutes!! I love this mod. You are making a really good job, congratulations!! I´m not a star wars fan, but since I play Star Wars Conquest my interest in star wars is increasing quickly XDDD

I have some suggestions:

-Create clon troopers in speeder bike. Like in this picture: http://www.entertainmentearth.com/images/%5CAUTOIMAGES%5CHS91361lg.jpg

-Create battle droids in speeder bike, like in this picture: http://www.wireless-earth.de/private/Models/images/StarWars_Battle_Droid_Stap.jpg

-I don´t know if it could be possible: create some “little” tanks like this:
 http://www.starshipmodeler.com/rv/cl_tank_Aat.jpg
http://www.coolest-toys.com/wp-content/uploads/2008/09/at-te.jpg
http://www.starstore.com/acatalog/Star-Wars_AT-ST-diecast.jpg

- Let players convert the characters companions  into vassals

- It could be posible that when you fight on a ship, the scenario consists of corridors and rooms? Like when you enter in your ship to heal yourself in the bakta tank.

P.D.: my English is really bad, I´m sorry :(
Title: Re: SWC: Suggestions for future releases
Post by: damnimbored25 on February 11, 2010, 11:05:35 PM
Ergh there just a little problem the clone's, droids and tanks are from the Clone Wars Era...this mod is done in the Civil war Era...of course the At-ST
is valid i think i saw one in a scenario xD
Anyway theres a current discussion about making a Clone Wars Era mod apart from the Star Wars Conquest mod....and i get a lot of lag in the corridors and rooms scenario xD my shitty computer  :-\
Title: Removing the Rancors?
Post by: Vector on February 16, 2010, 05:41:26 AM
I know Happy or Gorg added them as a trial before they went away and never got around to redoing the models for them, but the current appearance of them really devalues the quality of this module. I'm suggesting we remove them from the module for now until a replacement rancor model is created?

Just wondering how people feel towards that suggestion?
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 16, 2010, 06:12:44 AM
I think it's a good idea, but we really need some new scenes to replace them asap imo

About those tanks, the AT-TE isn't really a small tank, take a look at this one: http://starwars.wikia.com/wiki/File:ATTE-ST.jpg
Title: Re: SWC: Suggestions for future releases
Post by: tommylaw on February 16, 2010, 06:22:19 AM
Regarding the bounty hunter quests: after speaking to the target, I run off and let the locals deal with him. The planet administrator killed him but I got a relation hit! Do you mean for the player to et the hit no matter what? And if not, will this be changed for later versions?
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on February 16, 2010, 07:57:54 AM
Regarding the bounty hunter quests: after speaking to the target, I run off and let the locals deal with him. The planet administrator killed him but I got a relation hit! Do you mean for the player to et the hit no matter what? And if not, will this be changed for later versions?

Sounds like a cool idea :)
Title: Re: SWC: Suggestions for future releases
Post by: damnimbored25 on February 26, 2010, 02:03:23 AM
Don't know but the Galactic Empire still seems very overpowered even whit the piercing baton...2 hits and boom!! i'm death...or 2 lasers crossing through my chest and BOOM no more Damnimbored... :-\
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on February 26, 2010, 01:01:03 PM

I've lowered some of the damage on melee weapons like the baton and also decreased the sizes of armies for the next release, so I'm hoping it will be a little more balanced....  But we'll have to see because a lot of the weapon, armor, and troops stats have been somewhat randomly assigned by me, so at some point we may need to do an overall review and see if it can be improved further.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 26, 2010, 01:26:47 PM

I've lowered some of the damage on melee weapons like the baton and also decreased the sizes of armies for the next release, so I'm hoping it will be a little more balanced....  But we'll have to see because a lot of the weapon, armor, and troops stats have been somewhat randomly assigned by me, so at some point we may need to do an overall review and see if it can be improved further.

Have you checked (corrected) the amount of shots per charge in each rifle? You know, like giving 30 shots to standard rifles like the DC-15 and E-11, and 6-8 to the sniper ones.
Title: Re: SWC: Suggestions for future releases
Post by: HK25 on February 26, 2010, 01:29:57 PM
Have more droid parts for sale. Maybe you could put Guri in as a companion. She's a Human replica droid.
http://starwars.wikia.com/wiki/Droid
http://starwars.wikia.com/wiki/Guri
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on February 26, 2010, 01:37:08 PM
Have more droid parts for sale. Maybe you could put Guri in as a companion. She's a Human replica droid.
http://starwars.wikia.com/wiki/Droid
http://starwars.wikia.com/wiki/Guri

We are on it already. The power droid and the Imperial medical droid were made recently.
Title: Re: SWC: Suggestions for future releases
Post by: damnimbored25 on February 26, 2010, 03:34:19 PM

I've lowered some of the damage on melee weapons like the baton and also decreased the sizes of armies for the next release, so I'm hoping it will be a little more balanced....  But we'll have to see because a lot of the weapon, armor, and troops stats have been somewhat randomly assigned by me, so at some point we may need to do an overall review and see if it can be improved further.
Nice!!
The next beta will be so awesome
Title: Re: SWC: Suggestions for future releases
Post by: Fallen Warrior on March 04, 2010, 08:00:54 AM
You could add Arc trooper helmets (with range finders) :)
Title: Re: SWC: Suggestions for future releases
Post by: damnimbored25 on March 04, 2010, 09:57:10 AM
I, don't think that would be possible.
And the mod, is based on the rebellion. Maybe you should look, into the Peralta's mod.
Is based in the Clone wars, in a different planet.
Title: Re: SWC: Suggestions for future releases
Post by: Fallen Warrior on March 04, 2010, 12:17:59 PM
It shouldn't be to hard (I have no experience with models and stuff like this) just add a stick with a green thing on it.
Title: Re: SWC: Suggestions for future releases
Post by: Fallen Warrior on March 04, 2010, 01:39:12 PM
I, don't think that would be possible.
And the mod, is based on the rebellion. Maybe you should look, into the Peralta's mod.
Is based in the Clone wars, in a different planet.
Is it released? but I still would like this more because its not one planet.  I like the flying in space to other planets, takes away alot of the Native feeling for me  ;)
Title: Re: SWC: Suggestions for future releases
Post by: Peralta on March 06, 2010, 06:35:47 AM
We're working on v0.1 for the Clone Wars mod ;)

And we deliberately went for the more classic approach for the map, since we wanted to make clear SWC and CW:AA are 2 completely different mods and it fits our goals more ;)
Title: Re: SWC: Suggestions for future releases
Post by: Fallen Warrior on March 06, 2010, 09:41:28 PM
Ya....... that makes sense.
Title: Re: SWC: Suggestions for future releases
Post by: Tek9 on March 08, 2010, 10:16:04 PM
Please please please get rid of the thing
where your companions get unhappy and leave you
it wasnt in 8.2
but now it is
please get rid of it providing others agree thank you
Title: Re: SWC: Suggestions for future releases
Post by: Thexare on March 09, 2010, 02:04:52 AM
Is it possible to impliment a switch that drastically thins the forest of maps like the Kashyyyk Arena, Endor, and space around Kashyyyk (and probably Endor)? Or if not, at least could you provide a patch to thin those?

I and anyone else with a substandard computer would immensely appreciate it.
Title: Re: SWC: Suggestions for future releases
Post by: Lore.Ik on March 10, 2010, 10:24:14 PM
Here is a suggestion about the E-11.

Now there are two different E-11 types in the game, the E-11 and the Stun E-11.
So i was wondering if there was a way to combine the rifles and have only one type* (the E-11)
and give the player the option to "set to stun" like in the movie. It could also be done with the rebel rifles too.
It has been done with the saber/throwing saber(s) so i was wondering if it could be done with blasters too...



* Seeing a stormtrooper carrying two E-11s is kinda weird, one being Lethal and the other a stunner and it also takes up an extra inventory slot that could be used for another weapon, ammo clip, ect.

Title: Re: SWC: Suggestions for future releases
Post by: Fallen Warrior on March 11, 2010, 06:32:13 AM
Here is a suggestion about the E-11.

Now there are two different E-11 types in the game, the E-11 and the Stun E-11.
So i was wondering if there was a way to combine the rifles and have only one type* (the E-11)
and give the player the option to "set to stun" like in the movie. It could also be done with the rebel rifles too.
It has been done with the saber/throwing saber(s) so i was wondering if it could be done with blasters too...


* Seeing a stormtrooper carrying two E-11s is kinda weird, one being Lethal and the other a stunner and it also takes up an extra inventory slot that could be used for another weapon, ammo clip, ect.


I completely agree however, I don't think that's possible, not becuase it can't be done, just the fact that t is being used as a stance changer.  But I'll let hookie or vector answer that.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on March 12, 2010, 05:18:50 PM
Balancing troops is becoming more and more imminent. Right now, the veteran Geonosian warrior shoots better than the Mandalorian deadeye. That's just ridiculous ;)
Title: Re: SWC: Suggestions for future releases
Post by: Trell on March 13, 2010, 01:36:46 AM
It would be nice to have some sort of Trade Federation market place for the more expensive items( Jetpacks, etc). Finding a place to ditch these items has become rather annoying.
Title: Re: SWC: Suggestions for future releases
Post by: Trell on March 13, 2010, 11:45:27 PM
Some spacestation battles begin with troops starting out surrounding you in the very beginning(they start out in a v shape sort of). On normal settings all around and good combat AI, this battle is far too quick and difficult. Once you start out, you cannot manuever your troops out into any formation before they are cut down by gun fire( I lost 80 clone trooper commanders in a matter of seconds, I died about 4 seconds in).
Title: Re: SWC: Suggestions for future releases
Post by: Vector on March 14, 2010, 05:24:50 AM
Balancing troops is becoming more and more imminent. Right now, the veteran Geonosian warrior shoots better than the Mandalorian deadeye. That's just ridiculous ;)

I totally agree, I'm fairly sure Hokie said the stats have been applied fairly randomly.
What we need is some balance testers to go through a balance out all the stats into a spreadsheet so we can clearly balance the game out. 
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on March 14, 2010, 07:35:04 AM
Here is a suggestion about the E-11.

Now there are two different E-11 types in the game, the E-11 and the Stun E-11.
So i was wondering if there was a way to combine the rifles and have only one type* (the E-11)
and give the player the option to "set to stun" like in the movie. It could also be done with the rebel rifles too.
It has been done with the saber/throwing saber(s) so i was wondering if it could be done with blasters too...



* Seeing a stormtrooper carrying two E-11s is kinda weird, one being Lethal and the other a stunner and it also takes up an extra inventory slot that could be used for another weapon, ammo clip, ect.




I don't know if it's possible to change a blaster's damage to 0 (whatever damage type) and have the ammo itself at stuff like 40 piercing or 20 blunt, etc. I don't know how the game's mechanics would react to it, though.
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on March 14, 2010, 08:27:03 AM

I think I tested this a while back and the type of damage is controlled by the weapon, not the ammo.  You'd probably also get into a problem where all the guns in the game basically did the same amount of damage if they all were 0 damage, or if it didn't work that way you could combine a 40 blunt ammo with a 40 pierce gun you'd get some really powerful weapons.   Also, the reason why stormtroopers now have two guns, is because I made two forms of the e11, one that fired with it raised and one that fired from the hip, so I did this to give some variety in battle...
Title: Re: SWC: Suggestions for future releases
Post by: Zulgaines on March 16, 2010, 07:35:27 PM
Small suggestion: But farmers should be changed to colonists. With maybe a couple guards thrown in there.
Title: Re: SWC: Suggestions for future releases
Post by: Makba on March 18, 2010, 10:38:27 AM
All Hero's should be stronger...
Title: Re: SWC: Suggestions for future releases
Post by: Zulgaines on March 18, 2010, 04:11:05 PM
All Hero's should be stronger...

They are pretty easy-peasy.
Title: Re: SWC: Suggestions for future releases
Post by: Zulgaines on March 20, 2010, 11:36:55 AM
I don't know a lot about how the AI scripting works but would it be possible to make those single patrols that decide to besiege planets not run off to attack every single person they see?

If not maybe it's possible to make them unable to see anyone while they're besieging to give the same effect? I have yet to see anyone not in a war group pull off a siege due to them running off after every mouse and shadow.
Title: Re: SWC: Suggestions for future releases
Post by: Lord_Kilwar on March 21, 2010, 11:31:31 AM
There are a few planets that are in possession of the wrong faction.  Kuat (and Kuat Drive Yards) are held by the Rebels.  This should be in the hands of the Empire, as this is the main producer of Star Destroyers.  Another is Vjun (Held by the Rebels, should be the Empire).  It is where Darth Vader's fortress is located.
Title: Re: SWC: Suggestions for future releases
Post by: Swyter on March 21, 2010, 11:35:10 AM
There are a few planets that are in possession of the wrong faction.  Kuat (and Kuat Drive Yards) are held by the Rebels.  This should be in the hands of the Empire, as this is the main producer of Star Destroyers.  Another is Vjun (Held by the Rebels, should be the Empire).  It is where Darth Vader's fortress is located.

Hmm thanks... I'm not a SW guru so I'll check it first with the Wookiepedia and surely, if the dev team is agree, change it...
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on March 21, 2010, 11:38:27 AM
I totally agree, that's 100% true.
Title: Re: SWC: Suggestions for future releases
Post by: Lord_Kilwar on March 22, 2010, 07:58:22 AM
I, for one, would like to see the Republic Commandos as hireable characters or included in the Clone troop tree (I think they would be better as hireable characters).  Also, being able to purchase Republic Commando armor.  It would have high armor do to the fact that personal shields are part of the armor.  It would be very expensive and very rare, however.

If I had the modeling skills, I would make them myself.  But I know nothing when it comes to modding, so I will have to let others decide to do it.
Title: Re: SWC: Suggestions for future releases
Post by: Xenogray on March 22, 2010, 09:16:15 AM
Hello :)

I've got some suggestions about this mod.

Why not adding some more equipment from the Old Republic Era ? Like the Sith Army armors, ships. Could be really useful !

And i don't know if it's possible but, reorganizing the galaxy would be really cool. To make it more accurate with the real Galaxy Map from Star Wars.

One last thing : The Interdictor Cruiser as the best ship ? :X (It's the most expensive) Would be more realistic for the mod to have one of the most famous ships as the best, like the Executor or Eclipse :)

Have a nice day !
Xeno.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on March 22, 2010, 09:43:53 AM
1 And i don't know if it's possible but, reorganizing the galaxy would be really cool. To make it more accurate with the real Galaxy Map from Star Wars.

2 One last thing : The Interdictor Cruiser as the best ship ? :X (It's the most expensive) Would be more realistic for the mod to have one of the most famous ships as the best, like the Executor or Eclipse :)

1 It's already organised.

2 True, the interdictor cruiser shouldn't be the best. The best should be the Deathstar, and the mon calamari cruiser afterwards.
Title: Re: SWC: Suggestions for future releases
Post by: Xenogray on March 22, 2010, 09:57:02 AM
1) Really ? I'm used to the galaxy map in Empire at War for example, and some planets weren't at their place at all o_O (I think it was Hoth; not sure). I also didin't see Korriban :o Is the planet in the mod, because it's an important one for the Sith !.

2) Meh ... Deathstar is just a big snail which destroys planets. The Eclipse is a real cruiser and it's the cruiser (not the station) which has the strongest firepower. (And i also think it's the largest)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on March 22, 2010, 10:02:00 AM
1) Really ? I'm used to the galaxy map in Empire at War for example, and some planets weren't at their place at all o_O (I think it was Hoth; not sure). I also didin't see Korriban :o Is the planet in the mod, because it's an important one for the Sith !.

2) Meh ... Deathstar is just a big snail which destroys planets. The Eclipse is a real cruiser and it's the cruiser (not the station) which has the strongest firepower. (And i also think it's the largest)

1 Yes, cause the galaxy map on Empire at War is wrong.

2 I was talking about the ships we have, and we don't have the Eclipse (yet).
Title: Re: SWC: Suggestions for future releases
Post by: Tfett on March 22, 2010, 10:13:43 AM
Hi there. I was brainstorming ideas about some enhancements to the game that would appeal to everyone. The topic I keep thinking about is the Trade Federation. Their station in space is no different than any other station orbiting a planet that contains the special merchants. I think the Trade Federation station should have battle droids for hire. I remember someone mentioning how some droids should be hired as troops, but the dialogue makes it seem as if you are buying the droids. I believe this could work with my battle droid concept.
Hope this helps  :)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on March 22, 2010, 10:15:25 AM
Buying droids from the Trade Fed... Well, could be cool. And it's more or less canon.
Title: Re: SWC: Suggestions for future releases
Post by: Xenogray on March 22, 2010, 10:22:49 AM
1) I'll check in game xD [EDIT : Vjun is misplaced. It should be in the External Border. Can't find where exactly.
EDIT2 : Ilum is misplaced too. Should be more in the north of the galaxy.]

2) That's why i posted it in suggestions :p
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on March 22, 2010, 11:15:54 AM
1) I'll check in game xD [EDIT : Vjun is misplaced. It should be in the External Border. Can't find where exactly.
EDIT2 : Ilum is misplaced too. Should be more in the north of the galaxy.]

Compared to a good map or Empire at War's map?
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on March 22, 2010, 11:19:27 AM
I've been using this as the basis for the galactic map
http://www.xs4all.nl/~wrvh/galaxymap/images/modi.jpg

I'm not sure if its 100% accurate or official, but it seemed good and was the best overhead map I could find which makes it a lot easier to try and add into M&B.  Also, its a little tough to make an exact replica, because most of the major planets are grouped pretty close together and there would be a lot of dead space on the map.  So when I did the map I tried to approximately put the planets in the right location, but tried to balance gameplay and overall map layout as well.  If somebody wants to tweak with the map they can just download the map editor on the Taleworlds unofficial editor forum.   If you have questions then send me a PM or start a new thread about improving the map, etc.
Title: Re: SWC: Suggestions for future releases
Post by: Xenogray on March 22, 2010, 11:57:10 AM
1) I'll check in game xD [EDIT : Vjun is misplaced. It should be in the External Border. Can't find where exactly.
EDIT2 : Ilum is misplaced too. Should be more in the north of the galaxy.]

Compared to a good map or Empire at War's map?

Good one. I looked on an Encyclopedia.
Title: Re: SWC: Suggestions for future releases
Post by: Domenique on March 22, 2010, 01:10:55 PM
My suggestions (great module, by the way):
I guess that's all that bothers me. The mod is perfect otherwise. Great music!
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on March 22, 2010, 01:17:56 PM
There are already rusty/worn clone armours in game. In fact, I wear one with my Epsylon character.
Title: Re: SWC: Suggestions for future releases
Post by: Ratzor on March 22, 2010, 01:18:13 PM
I love this mod and it had have me stuck for several days already, but I noticed just now when I tried to create a mandalorian empire that it was extremly hard to find mandalorians. Could you somehow implement a feature so you can choose wich culture you want to belong to if you´re independent? So that mandalorian recruits become a little more viable :P
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on March 22, 2010, 01:36:21 PM
I love this mod and it had have me stuck for several days already, but I noticed just now when I tried to create a mandalorian empire that it was extremly hard to find mandalorians. Could you somehow implement a feature so you can choose wich culture you want to belong to if you´re independent? So that mandalorian recruits become a little more viable :P

I thought that was implemented already. Camp and take a look at the options: choose a culture, and choose the mandalorian one. Once you are done all the recruits from your owned planets will be mandalorians.
Title: Re: SWC: Suggestions for future releases
Post by: Ratzor on March 22, 2010, 02:12:42 PM
Quote
I thought that was implemented already. Camp and take a look at the options: choose a culture, and choose the mandalorian one. Once you are done all the recruits from your owned planets will be mandalorians.

really? how could I miss it? :O

I didnt check the kingdoms menu... XD Now i'm truly happy with this mod :P
Title: Re: SWC: Suggestions for future releases
Post by: Tfett on March 22, 2010, 05:54:49 PM
Quote
I, for one, would like to see the Republic Commandos as hireable characters or included in the Clone troop tree (I think they would be better as hireable characters).  Also, being able to purchase Republic Commando armor.  It would have high armor do to the fact that personal shields are part of the armor.  It would be very expensive and very rare, however
I for one think this is a splendid idea, because:
1.) According to Wookieepdia, when Order 66 was issued, many clone commandos refused to shoot their jedi leaders and deserted. This would make it canon to have some commandos hiding somewhere in the galaxy. Plus, I remember there being a book about Imperial Commandos.
2.) I think it would totally work for some new companions to have the armor or some hireable troops like what Lord Kilwar mentioned. Generic white would be cool, but the iconic paint-job on the Republic Commandos would be fantastic.
3.)Only downside: if you made the armor, fans are also going to want the DC-17 and the anti-armor attachment. However, you have already made the wrist-knives, which were mainly used by the commandos, so no need for a new melee weapon.
Title: Re: SWC: Suggestions for future releases
Post by: Domenique on March 23, 2010, 10:05:10 AM
There are already rusty/worn clone armours in game. In fact, I wear one with my Epsylon character.

But they should all be worn. Clones are really out of place IMO, it's like a WWII soldier running around nowadays. Sure, there could be a few rusty armors (none of them should be ideal), but actually having the possibility to make Clones in Civil War backround is like... Ninja Pirate Cyborg Jesus. Like, OMG its awesome and let's put it here. It's just my opinion, i'm not entirely against it, it just would fit the Clone Wars era more :).
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on March 23, 2010, 10:08:28 AM
There are already rusty/worn clone armours in game. In fact, I wear one with my Epsylon character.

But they should all be worn. Clones are really out of place IMO, it's like a WWII soldier running around nowadays. Sure, there could be a few rusty armors (none of them should be ideal), but actually having the possibility to make Clones in Civil War backround is like... Ninja Pirate Cyborg Jesus. Like, OMG its awesome and let's put it here. It's just my opinion, i'm not entirely against it, it just would fit the Clone Wars era more :).

No if they are new armours. The clones coming from the clone chambers are suposed to have new equipment.
Title: Re: SWC: Suggestions for future releases
Post by: Domenique on March 23, 2010, 11:22:37 AM
There are already rusty/worn clone armours in game. In fact, I wear one with my Epsylon character.

But they should all be worn. Clones are really out of place IMO, it's like a WWII soldier running around nowadays. Sure, there could be a few rusty armors (none of them should be ideal), but actually having the possibility to make Clones in Civil War backround is like... Ninja Pirate Cyborg Jesus. Like, OMG its awesome and let's put it here. It's just my opinion, i'm not entirely against it, it just would fit the Clone Wars era more :).

No if they are new armours. The clones coming from the clone chambers are suposed to have new equipment.

But why there should be new Clones and Clone armors? I mean, read the whole post :).
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on March 23, 2010, 11:45:18 AM

This mod is primarily focused on the original movies, Episode 4-6 range, so I agree it doesn't make a ton of sense to include Clones and Battledroids.  This is why they aren't really featured prominently and are basically optional to the player.  The only way you really see either of them is if you choose to build a clone chamber or droid foundry, visit a droid/clone merchant, attack a trade convoy, or switch your kingdom management culture to clone, but they aren't included in the main factions or troop tree's, available at regular merchants, etc.  If we are creating new models in the future then I'd like to try and focus on stuff from the original movies.  However, Barf had already created these clone/droid models before this mod started and in my opinion it didn't make sense to reject them completely because a lot players are interested in clone era stuff.   Now, that has caused a slight problem because now some guys want MORE clone era stuff, but in general I think its ok to leave them in because you really only see them if you choose to use them.
Title: Re: SWC: Suggestions for future releases
Post by: Tfett on March 23, 2010, 12:57:22 PM
The thing is, I know a lot more people that prefer the Clone Wars era over the Galactic Civil War hands down. I know this mod is based on the GCW era, but you would appeal to more people adding more Clone Wars era things. That's only my opinion, just trying to help the mod out  ;)
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on March 23, 2010, 12:59:24 PM
A Clone Wars mod is in construction. So leave SWC and it's developers alone with CW stuff.
Title: Re: SWC: Suggestions for future releases
Post by: Tfett on March 23, 2010, 01:03:46 PM
Do you know what the Clone Wars mod is? I'm sure it's not as great as SWC, but I guess it's worth looking into
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on March 23, 2010, 01:26:56 PM

Well, I prefer Galactic Civil War over Clone Wars era, so that is why that is the main focus.  ;)

Peralta and some other guys are working on a Clone Wars mod, see the link below
http://forums.taleworlds.com/index.php/topic,94202.0.html
Title: Re: SWC: Suggestions for future releases
Post by: Tfett on March 23, 2010, 01:49:51 PM
Thanks for the link  :green:
Title: Re: SWC: Suggestions for future releases
Post by: maddog00 on March 24, 2010, 06:12:20 AM
I don't know if this has been suggested, but what about adding some more ships? Such as any of the YT-transports. Doesn't necessarily have to be the Millennium Falcon (YT-1300) or the Outrider (YT-2400) , but it'd be cool to have something along those lines. Fast ships that could also offer a little troop support, and isn't "faction" related.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on March 24, 2010, 07:48:42 AM
I don't know if this has been suggested, but what about adding some more ships? Such as any of the YT-transports. Doesn't necessarily have to be the Millennium Falcon (YT-1300) or the Outrider (YT-2400) , but it'd be cool to have something along those lines. Fast ships that could also offer a little troop support, and isn't "faction" related.

We are currently in the process of fixing bugs and the current ships models are being looked into since it's possible the high polly count of them could be contributing towards the crashes.
So until theses issues has been addressed i have stopped working on ship models.

Title: Re: SWC: Suggestions for future releases
Post by: Lore.Ik on March 24, 2010, 09:59:37 AM
Okay here is a suggestion: As it stand right now, when you start the game as Imperials (for example) you spawn at coruscant, with imp troops and a TIE Fighter. But reading through the message after you select the imperials as the faction you join it says that you finish the academy and are sent to coruscant to pledged your allegiance to Emperor Palpatine, blah blah blah... So when the game starts you are at coruscant ect... But you have some weird merc armor on, and NO imperial equipment, despite Just completing the IMPERIAL academy. now i thought it would be better if you were, for example, to start with Imperial Recruit armor, and an E-11 or another imperial weapon. The same with the rebels.

Now having said that, You should also be able to pick which branch of the imperial Army you want to join. Choosing from the Stormtrooper Corps, the Scout Trooper Corps, Pilot Training, Security, and so on... Its really annoying to have to scour the galaxy for armor you should start with. Same with the rebels.

Just some ideas i came up with. if you were already planning on it, Great! can't wait.
Title: Re: SWC: Suggestions for future releases
Post by: Domenique on March 24, 2010, 11:41:03 AM
The thing is, I know a lot more people that prefer the Clone Wars era over the Galactic Civil War hands down. I know this mod is based on the GCW era, but you would appeal to more people adding more Clone Wars era things. That's only my opinion, just trying to help the mod out  ;)

Younger people prefer newer movies. I think that, while I liked the prequel trilogy, the original is still my fave. It has much more spirit or something, I don't know, but the prequel looks really blant compared to original. Maybe it's just because I grew up with it. Anyway, I didn't wanted to go WAY off-topic :). There will be a choice for you prequel fans anyway, the clone wars mod is being created.

My other suggestion would be (i don't know if this had been adressed) to make planetary battles with three stages. 1 would be a normal battle in a field, 2 would be a battle in the city, and 3 would be the taking of hq. The space battles should only have the option to fight in ship, because it doesn't really make any sense to land on a nearby planet just to fight some pirates (anyway, space battle is a space battle). And the interiors of ships should be more like in the Quick battle where you attack an Imperial Destroyer (or something along those lines). Like narrow corridors, variuos rooms, and the interior should be according to the type of spaceship the defender has. It's just my opinion ofcourse :).

BTW, I love this module :). IMHO it's better than SoD or 1866.
Title: Re: SWC: Suggestions for future releases
Post by: Tfett on March 24, 2010, 12:48:15 PM
I would like to add another suggestion. Are you planning on creating Kingdom Cultures for every race? I made a complete droid army, but there is no culture made for any type of droid. If you aren't planning on adding anymore, I suggest you do.  ;)
Title: Re: SWC: Suggestions for future releases
Post by: Nerdman3000 on March 24, 2010, 02:26:26 PM
Space would be cool, it'd be hard to do but cool.
Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on March 25, 2010, 05:22:12 AM
I agree with the love for the original trilogy and i'm from a generation that has grown up with the new ones. In my opinion the newer ones were far too action oriented with less concern for plot and acting, Episode I and II for example had atrocious acting (by Hollywood film standards anyway) but i really think they managed to pull it together for III.

Anyway, my suggestion is, if possible, would be to have more sounds on the campaign map. Maybe you could adopt some beepings when enemy ships are spotted or following you or just to signify certain things? Also maybe if the ships had sound effects as they move about or change direction. The tie fighter for example would benefit hugely from making that awesome whooshy noise as it changes direction.

Another thing, that i think's been suggested before is having unique ship maps for each ship. Or at least each class. For example the star destroyers could have like a large open area in the command room with all the big windows and platforms etc where the player and their party starts off, moving down into the corridors and into a hangar- like area where the enemy would be. It wouldn't even need to be that big, just giving the illusion of being big due to all the corridors etc. For the smaller fighter craft the maps we already have would suffice as although it'd be interesting watching 100 people battle it out in the cockpit of a tie fighter, i don't think it'd be interesting in a fun to play way :P.

Would it be possible to have a small financial reward along with the message when you beat everyone in the cantina? Even if it's just like, 100 credits from looting everyone's pockets, i think that'd be a great incentive. Also it'd be nice to have a companion join you in the cantina.

New kingdom cultures (although already mentioned) would be amazing. Don't think i need to go into detail here. A new one though, what if someone made the Sith Trooper armour and some of the other armour Revan Shan nags for we could have a Sith Empire culture?

Stuff from my message i sent waaaaaaaaaay back talking about new implementations, but i think that's already on the to-do list, just stuff about some smaller parties basically.

Maybe remove the banking and merchant functions from shipyards? i think it defeats the object of the trade federation port and would they really have banks on imperial shipyards? :P

Finally, and this a really small one, but could you add the start up effect for lightstabers and the humming noise whenever it's equipped ::), i know this has also probably been suggested but just imagine!
Title: Re: SWC: Suggestions for future releases
Post by: Ratzor on March 25, 2010, 03:27:22 PM
Is it possible to implement a feature so you can recruit indigenous ppl from their respective planets and sub planets as an independent faction? It doesnt make sense to me that you can recruit stormtroopers and rebels are rebels becouse they fight the empire, not the black sun pirates etc. I think Sword of Damocles implemented a similiar feature where you recruited civilians in all villages as long as you didnt join a faction :)

EDIT: And if any of this is impossible can you at least higher the recruit count of the species at their indigenous planet? I'm deeply disturbed over the fact that theres 14 wookies everywhere on every planet in the galaxy but you have to search for mandalorians in asteroid fields or such :P

EDIT2: And another thing (what a pain I am :P). Even though I know it's kinda worked on but I would like to see wookies with insane close quarter abilities, as well as better equipment for high tier units. I can understand that the Empire and Rebels use Batons but it's ridiculous that madalorian crusaders are running around with pocket knives or that sniper and marksmen doesnt really shoot any better than their assault counterparts :P that was all I think, let me stress you how much I love this game as well ;)
Title: Re: SWC: Suggestions for future releases
Post by: loner1 on March 25, 2010, 06:31:57 PM
I don't know if it's done already, which it might be, but can you put in the armor for the Emperor's Shadow Guard?
(http://images1.wikia.nocookie.net/__cb20081231132655/starwars/images/thumb/e/ec/Emperor%27s_Shadow_Guard.jpg/321px-Emperor%27s_Shadow_Guard.jpg)(http://images3.wikia.nocookie.net/__cb20081004131736/starwars/images/thumb/c/cd/EmperorsShadowGuard.jpg/312px-EmperorsShadowGuard.jpg)
You've already implemented Pikes and the black robes, but I've yet to find a helmet, which is, literally, the same as the Royal Guard helmet, save the visor is red/pink and the actual helmet is black. This may just be bad luck on my part, but I'm doubtful of that, as I've scoured the galaxy looking for even a battered or beaten up version, and found none.

Oh, the actual armor in the right picture, while would be cool to have, for any Sith, is a non-issue as far as I'm concerned.


DIT: And if any of this is impossible can you at least higher the recruit count of the species at their indigenous planet? I'm deeply disturbed over the fact that theres 14 wookies everywhere on every planet in the galaxy but you have to search for mandalorians in asteroid fields or such :P
Unless I'm mistaken, I believe you can go to bars in various planets, talk to the barkeep, and recruit Mandalorians that way. I've found that they aren't as numerous as wookies may be, but they do get the job done.
Speaking of wookies, it might be interesting to see if one can give them a sort of unequipable weapon "Wookie Claws" that helps show their prowess at Unarmed Close Combat. Then again, I've not much dealing with wookies, so they might be fine just as they are, as far as I know.
Title: Re: SWC: Suggestions for future releases
Post by: Nerdman3000 on March 25, 2010, 07:44:46 PM
Noticing from playing SWC today, when you become a vassal of Mon Mothma, Liea appears to like you less. That seem unordinary and shoulded be fixed. Also when you start the game as a jedi, you get a yellow lightsaber, I think you should get a blue lightsaber, because Luke's first lightsaber was blue, and yellow was uncommon after the Battle of ruusan.
Title: Re: SWC: Suggestions for future releases
Post by: Thexare on March 25, 2010, 09:10:11 PM
Noticing from playing SWC today, when you become a vassal of Mon Mothma, Liea appears to like you less. That seem unordinary and shoulded be fixed.
I suspect that's what happens when you're given a planet that used to belong to her.

loner1: I've seen the helmet once or twice, I believe.
Title: Re: SWC: Suggestions for future releases
Post by: loner1 on March 26, 2010, 01:24:37 PM
loner1: I've seen the helmet once or twice, I believe.

Yes, as soon as I posted that, I went to play with a new character, and I saw a helmet. After 4 different characters, of 4 different races, starting in 3 different places, and going all over the galaxy, I finally found one.
Pity it was on a character I didn't need it for... But my resolve has been refueled. At least now I know they really do exist!
Title: Re: SWC: Suggestions for future releases
Post by: HokieBT on March 26, 2010, 02:21:13 PM

yeah, they exist, their abundance is just really low so they won't be all that common.   If you use something like the item editor to increase the abundance then they should appear in shops more often, etc.

Item Editor - http://forums.taleworlds.com/index.php/topic,27735.0.html
Title: Re: SWC: Suggestions for future releases
Post by: Nerdman3000 on March 28, 2010, 10:33:52 AM
Hey just a suggestion. See when you camp, and you go to that cheats section, on of the options available is to hire a mercenary. I use that one a lot, and could you guys add another option of hiring a soldier, so that I can hire a Stormtrooper or Rebel trooper. Of course there should be a list of what troop's to get and how many.

Another thing, Geonosis doesn't have it's circular ring. You should add astroids around the planet, but make them real close.
Title: Re: SWC: Suggestions for future releases
Post by: Domenique on March 28, 2010, 01:44:51 PM
Make Lightsabers rarer.

In KOTOR, the lightsabers are already rare, even though there are dozens of jedis and siths.

In SWC, the lightsabers should be even rarer. There should be no shops selling it. The same goes with force powers. I know ( or maybe 'think' would be more proper :)) that there are shops for it just because the module is in beta.

The lightsabers and forcepowers could be obtained via quest. You could start some quest in which you would obtain lightsaber, and later maybe reveal a hidden jedi/sith academy, in which you could buy force powers.

I hope this will give some thoughts.
Title: Re: SWC: Suggestions for future releases
Post by: Nerdman3000 on March 28, 2010, 03:34:59 PM
We should have a new option for large planets, Medical. I realized on ships there's a medical with a bacta tank, but not in Planets. Could be nice. Also Vader really shoulden't be on Naboo, he should be on Mustafar or Vjun, and you should make Vjun a main planet and make Taris, it can be a main planet too. Also one day you guys have got to change that whole owning a planet system, characters shouldn't be owning planets, they should be together. Plus the Chatting system could do a renewal, like put more story into, kinda like KOTOR.
Title: Re: SWC: Suggestions for future releases
Post by: Zulgaines on March 28, 2010, 04:13:26 PM
Kind of long shot here but what if full light sabers just were not sold anywhere, but had to be built.

Crystals and parts effect the color and quality.
Title: Re: SWC: Suggestions for future releases
Post by: Domenique on March 28, 2010, 10:41:18 PM
Kind of long shot here but what if full light sabers just were not sold anywhere, but had to be built.

Crystals and parts effect the color and quality.

The first part is possible. A quest in which you have to bring a sertain set of items and receive another as a reward. It would be possible to affect the color, but qualiity... Don't know.
Title: Re: SWC: Suggestions for future releases
Post by: Nerdman3000 on March 29, 2010, 11:33:14 AM
We need more stuff to make the players feel real, I mean like well talking to friends or stuff. I love to write, I'm good at it, so I could make story into the game. Different types of course.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on March 29, 2010, 11:41:38 AM
We need more stuff to make the players feel real, I mean like well talking to friends or stuff. I love to write, I'm good at it, so I could make story into the game. Different types of course.

Well, I don't think we don't need stories a the moment cause, if done, someone has to implement them via code. The one who does that work is Hokie, and he doesn't have time for everything... I have several stories in mind, and made a good number of dialogs for the Cantine Contracts, but few got into the game because of that (adding it to the game is more complex than getting the idea itself).

What we need now is models. Models and scenes. If you can make scenes there is lots of work you can do (more scenes for Yavin, scenes for Hoth, scenes for Corellia, etc).
Title: Re: SWC: Suggestions for future releases
Post by: Nerdman3000 on March 29, 2010, 12:16:39 PM
Though, I think you guys need to replace Reecee with Taris, because Reecee wasen't very big, if anything it was a small farming planet, Taris would be nice to do, making it a place of ruins and debris, you could see some old KOTOR ships, which I have. Taris would be populated with Smugglers and people trying to hid, and it'll make a great hutt world, as the Hutts don't have many planets.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on March 29, 2010, 12:44:13 PM
Though, I think you guys need to replace Reecee with Taris, because Reecee wasen't very big, if anything it was a small farming planet, Taris would be nice to do, making it a place of ruins and debris, you could see some old KOTOR ships, which I have. Taris would be populated with Smugglers and people trying to hid, and it'll make a great hutt world, as the Hutts don't have many planets.

Wrong. After the bombardmen on Taris the planet was rebuilt. And on the times of the Galactic Civil War it was an important imperial planet. Nevertheless its underlevels are less controlled than those from COruscant, so making the city would be really interesting. PLus, it would be a good place were to implemente the swoop races (there is a race code in some mod out there so...).
Title: Re: SWC: Suggestions for future releases
Post by: Nerdman3000 on March 29, 2010, 12:50:56 PM
I made this for Character creation, use it if you want.

Create a Charcter Options:

A long Time Ago in a Galaxy Far Far Away....The galaxy is in the grip of Darkness;
The Jedi have been nearly eliminated and the Sith have almost won.
The republic is no more and an Empire is born from it's remains.
From the darkness has risen hope, a rebellion, born thanks to the courage of a jedi named Galen Marek.
The Hutt clans have taken the sutiation into that of money making and blood is shed across the galaxy.
Then from the Horizen rises you; You were a special child, you took on the job of your father.
Your Father was....

1. A Jedi: A Jedi Knight, your father broke the law of the Jedi Order as he fell in love with your mother and had you.
Your mother, who was also a jedi, helped raise you along with your father in the lower dirty levels of Coruscant.
Even after he was expelled from the order, he loved you with all his heart.
He lived that fateful Order 66 because you were born.
As you grew he tought you the ways of the force, and teaching you to become a jedi.

2. A Smuggler: A smuggler, once your father was drunk and you began the cycle that is birth.
Though you never knew him, you knew his name and career.
Instead you had a step-father who tought you every skill you know now.
In the world of Corilla you fould things tough and hard.

3. A Soldier: A soldier who abondoned the clone army, he helped raise you since you were born.
Teaching you to fight and battle, you became something he failed at, a warrior.
Even in the World of Mandalore, you felt safe with him watching over you.

4. A Mercanary: A Mercanery, your father lived in a world were he only saw you 2 months every year.
Hardly knowing him, you never truly exepted his descisions.
When you did see him, he tought you skills you'd need to know to survive.
Even when he wasen't around, you raced your friends in the ruins of Taris locating in the Undercity, hoping to be as adventous as him.

5. A Farmer: A farmer, your father taught you to farm and and trade in the farm his family had lived in for decades.
Helping to trade and sail the rivers of Dantooine

6. A Nomad: A nomad on the deserts of Tatooine, you were born in a state of constont change.
Learning to hunt Bantha and fed of Tusken Radiers, you were able to care for the Nerfs you protected.
Relying on skill and movement, you learned to care for prisoners and fight looters.

7. A Bounty Hunter: Even though your father was a Bounty Hunter, you were concidered a accident and mistake.
You fought to survive in the huge world you lived in called Nal Hutta.
Being uncared for a alone, you never knew your parents.
Raised up by the hutts, they tought you will power and guidence.
You were destined to be a what your father was, a Bounty Hunter.

8. A Ambasador: A Ambasador in the World of Naboo, your father and mother died when you were young.
Taken up by your Uncle, you leaned to speak and dress properly though the land around you.
With High Charisma and Persuadion, you became the spiting image of your father's famous personality.

9. Slave (Different diolog for each species, Slaves follow masters, while the controls of the ship in the galactic view are master represented, on planets a slave is controlled.
They can't go to main halls, and there quests are different from others, but they story is one of hope, and is fun to see.
  
   A Wookie Slave: A slave on the planet Kashyykk, your father was imprisoned along with you.
Made to work, you leaned to use Tools to help make things possible with your mind, hoping to escape, you follow your master to the day you escape.

   A Female Slave: A slave born on Ryloth, you were forced to dance and entertain for those who paid for you service, wanting to escape, the future was unknown.

   A Male Slave: Born on Ryloth, you were forced to work helping and moving. You want to escape, like most slaves do.

10. Engineer (Only for Droids): A Droid built on Byss, you help fix things across the galxy.
 
---------------------------------------------------------------------

BTW, I'll get to work on Taris for you.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on March 29, 2010, 03:04:52 PM
You were a special child
:lol: :lol: :lol:
Title: Re: SWC: Suggestions for future releases
Post by: Ratzor on March 30, 2010, 07:02:05 AM
A wider variety of bandits. Some I had in mind:

- NaQoit bandits
- Mandalorian Raiders
- Order of Independent trade
- Lok Revenants
- Invids
- Norulac Freebooters
- The Scourge
- Lorell raiders
- Lumini Pirates
- Falleen Outlaws
- Zann Consortium


You can make them area bound like sea raiders and mountain bandits in vanilla so they don't run around the whole map :P
Title: Re: SWC: Suggestions for future releases
Post by: Domenique on March 30, 2010, 11:05:30 AM
I made this for Character creation, use it if you want.

Create a Charcter Options:

A long Time Ago in a Galaxy Far Far Away....The galaxy is in the grip of Darkness;
The Jedi have been nearly eliminated and the Sith have almost won.
The republic is no more and an Empire is born from it's remains.
From the darkness has risen hope, a rebellion, born thanks to the courage of a jedi named Galen Marek.
The Hutt clans have taken the sutiation into that of money making and blood is shed across the galaxy.
Then from the Horizen rises you; You were a special child, you took on the job of your father.
Your Father was....

1. A Jedi: A Jedi Knight, your father broke the law of the Jedi Order as he fell in love with your mother and had you.
Your mother, who was also a jedi, helped raise you along with your father in the lower dirty levels of Coruscant.
Even after he was expelled from the order, he loved you with all his heart.
He lived that fateful Order 66 because you were born.
As you grew he tought you the ways of the force, and teaching you to become a jedi.

2. A Smuggler: A smuggler, once your father was drunk and you began the cycle that is birth.
Though you never knew him, you knew his name and career.
Instead you had a step-father who tought you every skill you know now.
In the world of Corilla you fould things tough and hard.

3. A Soldier: A soldier who abondoned the clone army, he helped raise you since you were born.
Teaching you to fight and battle, you became something he failed at, a warrior.
Even in the World of Mandalore, you felt safe with him watching over you.

4. A Mercanary: A Mercanery, your father lived in a world were he only saw you 2 months every year.
Hardly knowing him, you never truly exepted his descisions.
When you did see him, he tought you skills you'd need to know to survive.
Even when he wasen't around, you raced your friends in the ruins of Taris locating in the Undercity, hoping to be as adventous as him.

5. A Farmer: A farmer, your father taught you to farm and and trade in the farm his family had lived in for decades.
Helping to trade and sail the rivers of Dantooine

6. A Nomad: A nomad on the deserts of Tatooine, you were born in a state of constont change.
Learning to hunt Bantha and fed of Tusken Radiers, you were able to care for the Nerfs you protected.
Relying on skill and movement, you learned to care for prisoners and fight looters.

7. A Bounty Hunter: Even though your father was a Bounty Hunter, you were concidered a accident and mistake.
You fought to survive in the huge world you lived in called Nal Hutta.
Being uncared for a alone, you never knew your parents.
Raised up by the hutts, they tought you will power and guidence.
You were destined to be a what your father was, a Bounty Hunter.

8. A Ambasador: A Ambasador in the World of Naboo, your father and mother died when you were young.
Taken up by your Uncle, you leaned to speak and dress properly though the land around you.
With High Charisma and Persuadion, you became the spiting image of your father's famous personality.

9. Slave (Different diolog for each species, Slaves follow masters, while the controls of the ship in the galactic view are master represented, on planets a slave is controlled.
They can't go to main halls, and there quests are different from others, but they story is one of hope, and is fun to see.
  
   A Wookie Slave: A slave on the planet Kashyykk, your father was imprisoned along with you.
Made to work, you leaned to use Tools to help make things possible with your mind, hoping to escape, you follow your master to the day you escape.

   A Female Slave: A slave born on Ryloth, you were forced to dance and entertain for those who paid for you service, wanting to escape, the future was unknown.

   A Male Slave: Born on Ryloth, you were forced to work helping and moving. You want to escape, like most slaves do.

10. Engineer (Only for Droids): A Droid built on Byss, you help fix things across the galxy.
 
---------------------------------------------------------------------

BTW, I'll get to work on Taris for you.

Lots of grammatic mistakes, some sentences are meaningless like 'The Hutt clans have taken the sutiation into that of money making and blood is shed across the galaxy. '. No offence but this is the same as 'I've just finished my homework and shit is spread all over the city'. It's meaningless. But I still admire the work you've put in this, it just really needs improvement IMO :).

And your father isn't supposed to be image of you, he's just your father. For example i've taken a smuggler dad and still was a jedi, though I started playing as a smuggler.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on March 30, 2010, 01:26:09 PM
I made this for Character creation, use it if you want.

Create a Charcter Options:

A long Time Ago in a Galaxy Far Far Away....The galaxy is in the grip of Darkness;
The Jedi have been nearly eliminated and the Sith have almost won.
The republic is no more and an Empire is born from it's remains.
From the darkness has risen hope, a rebellion, born thanks to the courage of a jedi named Galen Marek.
The Hutt clans have taken the sutiation into that of money making and blood is shed across the galaxy.
Then from the Horizen rises you; You were a special child, you took on the job of your father.
Your Father was....

1. A Jedi: A Jedi Knight, your father broke the law of the Jedi Order as he fell in love with your mother and had you.
Your mother, who was also a jedi, helped raise you along with your father in the lower dirty levels of Coruscant.
Even after he was expelled from the order, he loved you with all his heart.
He lived that fateful Order 66 because you were born.
As you grew he tought you the ways of the force, and teaching you to become a jedi.

2. A Smuggler: A smuggler, once your father was drunk and you began the cycle that is birth.
Though you never knew him, you knew his name and career.
Instead you had a step-father who tought you every skill you know now.
In the world of Corilla you fould things tough and hard.

3. A Soldier: A soldier who abondoned the clone army, he helped raise you since you were born.
Teaching you to fight and battle, you became something he failed at, a warrior.
Even in the World of Mandalore, you felt safe with him watching over you.

4. A Mercanary: A Mercanery, your father lived in a world were he only saw you 2 months every year.
Hardly knowing him, you never truly exepted his descisions.
When you did see him, he tought you skills you'd need to know to survive.
Even when he wasen't around, you raced your friends in the ruins of Taris locating in the Undercity, hoping to be as adventous as him.

5. A Farmer: A farmer, your father taught you to farm and and trade in the farm his family had lived in for decades.
Helping to trade and sail the rivers of Dantooine

6. A Nomad: A nomad on the deserts of Tatooine, you were born in a state of constont change.
Learning to hunt Bantha and fed of Tusken Radiers, you were able to care for the Nerfs you protected.
Relying on skill and movement, you learned to care for prisoners and fight looters.

7. A Bounty Hunter: Even though your father was a Bounty Hunter, you were concidered a accident and mistake.
You fought to survive in the huge world you lived in called Nal Hutta.
Being uncared for a alone, you never knew your parents.
Raised up by the hutts, they tought you will power and guidence.
You were destined to be a what your father was, a Bounty Hunter.

8. A Ambasador: A Ambasador in the World of Naboo, your father and mother died when you were young.
Taken up by your Uncle, you leaned to speak and dress properly though the land around you.
With High Charisma and Persuadion, you became the spiting image of your father's famous personality.

9. Slave (Different diolog for each species, Slaves follow masters, while the controls of the ship in the galactic view are master represented, on planets a slave is controlled.
They can't go to main halls, and there quests are different from others, but they story is one of hope, and is fun to see.
  
   A Wookie Slave: A slave on the planet Kashyykk, your father was imprisoned along with you.
Made to work, you leaned to use Tools to help make things possible with your mind, hoping to escape, you follow your master to the day you escape.

   A Female Slave: A slave born on Ryloth, you were forced to dance and entertain for those who paid for you service, wanting to escape, the future was unknown.

   A Male Slave: Born on Ryloth, you were forced to work helping and moving. You want to escape, like most slaves do.

10. Engineer (Only for Droids): A Droid built on Byss, you help fix things across the galxy.
 
---------------------------------------------------------------------

BTW, I'll get to work on Taris for you.

Lots of grammatic mistakes, some sentences are meaningless like 'The Hutt clans have taken the sutiation into that of money making and blood is shed across the galaxy. '. No offence but this is the same as 'I've just finished my homework and shit is spread all over the city'. It's meaningless. But I still admire the work you've put in this, it just really needs improvement IMO :).

And your father isn't supposed to be image of you, he's just your father. For example i've taken a smuggler dad and still was a jedi, though I started playing as a smuggler.

It's a nice attempt but it's a fairly 'butchering' use of the English language, if we were to use this or similar in game it would have to be grammatically correct, free of spelling errors and generally the sentences would need to be better worded.

Title: Re: SWC: Suggestions for future releases
Post by: Grand Admiral Thrawn on March 31, 2010, 09:00:05 AM
Uniforms:

Are there any plans to include "real" Grand Admiral uniforms ?

(http://pds11.egloos.com/pds/200810/19/98/d0031998_48faa6d1f3ed2.jpg) ?

(http://images.wikia.com/starwars/images/b/be/Thrawn.JPG)

(http://www.imperialchicks.com/profiles/images/Grand_Admiral_Pellaeon2.jpg)

I really like the white uniforms ingame, but they don't have these fancy blue - red - gold badges.   :)

Title: Re: SWC: Suggestions for future releases
Post by: Dapaperboy on April 01, 2010, 08:10:26 AM
change 1: it seems that the force lightning "bullet" shoots from 5 feet in front of the character (or it the lightning actually shoots, but the bullet is only visible from 5 feet and on)

change 2: maybe for jedi/sith/force masters an improved (or modified) version of Force Lightning and Force Push is necessary. since the force lightning "bullets" are lightning bolts, a Force Storm could be multiple lightning bolts or the original Force Lightning bolt can just be widened.  a similar thing could be used for Force Wave to knock more soldiers down. i do realize that Force Storm  and Force Wave would be OP (overpowered)

change 3: for the force kill/knock down ability, i think a large/giant fist (it will probably lag me and other people out as well) would be a cool "bullet" to knock them down/kill them (i do realize that this will most likely not happen)
Title: Re: SWC: Suggestions for future releases
Post by: Domenique on April 01, 2010, 01:29:00 PM
i do realize that Force Storm  and Force Wave would be OP (overpowered)

like pretty much the jedi are
Title: Re: SWC: Suggestions for future releases
Post by: MasterFlorin on April 02, 2010, 07:49:30 AM
Some suggestions: Smiley Wink
 I know this game is heavily based on the GCW period but it needs some variations for Clone troopers. Because it has only ARC and the normal clone(sergent,lieutenant etc.).
 So it needs some classes like sharpshooter,engineer.
 Clone trooper>ARC sergent
                    >Clone sergent
                    >Clone sniper>Sharpshooter(I know they are the same thing but make it like this, sniper with Phase I armor, and sharpshooter with Phase II).
                    >Clone engineer(he could have the ability of a pilot, he could ride a speedbike during battles like the Rebel Pilot).

 I'm sorry because I made a new topic about on matter. :-[
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on April 02, 2010, 08:17:26 AM
Some suggestions: Smiley Wink
 I know this game is heavily based on the GCW period but it needs some variations for Clone troopers. Because it has only ARC and the normal clone(sergent,lieutenant etc.).
 So it needs some classes like sharpshooter,engineer.
 Clone trooper>ARC sergent
                    >Clone sergent
                    >Clone sniper>Sharpshooter(I know they are the same thing but make it like this, sniper with Phase I armor, and sharpshooter with Phase II).
                    >Clone engineer(he could have the ability of a pilot, he could ride a speedbike during battles like the Rebel Pilot).

 I'm sorry because I made a new topic about on matter. :-[

Phase 2 armour is the same as 1, except for the helmet. And we don't have the helmet (yet).
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on April 02, 2010, 10:38:49 AM
And we don't NEED the helmet either. Or any expansions on the clone subject.
Title: Re: SWC: Suggestions for future releases
Post by: Domenique on April 02, 2010, 11:13:17 AM
And we don't NEED the helmet either. Or any expansions on the clone subject.

My thoughts exactly.
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on April 02, 2010, 12:57:32 PM
I know this game is heavily based on the GCW period but...

"Heavily based on"? No, PURELY based on.

History lesson: A very talented modeller by the name of Barf made some great models for a mod based on the Clone Wars. As far as anyone could ever tell, the mod never actually got further than having those models. So, Barf's hard work would have gone to waste due to crap team members, had Hokie not included them in SWC as Easter egg content. They were never intended to be a major part of the mod.

It should also be noted that Barf is not an active member of the SWC, and instead works on other non-Star Wars mods. So, don't expect to see clone suggestions taken on board.


What annoys me, is that I could easily find time to return to the modelling scene, but when every topic becomes "we need clones with the orange stripe!", what's the motivation?
Title: Re: SWC: Suggestions for future releases
Post by: Domenique on April 03, 2010, 12:18:57 AM
I know this game is heavily based on the GCW period but...

"Heavily based on"? No, PURELY based on.

History lesson: A very talented modeller by the name of Barf made some great models for a mod based on the Clone Wars. As far as anyone could ever tell, the mod never actually got further than having those models. So, Barf's hard work would have gone to waste due to crap team members, had Hokie not included them in SWC as Easter egg content. They were never intended to be a major part of the mod.

It should also be noted that Barf is not an active member of the SWC, and instead works on other non-Star Wars mods. So, don't expect to see clone suggestions taken on board.


What annoys me, is that I could easily find time to return to the modelling scene, but when every topic becomes "we need clones with the orange stripe!", what's the motivation?

I don't know a shit about moddeling, but since warband's out and SWC will need to be ported, I think it will need modelers to map or whatever the shaders on the models (well do something on them that the shaders would look nice, like in the warband), I think this might take time. Is the SWC team even going to do it?
Title: Re: SWC: Suggestions for future releases
Post by: Tfett on April 04, 2010, 10:38:47 AM
Hey guys. I don't know if it has already been mentioned, but snowtroopers or at least their armor ought to be in the game. Perhaps if the Imperials were to own any snowy planet, the garrison there would consist of snowtroopers. Just a suggestion  :)
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on April 04, 2010, 10:47:13 AM
Hey guys. I don't know if it has already been mentioned, but snowtroopers or at least their armor ought to be in the game. Perhaps if the Imperials were to own any snowy planet, the garrison there would consist of snowtroopers. Just a suggestion  :)

Well, the Empire owns Rhen Var...
Title: Re: SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on April 04, 2010, 11:08:55 AM
Hey guys. I don't know if it has already been mentioned, but snowtroopers or at least their armor ought to be in the game. Perhaps if the Imperials were to own any snowy planet, the garrison there would consist of snowtroopers. Just a suggestion  :)

I think someone may have called dibs on that last year (Vector?), but if not, I'll reserve it. Something to do over Easter. Plus, I need my name on the Empire as much as possible.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on April 04, 2010, 11:28:14 AM
Hey guys. I don't know if it has already been mentioned, but snowtroopers or at least their armor ought to be in the game. Perhaps if the Imperials were to own any snowy planet, the garrison there would consist of snowtroopers. Just a suggestion  :)

I think someone may have called dibs on that last year (Vector?), but if not, I'll reserve it. Something to do over Easter. Plus, I need my name on the Empire as much as possible.

Great. Snowtroopers are really cool and I would love to make vids with them.
Title: Re: SWC: Suggestions for future releases
Post by: Vector on April 04, 2010, 01:14:47 PM
Hey guys. I don't know if it has already been mentioned, but snowtroopers or at least their armor ought to be in the game. Perhaps if the Imperials were to own any snowy planet, the garrison there would consist of snowtroopers. Just a suggestion  :)

I think someone may have called dibs on that last year (Vector?), but if not, I'll reserve it. Something to do over Easter. Plus, I need my name on the Empire as much as possible.

Great. Snowtroopers are really cool and I would love to make vids with them.

Yeah i did call dibs on Hoth, but I've gotten a little distracted with Map Models recently so by all means if any of you guys want to take over Hoth then your welcome to it.
Though i would probably redo those cruddy hoth scene models i did for it, those are failed-test ones that i really shouldn't have added.

Title: Re: SWC: Suggestions for future releases
Post by: Adraz Rhua on April 05, 2010, 04:49:02 PM
okay, completely random and relatively unimportant, but how about making a continuous-feed power generator backpack to be used as ammo for the T-21 (and could also be used as a larger ammo container).

As an aside i LOVE Wookiepedia. I went on to read a short article on the red guard and 2 hours later i'm still reading about some completely unrelated topic! It's amazing and so interesting!
Title: Re: SWC: Suggestions for future releases
Post by: Shatari on April 06, 2010, 03:31:24 PM
I'd like to suggest the ability to fight on the ship even when you're aiding an ally. Ryloth's battlefield is currently buggy and one of the armies tends to spawn outside of the battlefield, so it's virtually impossible to assist people who are too close to it.

Edit: While we're at it, the Nightfang pirates use the conversation of the steppe bandits when demanding a surrender. This is annoying, because the refusal button is in the opposite spot of every other bandit conversation in the game. In fact, why is it even possible to surrender during the conversation? Nothing is more annoying than losing all your equipment and companions because you pressed the wrong button, and there's a surrender button in the battle screen regardless.

Edit MKII: While we're at it, could you implement the hat/hair trick that Barf came up with in 1866? There's some really cool looking hats in this mod, but I don't like how they look without hair.
Title: Re: SWC: Suggestions for future releases
Post by: Rhaegar14 on April 07, 2010, 07:06:45 PM
First off, I'd like to say hats off. This is a great, huge mod and I really love it. There are a couple bugs, but I really can't complain given that the thing is still in beta.

My only real suggestion is with Force Powers. When I heard there was Force Lightning, I was thinking cone of destruction a la Knights of the Old Republic or maybe The Force Unleashed. Not a re-skinned throwing weapon.

I'm pretty sure you could manage some more abstract effects than the ones you have already, based on the spells mod you cited; higher-level force users don't engage single targets, they change the course of the battle. I'd really like to see some Area of Effect force powers, and maybe one or two utility powers (like an AoE barrier or healing).

Oh, and some Jedi/Sith Robes with higher armor would be cool too. I might be alone in this, but I don't like sacrificing the whole Sith Lord look because the Stormtrooper armor offers a lot more protection.
Title: Re: SWC: Suggestions for future releases
Post by: Shatari on April 07, 2010, 10:56:16 PM
Oh, and some Jedi/Sith Robes with higher armor would be cool too. I might be alone in this, but I don't like sacrificing the whole Sith Lord look because the Stormtrooper armor offers a lot more protection.
I used the item editor to create some armor enhancing gloves. I get around the same bonuses of the Beskar armor for the same price, but I get to choose how my characters look.
Title: Re: SWC: Suggestions for future releases
Post by: Swyter on April 08, 2010, 04:49:20 AM
My only real suggestion is with Force Powers. When I heard there was Force Lightning, I was thinking cone of destruction a la Knights of the Old Republic or maybe The Force Unleashed. Not a re-skinned throwing weapon.

You're right, the force powers are overpowered and underdeveloped (and they're ugly), we have been busy with other aspects of the game... when I finished some other important things I will work on that..
Title: Re: SWC: Suggestions for future releases
Post by: Shatari on April 12, 2010, 04:04:51 PM
I just thought I'd call your attention to this thread:
http://forums.taleworlds.com/index.php/topic,69530.0.html
Pentominoes with starships instead of blocks would be awesome.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on April 13, 2010, 12:10:31 AM
I just thought I'd call your attention to this thread:
http://forums.taleworlds.com/index.php/topic,69530.0.html
Pentominoes with starships instead of blocks would be awesome.

I saw that before and thought it wouldbe really good as addition for possible quests on Korriban or Dantooine.
Title: Re: SWC: Suggestions for future releases
Post by: Shatari on April 13, 2010, 05:57:25 PM
With a bit of reskinning minesweeper could represent hacking, chess is common throughout the Star Wars universe, and actually getting Pazaak into the game (complete with customizable decks) would be awesome.
Title: Re: SWC: Suggestions for future releases
Post by: Swyter on April 14, 2010, 08:52:32 AM
I just thought I'd call your attention to this thread:
http://forums.taleworlds.com/index.php/topic,69530.0.html
Pentominoes with starships instead of blocks would be awesome.

Is this true? It sounds as a joke... minesweeper? pong? tetris? On Mount&blade?  :)

That's a really true total conversion... Wow!  ;)


PD: Has he implemented the Chess? It looks difficult to program as single player game...
Title: Re: SWC: Suggestions for future releases
Post by: Shatari on April 14, 2010, 01:11:27 PM
Chess hasn't been added, but it would be really cool if SWC had it. Since we can apparently add some pretty impressive games to the mix, I figure why not shoot for the moon?

Unrelated: I tried running a human based army, and I've got to say that they're quite terrible. They really need some better equipment (why do none of the armies use the mercenary helmet, and what good are sunglasses to a foot based rifleman?) and the AI armies should recruit soldiers instead of thugs. I've fixed them up a bit using the troop editor, but that doesn't affect my save.
Title: Re: SWC: Suggestions for future releases
Post by: ZachC23 on April 15, 2010, 10:54:53 AM
 Someone might have already said this but my suggestion is to make the battle driod culture, (the battle droids in the Clone Wars)

Another suggestion is to change how every ship looks the same in the inside when I "walk around" I could be in a tie fighter but feel like I am walking around a capital ship. So changing each interior and making each unique would be very nice.

Another suggestion is when a player  makes his/her own kingdom, that no matter what the culture is the patrol ships and ship lords look like the old versions of the x wings in the clone wars. Fixing that would also be nice if you arent already doing that.

Now a creative suggestion I have is that for a ship battle, the offensive force is on a transport ship going into the enemy ships dock harbor. door opens*like a siege tower effect* and the battle begins.
Title: Re: SWC: Suggestions for future releases
Post by: Swyter on April 15, 2010, 11:53:37 AM
Someone might have already said this but my suggestion is to make the battle driod culture, (the battle droids in the Clone Wars)

Another suggestion is to change how every ship looks the same in the inside when I "walk around" I could be in a tie fighter but feel like I am walking around a capital ship. So changing each interior and making each unique would be very nice.

Another suggestion is when a player  makes his/her own kingdom, that no matter what the culture is the patrol ships and ship lords look like the old versions of the x wings in the clone wars. Fixing that would also be nice if you arent already doing that.

Now a creative suggestion I have is that for a ship battle, the offensive force is on a transport ship going into the enemy ships dock harbor. door opens*like a siege tower effect* and the battle begins.

Interesting suggestions... specially your "creative" one  :idea: About the second one, I think that was already talked, but ignore if there's someone working on new ship scenes... This should be easy.

When I've time, I add some of these to the "My Personal List of Things to Do..."  ;)
Title: Re: SWC: Suggestions for future releases
Post by: tryteyker on April 15, 2010, 12:19:12 PM
Nice suggestions ZachC23 :)
But If you realice that with the Tie Fighter and something like that, then reduce the max. Companylimit to maybe 2 with the Tie Fighter and much more with the capital ships, because it's unreal if I have 600 Man on a Tie Fighter what looks so small.
And, If you can realize that, better Animations with the Force Choke. AND (!) don't let the Sith cheat! When I bought Force Kill, I can't use it with my lightsaber. I go into the cantina and killed them all with Force Kill. When I stand too near an civilian, I knocked unconscious me. In a battle, I want to fight a Sith apprentice with my lightsaber and hoped for a epic fight, BUT the Sith killed me, a jedi, with just one hit. Force KILL! He had his lightsaber out.
Title: Re: SWC: Suggestions for future releases
Post by: Ratzor on April 15, 2010, 01:59:30 PM
I strongly opose any notion of having fights inside of a tie fighter, the whole idea is just silly. Even 5 men cramped in that confined space is an impossibility :/ I urge for the idea that when you pilot a smaller craft you have the choice to purchase a troop transport that gives additional troop capacity and work as the battleground. In cases where you have no cargo transport you simply get tractor-beamed into the opposing sides veshould have their own set of unique battlegrounds :)

On an additional note, could you increase the starter ships ship speed? Even the Deathstar tend to outrun you in the beginning wich makes it a pain to travel anywhere if you're in a conflict. That is if you hav'nt maxed out your navigation and bought an A-wing :P
Title: Re: SWC: Suggestions for future releases
Post by: Shatari on April 15, 2010, 11:56:01 PM
Suggestion for player controlled lords: How about letting us equip them the way we equip companions? The current recruitable lords don't really look appropriate for any empire I'd want to build, and they tend to be poorly equipped. I on the other hand tend to have oodles of wealth burning a hole in my pocket by the time I go recruiting them, and it would be nice to be able to customize them to fit the feel of my empire.
Title: Re: SWC: Suggestions for future releases
Post by: Nerdman3000 on April 17, 2010, 03:03:57 PM
Just a quick idea but, I don't think we should have the whole lord system, I mean instead of Lords staying put on planets and sometimes leaving, why not have them not owning planets. Here is the whole idea, Governers rule planets, Characters like Han Solo or Darth Vader should move around the Galaxy, and not stay in the same place long, maybe for a day or two and get supplies. Some characters should have a special code, for example like Han Solo and Chewbaca, so that they always travel together, on a rare ship just for them, The Millennium Falcon, and they have no soldiers with them. But heroes or some of them should be very strong and considered one man armies. The Monarchs can stay where they are.

Plus add more planets like Taris or Manaan.
Title: Re: SWC: Suggestions for future releases
Post by: Tek9 on April 25, 2010, 12:15:24 PM
Please add more companions
that is all
Title: Re: SWC: Suggestions for future releases
Post by: kwonm on April 26, 2010, 08:26:35 PM
my character is a bounty hunter and the pay is so low. i just end up looting nearby planets and selling the goods. i would like the pay to be more than 300 credits. maybe like 3000 credits and make it harder to kill the target
Title: Re: SWC: Suggestions for future releases
Post by: rorogg on April 26, 2010, 11:50:18 PM
3000 credits? Thats a little much dont you think? I think it would make the game a little too easy.
Title: Re: SWC: Suggestions for future releases
Post by: damnimbored25 on April 27, 2010, 11:29:10 AM
Well maybe rise a little the rewards...because it's pretty hard to maintain an army whit the poor rewards, even if you are a lone bounty hunter it's kind of hard to get the good men as body guards. xD
Title: Re: SWC: Suggestions for future releases
Post by: Thexare on April 28, 2010, 03:28:22 PM
I strongly opose any notion of having fights inside of a tie fighter, the whole idea is just silly. Even 5 men cramped in that confined space is an impossibility :/ I urge for the idea that when you pilot a smaller craft you have the choice to purchase a troop transport that gives additional troop capacity and work as the battleground. In cases where you have no cargo transport you simply get tractor-beamed into the opposing sides veshould have their own set of unique battlegrounds :)
The primary use for the existing fight-on-ship option, I believe, is for those of us that can't run heavily forested maps like Kashyyyk at a reasonable framerate due to crappy computers.

So I don't want any extra hurdles added to that.
Title: Re: SWC: Suggestions for future releases
Post by: Ratzor on April 29, 2010, 07:26:49 AM
The primary use for the existing fight-on-ship option, I believe, is for those of us that can't run heavily forested maps like Kashyyyk at a reasonable framerate due to crappy computers.

So I don't want any extra hurdles added to that.

Don't take me in the wrong way :) I meant that if you didn't own a transport yourself, you simple get tractor beamed into your opponents :P this way there will be even more ship battles and not less
Title: Re: SWC: Suggestions for future releases
Post by: Nerdman3000 on May 02, 2010, 07:36:51 AM
A Jump to Lightspeed system, that makes your ship go to places faster for a little while would be nice.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 02, 2010, 07:57:23 AM
Good idea, it could be installed as a ship upgrade and you'd activate it in the camp menu for a couple of hours :)
Title: Re: SWC: Suggestions for future releases
Post by: lokisan on May 07, 2010, 01:47:25 AM
Greets,
I am sorry if this suggestion already came up before but, would it be possible to create 3D Models of the Fighters to be *mounts* for the Pilot Class?
For example, If you go on a Groundbattle, Tie Pilots would mount an Tie Fighter/bomber as would Ace Pilots an Interceptor/avenger. Those *mounts* would then be set ~several meters above ground so that they, like the speeder bikes, look like they fly over the ground but on a higher level. Of course rolls and pitches would not be possible with that, and maybe the Fighters should be replaced by bombers instead to look proper but I can't stand the pilots flying around with the speeders like the scout class. In the Ship battle scenes there would then be the need to unmount the pilots, so that they do not roam the corridors of the ships with their fighters  :P

Additionally I have looked through the loadouts of all Imperial Officers and gave them the *proper* uniform. Veers for example had a black uniform as several if not all high-ranking officers. that is not accurate. I replaced their uniform with the grand moff one ( If you want I can create fitting, better looking and correct ranked uniform textures for those hero units) and gave some of them hats as well as gloves. I also reedited some of the current textures to look better, but not best atm. I can work on that too if you want and provide some crispy textures.
I also gave Thrawn the white uniform and ranked it up to that of a grand admiral.
I then gave every lower grade Officer the black uniform and some of them a fitting hat + gloves. This is more in line with the movies and I would love to send you my reworked troops.txt and the textures so that you can add them to the next release of the game, *maybe*  ;)
Also if you are interested in my help with the textures, not only uniforms...just contact me via pm and I will shift some of my free time towards your project, since it looks very promising and I am a great SW Fan after all.

Title: Re: SWC: Suggestions for future releases
Post by: motomataru on May 13, 2010, 08:06:47 AM
A couple things kinda bug me.

One is the huge price differentials for alternate condition items. A speeder might cost up to 13x its normal price though it only has a couple points more in damage or improved speed. Conversely, I always buy "damaged" items b/c their performance is only a little reduced for a big reduction in cost -- especially for the NP party characters, whose equipment does not degrade further.

Even "Lordly" items, whose cost might be justifiable in that such are gem-encrusted or otherwise simply for notoriety's sake, ought to have some increased return in that they impress others or attract thieves or some such.

Also, the "lend physician" quest seems kinda buggy. The borrowing Lord takes off, but then is still in conversation with the player...

Anyone mind if I tweak these?

Finally, the numbers of Force-Sensitive troops could use some balancing. Right now a quarter of my 120-odd man army is Sith, meaning that I can win most field battles even outnumbered 1:3. Outposts and Battlestations are no problem, and even major planets if I have a way to get them to melee without facing too much gunfire. It's a bit ridiculous, especially given that the opposition rarely has more than a handful of Force Sensitives, and they never rank more than a Padawan.

I propose reducing the number of Force Sensitives that can be recruited by the player -- maybe 1-2 instead of up to 3-15 at a time and allowing AI Lords to have a chance to recruit upper-level Force Sensitives. I can do this, too, if approved.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 13, 2010, 10:49:13 AM
I propose reducing the number of Force Sensitives that can be recruited by the player -- maybe 1-2 instead of up to 3-15 at a time and allowing AI Lords to have a chance to recruit upper-level Force Sensitives. I can do this, too, if approved.

Dunno... It night be more reallistic but...
- Players might want to make only jedi/sith armies
- If that was done... why make a jedi temple? Just to train 5 guys?
- In SW Battlegrounds you could build jedi/sith temples and had no jedi limit apart from the unit total one...

Don't take me wrong though. Maybe it's a good idea. Perhaps we could elliminate the jedi temples as building options and add some quest to find or train jedi or sith.
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 13, 2010, 01:15:50 PM
Players who want an army of 200 force sensitives really shouldn't be regarded as people who the team orient game design around, or we might end up with "epic" battles of 500 Jedi vs. 500 Sith. Fuck that.
Yes, exactly. Make a temple to train a reasonable number, not a battalion. As it is right now, you can get more Jedi in a week than there were in the whole Galaxy before the Purge.
And you really should stop quoting other videogames as credible sources ;)
Title: Re: SWC: Suggestions for future releases
Post by: Venitius on May 13, 2010, 02:16:59 PM
I personally do find the large armies of force sensitives... annoying.

My opinion would be to perhaps be able to build temples on certain planets where there were temples/academies or are particularly associated  with the Jedi/Sith... and the Force Sensitives would slowly leak in or perhaps you could send a Force-Sensitive Master/Knight along with a companion to search the Galaxy for them, or try and find a holocron with the locations of a few.

I suppose the same could go for Clones/Droids, with Clones built on Kamino and Droids where droid foundries used to be.

Perhaps a "funding" option to build such facilities should the planet belong to an ally, then you can recruit some/all of them?

Also, would it be possible to "restrict" shipyards to sell ships of the faction that they are on? For example, Kuat would sell stuff from Kuat Drive Yards, namely Star Destroyers, to Imperials, whereas Mon Calamari would sell various Rebel Ships to Rebellion members?

Progressively difficult and more expensive bounties would be nice though. And erm, why is Palpatine trundling around in the Death Star despite it being 1 ABY?
Title: Re: SWC: Suggestions for future releases
Post by: yokozuna on May 14, 2010, 02:03:17 PM
Some new armors and weapons: emperor's Hand equipment, new droid armors (maybe a magnaguard body or a 3PO black series),
Fix some minor char, like Zuckuss(it's an alien, not an irish man  :D ) and lando(give him the afro haircut!)
gradual expensive bounties with a cap of 1000 credits
Title: Re: SWC: Suggestions for future releases
Post by: motomataru on May 14, 2010, 02:31:04 PM
Force-sensitives are an exceptional troop type in that the player expects them to be nigh supermen. They're not quite supermen, but they are quite a bit more effective than any other troop type. Hence they can unbalance the game.

But perhaps this can be best left to player discretion (like the No-Quit-Without-Save option) -- just as we leave the cheat items and the armor to the player's discretion. Sure it's smarter to give Luna a full suit of Beskar, but I often choose to give her something that may fit the "story" better... It's not like this is a multiplayer environment where someone loses when there's a Sith army romping through the galaxy...

I do like the suggestion that perhaps they'd be better attached to quests. Makes them more part of the SW story rather than one more numberless horde.

Also, would it be possible to "restrict" shipyards to sell ships of the faction that they are on? For example, Kuat would sell stuff from Kuat Drive Yards, namely Star Destroyers, to Imperials, whereas Mon Calamari would sell various Rebel Ships to Rebellion members?

Second that one!
Title: Re: SWC: Suggestions for future releases
Post by: Tek9 on May 15, 2010, 04:40:34 PM
Just wondering
how is adding snow troopers and rebel snow guys to the game
oh and you know the masks you have Nikto ECT
could you possible add a Kel Dor one?
http://starwars.wikia.com/wiki/Kel_Dor
Title: Re: SWC: Suggestions for future releases
Post by: yokozuna on May 16, 2010, 01:20:24 PM
Just wondering
how is adding snow troopers and rebel snow guys to the game
oh and you know the masks you have Nikto ECT
could you possible add a Kel Dor one?
http://starwars.wikia.com/wiki/Kel_Dor

Kel Dor FTW  :)

maybe Duros or nemoidians too would be awesome

and simple to do because they Have humanoid bodies
Title: Re: SWC: Suggestions for future releases
Post by: Krixicanis on May 22, 2010, 01:23:00 AM
I love this mod, but what's bothered me the entire time of playing it is the uh... questionable quality of the Bothan Model.

There was quite a noble effort to recreate them from their SWG incarnation (in my opinion, the absolute best incarnation of bothans to date), however the UVW mapping seems mismatched and choppy, and the hair sometimes appears to have an ear on it at some times. Really made me a bit disappointed that I couldn't play my old SWG characters here.

I bring this up, because I found, on another website regarding the game 'Neverwinter Nights', a near perfect replication of the SWG Bothan model as a selectable head for the game 'Neverwinter Nights'. This pack also included other very high quality models for other races as well.

Here is a Link to the Pack I speak of:
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=7931

I'm wondering if it is at all possible to extract this head from the modification for 'Neverwinter Nights' and use it in Star Wars: Conquest? I think it would certainly help vastly for the atmosphere, not to mention it adds Female Bothans as well.

Anyways, just putting that out there, in case someone else hasn't already. Great mod, Love it to peices, just wish it had a couple of better details ;)
Title: Re: SWC: Suggestions for future releases
Post by: Swyter on May 22, 2010, 02:19:10 AM
I'm wondering if it is at all possible to extract this head from the modification for 'Neverwinter Nights' and use it in Star Wars: Conquest? I think it would certainly help vastly for the atmosphere, not to mention it adds Female Bothans as well.

Thanks for your suggestions... greatly appreciated, Krixicanis.  :)

We're about to improve some of the old models, they're placeholders waiting for a revision... SWC is yet in open Beta... And yes, lots of SWC players are ex-SWG... Hope you like it!
Title: Re: SWC: Suggestions for future releases
Post by: Geroj on May 25, 2010, 12:55:49 PM
I love this mod, but what's bothered me the entire time of playing it is the uh... questionable quality of the Bothan Model.

There was quite a noble effort to recreate them from their SWG incarnation (in my opinion, the absolute best incarnation of bothans to date), however the UVW mapping seems mismatched and choppy, and the hair sometimes appears to have an ear on it at some times. Really made me a bit disappointed that I couldn't play my old SWG characters here.

I bring this up, because I found, on another website regarding the game 'Neverwinter Nights', a near perfect replication of the SWG Bothan model as a selectable head for the game 'Neverwinter Nights'. This pack also included other very high quality models for other races as well.

Here is a Link to the Pack I speak of:
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=7931

I'm wondering if it is at all possible to extract this head from the modification for 'Neverwinter Nights' and use it in Star Wars: Conquest? I think it would certainly help vastly for the atmosphere, not to mention it adds Female Bothans as well.

Anyways, just putting that out there, in case someone else hasn't already. Great mod, Love it to peices, just wish it had a couple of better details ;)

I updated bothan few versions ago
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 25, 2010, 01:17:35 PM
I love this mod, but what's bothered me the entire time of playing it is the uh... questionable quality of the Bothan Model.

There was quite a noble effort to recreate them from their SWG incarnation (in my opinion, the absolute best incarnation of bothans to date), however the UVW mapping seems mismatched and choppy, and the hair sometimes appears to have an ear on it at some times. Really made me a bit disappointed that I couldn't play my old SWG characters here.

I bring this up, because I found, on another website regarding the game 'Neverwinter Nights', a near perfect replication of the SWG Bothan model as a selectable head for the game 'Neverwinter Nights'. This pack also included other very high quality models for other races as well.

Here is a Link to the Pack I speak of:
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=7931

I'm wondering if it is at all possible to extract this head from the modification for 'Neverwinter Nights' and use it in Star Wars: Conquest? I think it would certainly help vastly for the atmosphere, not to mention it adds Female Bothans as well.

Anyways, just putting that out there, in case someone else hasn't already. Great mod, Love it to peices, just wish it had a couple of better details ;)

I updated bothan few versions ago

That's what I thought when I read that comment. In fact, isn't it the third version the one we have now?
Title: Re: SWC: Suggestions for future releases
Post by: Lux CC-4361 on May 29, 2010, 06:26:10 AM
The Bothan is fine, other things need an overhaul much more.
Title: Re: SWC: Suggestions for future releases
Post by: Revan Shan on May 29, 2010, 08:58:59 AM
The Bothan is fine, other things need an overhaul much more.

Totally true.

What we need now is tons of new scenes.
Title: Re: »SWC: Suggestions for future releases
Post by: deco on June 14, 2010, 11:47:07 AM
Hey, before we start, I am mister New Guy :) . Not a noob in suggesting

Well ill get right to the point - great mod, seriously, from design, to gameplay, to troop trees, everything. I REALLY THINK the Warband port will solve lots of problems:

The fact that in normal mount and blade you can not divide your soldiers into groups. Well in this mod it causes a major problem. Almost all of the units being used here are ranged. (ofcourse) That means you have 1 huge group of 70-80 soldiers to handle during a siege. They are cramped together like they are in a football game. So they just run in place and getting shot at instead of positioning themselves and shooting. The Warband port will enable us divide them into groups which will enable us the option to use some TACTICS. (yes.. tactics.. the thing that mount and blade fails to actually achieve truly) Flanking and stuff like that. Guys(and girls?) who played Total War will understand  ;)

So before it will be too late I am gonna suggest this that it is so relevant now before the Warband port: The current (generic) city scenes just throws you right in the crossfire in the beginning of the fight, you have no time to arrange and deploy your troops.(that was something that was problem in native mount and blade also, but less than this mod). This also relates to zone specific scenes.

I think you guys need to let us deploy our troops out of critical firing range when the battle starts. Let us direct our soldiers to go near zones so they can take some cover before we actually see what we, as commanders, are going to do.
This also connects to the fact that you let us only charge head on, there are hardly any tactics that you can use instead of going head on.(again, a problem in basic mount and blade as well).

You can fix this by, for say, put a few entrances in a city, have more natural blockades for the attackers(not defenders) outside of the city, before storming into the city. This way you can charge in a few directions.

Also, or even better yet, add streets. This way we go into street warfare which suits ranged weapons much more than infantry based. This way we can split our forces using the streets, and from here, well, everything is possible.

Tactics in mount and blade are up to the player, they are not pre-made. All you need to do is add streets, natural (meaning "nature") covers (hills, rocks, forests, etc...) and blocks. A good commander will know what to do with them.

This applies to castles as well.
On a side note I'd say you need more open battlefield scenes in the generic scenes section.

Modern planets, like Coruscant should have lots of streets, and planets like Kashyyk should have a more tribal feel into it.

The built-in Warband "make your own kingdom" feature will fix some annoying modding glitches in the mod kingdom management, so that will fix itself with the port.

I liked the trenching of the defenders though, good automatic trenching.

So because it was a bit messy, ill summarize:

Everything is already good enough for tactics. The Warband port will increase our possibilities as generals. What you need to do is:
Add a few extra entrances into cities and castles/outposts/battlestations and so on.
Add some streets into the cities, it is a city after all. Some architectural complexity is good for tactical warfare using rifles instead of swords.
Add some natural blockades against enemies so you can deploy your troops around them BOTH in open battlefield AND castles, cities, battlestations and so on.

BTW, aren't battlestations and outposts are huge space mechanical beasts and NOT planets. It is supposed to be like invading a space station, not a planet.

- Also, 1 more thing is, and im not sure if its possible. Is to give lightsabers both the features of a shield and a sword. Instead of having of a side lightsaber "shield", can't you code it so a Lightsaber has both features? This way, when you right mouse click it will defend from shots and not only rival sword swings.

- And what are you going to do with multi kill saber?

Nonetheless, great, great job. Just consider those tweaks!
Title: Re: »SWC: Suggestions for future releases
Post by: Swyter on June 14, 2010, 12:54:37 PM
Hey, before we start, I am mister New Guy :) . Not a noob in suggesting

Well, first of all: Hi to you

Well ill get right to the point - great mod, seriously, from design, to gameplay, to troop trees, everything. I REALLY THINK the Warband port will solve lots of problems:

The fact that in normal mount and blade you can not divide your soldiers into groups. Well in this mod it causes a major problem. Almost all of the units being used here are ranged. (ofcourse) That means you have 1 huge group of 70-80 soldiers to handle during a siege. They are cramped together like they are in a football game. So they just run in place and getting shot at instead of positioning themselves and shooting. The Warband port will enable us divide them into groups which will enable us the option to use some TACTICS. (yes.. tactics.. the thing that mount and blade fails to actually achieve truly) Flanking and stuff like that. Guys(and girls?) who played Total War will understand  ;)

So before it will be too late I am gonna suggest this that it is so relevant now before the Warband port: The current (generic) city scenes just throws you right in the crossfire in the beginning of the fight, you have no time to arrange and deploy your troops.(that was something that was problem in native mount and blade also, but less than this mod). This also relates to zone specific scenes.

I think you guys need to let us deploy our troops out of critical firing range when the battle starts. Let us direct our soldiers to go near zones so they can take some cover before we actually see what we, as commanders, are going to do.
This also connects to the fact that you let us only charge head on, there are hardly any tactics that you can use instead of going head on.(again, a problem in basic mount and blade as well).

You can fix this by, for say, put a few entrances in a city, have more natural blockades for the attackers(not defenders) outside of the city, before storming into the city. This way you can charge in a few directions.

Also, or even better yet, add streets. This way we go into street warfare which suits ranged weapons much more than infantry based. This way we can split our forces using the streets, and from here, well, everything is possible.

Tactics in mount and blade are up to the player, they are not pre-made. All you need to do is add streets, natural (meaning "nature") covers (hills, rocks, forests, etc...) and blocks. A good commander will know what to do with them.

This applies to castles as well.
On a side note I'd say you need more open battlefield scenes in the generic scenes section.

Modern planets, like Coruscant should have lots of streets, and planets like Kashyyk should have a more tribal feel into it.

The built-in Warband "make your own kingdom" feature will fix some annoying modding glitches in the mod kingdom management, so that will fix itself with the port.

I liked the trenching of the defenders though, good automatic trenching.

So because it was a bit messy, ill summarize:

Everything is already good enough for tactics. The Warband port will increase our possibilities as generals. What you need to do is:
Add a few extra entrances into cities and castles/outposts/battlestations and so on.
Add some streets into the cities, it is a city after all. Some architectural complexity is good for tactical warfare using rifles instead of swords.
Add some natural blockades against enemies so you can deploy your troops around them BOTH in open battlefield AND castles, cities, battlestations and so on.

BTW, aren't battlestations and outposts are huge space mechanical beasts and NOT planets. It is supposed to be like invading a space station, not a planet.

- Also, 1 more thing is, and im not sure if its possible. Is to give lightsabers both the features of a shield and a sword. Instead of having of a side lightsaber "shield", can't you code it so a Lightsaber has both features? This way, when you right mouse click it will defend from shots and not only rival sword swings.

- And what are you going to do with multi kill saber?

Nonetheless, great, great job. Just consider those tweaks!

 :shock: Wow! Thanks for your suggestions *cof cof*

We Motomataru have just implemented a new AI system, now the combat will be more marksmen oriented... etc

Of course, a new build from scratch could be awesome, but it's a lot of work and our team it's really small. And as we said lot of times, we've lives outside SWC and modding in general. Also SWC it's working over the Original, so Warband it's currently far...

The thing of lightsabers that defend/attack it's so easy to describe but really hard to implement (120% custom code). Basically impossible. With various failed tries...

About scenes, well. Most of current ones are placeholders. So we'll try to follow your "open fields" suggestions. It's a good idea relatively easy to turn in true.


Also thanks for posting suggestions in the right thread deco... this is going to be a historical date.  :P
Title: Re: »SWC: Suggestions for future releases
Post by: Revan Shan on June 14, 2010, 01:06:02 PM
The suggestions rely on a lot of scene building. What can I say... we need scene builders. But hopefuly all will be done some day. Every single planet. Yeah...
Title: Re: »SWC: Suggestions for future releases
Post by: deco on June 14, 2010, 01:12:28 PM
Hey, before we start, I am mister New Guy :) . Not a noob in suggesting

Well, first of all: Hi to you

Well ill get right to the point - great mod, seriously, from design, to gameplay, to troop trees, everything. I REALLY THINK the Warband port will solve lots of problems:

The fact that in normal mount and blade you can not divide your soldiers into groups. Well in this mod it causes a major problem. Almost all of the units being used here are ranged. (ofcourse) That means you have 1 huge group of 70-80 soldiers to handle during a siege. They are cramped together like they are in a football game. So they just run in place and getting shot at instead of positioning themselves and shooting. The Warband port will enable us divide them into groups which will enable us the option to use some TACTICS. (yes.. tactics.. the thing that mount and blade fails to actually achieve truly) Flanking and stuff like that. Guys(and girls?) who played Total War will understand  ;)

So before it will be too late I am gonna suggest this that it is so relevant now before the Warband port: The current (generic) city scenes just throws you right in the crossfire in the beginning of the fight, you have no time to arrange and deploy your troops.(that was something that was problem in native mount and blade also, but less than this mod). This also relates to zone specific scenes.

I think you guys need to let us deploy our troops out of critical firing range when the battle starts. Let us direct our soldiers to go near zones so they can take some cover before we actually see what we, as commanders, are going to do.
This also connects to the fact that you let us only charge head on, there are hardly any tactics that you can use instead of going head on.(again, a problem in basic mount and blade as well).

You can fix this by, for say, put a few entrances in a city, have more natural blockades for the attackers(not defenders) outside of the city, before storming into the city. This way you can charge in a few directions.

Also, or even better yet, add streets. This way we go into street warfare which suits ranged weapons much more than infantry based. This way we can split our forces using the streets, and from here, well, everything is possible.

Tactics in mount and blade are up to the player, they are not pre-made. All you need to do is add streets, natural (meaning "nature") covers (hills, rocks, forests, etc...) and blocks. A good commander will know what to do with them.

This applies to castles as well.
On a side note I'd say you need more open battlefield scenes in the generic scenes section.

Modern planets, like Coruscant should have lots of streets, and planets like Kashyyk should have a more tribal feel into it.

The built-in Warband "make your own kingdom" feature will fix some annoying modding glitches in the mod kingdom management, so that will fix itself with the port.

I liked the trenching of the defenders though, good automatic trenching.

So because it was a bit messy, ill summarize:

Everything is already good enough for tactics. The Warband port will increase our possibilities as generals. What you need to do is:
Add a few extra entrances into cities and castles/outposts/battlestations and so on.
Add some streets into the cities, it is a city after all. Some architectural complexity is good for tactical warfare using rifles instead of swords.
Add some natural blockades against enemies so you can deploy your troops around them BOTH in open battlefield AND castles, cities, battlestations and so on.

BTW, aren't battlestations and outposts are huge space mechanical beasts and NOT planets. It is supposed to be like invading a space station, not a planet.

- Also, 1 more thing is, and im not sure if its possible. Is to give lightsabers both the features of a shield and a sword. Instead of having of a side lightsaber "shield", can't you code it so a Lightsaber has both features? This way, when you right mouse click it will defend from shots and not only rival sword swings.

- And what are you going to do with multi kill saber?

Nonetheless, great, great job. Just consider those tweaks!

 :shock: Wow! Thanks for your suggestions *cof cof*

We Motomataru have just implemented a new AI system, now the combat will be more marksmen oriented... etc

Of course, a new build from scratch could be awesome, but it's a lot of work and our team it's really small. And as we said lot of times, we've lives outside SWC and modding in general. Also SWC it's working over the Original, so Warband it's currently far...

The thing of lightsabers that defend/attack it's so easy to describe but really hard to implement (120% custom code). Basically impossible. With various failed tries...

About scenes, well. Most of current ones are placeholders. So we'll try to follow your "open fields" suggestions. It's a good idea relatively easy to turn in true.


Also thanks for posting suggestions in the right thread deco... this is going to be a historical date.  :P

First of all, hey.

Just to make it clear, I don't want to be misunderstood. I didn't talk about a rebuild from scratch, doing such a thing is ridiculous. I'm in some other community in a half life mod, I know how much a pain in the ass it can be, especially when it isn't your job.

So I didn't talk about a complete rebuild from scratch, it will be ridiculous. I've read the moment you will reach version 1 (after version 9.9.999999 ofc) you will convert it to Warband. Which is an excellent idea (although make sure you aren't implementing features who aren't usable in Warband, don't give yourself twice as much of work). I can't recall saying you guys need to re code/do anything. Build on what that already exists. I made sure with myself my suggestions don't require a re-code.

Why do you think I meant that you need to do everything from scratch? I must have written something not clearly enough and I would like to rephrase it.

Thanks for the quick reply, of course.

Edit: @Revan: From my experience, the modding comunity im in had progressed slow for YEARS. Suddenly they recruited modelers, mappers, coders and so on from some other mode that ceased to exist. Their progress is magnificent now.

What i'm saying is, that I know that men power is always a problem. My suggestion is look up for some mod developers who stopped in the middle of their work. I am sure they will want to join a good team. Them JOINING is much more easier than RECRUITING for some other mod. Just look for scraps  ;)
Title: Re: »SWC: Suggestions for future releases
Post by: Swyter on June 14, 2010, 01:44:02 PM
Well, find people was never a problem. The problem is that most part CAN'T work in a cohesive stage. Or they skills are not sufficient, or are too inconstant. Currently we have a theoretical ~10 people team. I've received ~6 offers = We're working TWO guys, one translating the entire mod to Spanish and other making the rest (models, code, scenes...)  :)

Lots of work and lots of efforts... we're making our best.
Sometimes this isn't funny at all.

Mount&Blade it's easily modifiable for newbies, but hardly for us. We've reached to the "tricky" stage. avoiding lots of hardcoded zones in the original game, this is no more M&B. And that's the only difficult part.

- I've wrote down your valuable suggestions. 2 weeks (and counting down) to turn it true. Hope you'll like the result.


Greetings  ;)
Title: Re: »SWC: Suggestions for future releases
Post by: deco on June 14, 2010, 01:52:01 PM
I am happy to see you are using a schedule with dates and goals. It just shows that you are serious and arranged.

So you want to tell me only TWO people are, practically, working on the game? Only one guy on the technical aspect?

Thanks for taking notice and implementing my suggestions, much respect for us. Thank you. I'm sure the result will be more than expected.

Just for a note: I didn't mean in anyway that you will need to re-code the mod to implement the suggestions. I can not see how it is related.
Title: Re: »SWC: Suggestions for future releases
Post by: Caesar on June 19, 2010, 08:29:44 AM
I think there should be more factions.
All the races you can choose to be should have their own faction, and a couple of worlds perhaps. Or at least one.

And you should be able to attack and conquer a Trade Federation controlled station.
And when you are attacking a battlestation, outpost etc. i hate to start where everyone stand in front of me and shooting. They should be spread around the station and you and your own men should go hunt them down.

That's the stuff i can think about.

Great mod!
-Caesar
Title: Re: »SWC: Suggestions for future releases
Post by: Revan Shan on June 19, 2010, 12:43:18 PM
I think there should be more factions.
All the races you can choose to be should have their own faction, and a couple of worlds perhaps. Or at least one.

And you should be able to attack and conquer a Trade Federation controlled station.
And when you are attacking a battlestation, outpost etc. i hate to start where everyone stand in front of me and shooting. They should be spread around the station and you and your own men should go hunt them down.

That's the stuff i can think about.

Great mod!
-Caesar

We have new factions in mind. And hopefuly we'll implement them 'soon'. But most probable not in the two next releases.
Title: Re: »SWC: Suggestions for future releases
Post by: Caesar on June 19, 2010, 01:49:49 PM
Alright. Thx for reading anyway  :)

-Caesar
Title: Re: »SWC: Suggestions for future releases
Post by: deco on June 19, 2010, 03:29:01 PM
I actually like the current status, and it feels more realistic as well. After all there was no Mandalorian organized army in the Empire rule time, as far as I know. I think it is good to let those factions act as free lancers and not independent states. It is like saying Germany took over France and let France have it's own army even though it is directly controlled by germany, get it.
Title: Re: »SWC: Suggestions for future releases
Post by: Caesar on June 19, 2010, 05:02:28 PM
Well, France did keep their police. So perhaps if you make more factions all could be against the rebels.

Or make a sub-mod for the time before the empire (separatists) took over.

Like the start of Star Wars Epiosde II:
There is worry in the galactic senate.
Thousands of systems wish to leave the republic

-Caesar

(Sorry if i said it wrong, but i believe that was what it started with.)
Title: Re: »SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 20, 2010, 04:42:33 PM
We have new factions in mind. And hopefuly we'll implement them 'soon'. But most probable not in the two next releases.

Well you certainly know more than me. I didn't even know you were on the team.
Title: Re: »SWC: Suggestions for future releases
Post by: Revan Shan on June 21, 2010, 02:08:16 AM
We have new factions in mind. And hopefuly we'll implement them 'soon'. But most probable not in the two next releases.

Well you certainly know more than me. I didn't even know you were on the team.

I am. I've made a lot of reskins, did half of the Spanish translation, gathered and converted a good number of sounds, spoted a lot of bugs, fixed random stuff, and basicly did most of the beta testing. And I'm also the one in charge of the trailers (I might get a new one for the next release). Now it's basicly Swyter and I that work on the mod. Though Barf did some important contributions as well for this next version which I hope you like (awesome stuff).
Title: Re: »SWC: Suggestions for future releases
Post by: rorogg on June 25, 2010, 12:02:40 AM
Barf, as in the guy who made the battle-droid and clone trooper models? Then the next release will surely be awesome!  :)
Title: Re: »SWC: Suggestions for future releases
Post by: Swyter on June 25, 2010, 03:17:51 AM
Barf, as in the guy who made the battle-droid and clone trooper models? Then the next release will surely be awesome!  :)

Oh, thanks. I haven't seen the sunlight in at least two weeks (almost literally) to finish the module, and you're are happy because a guy that send us two models and 17 rocks are helping us.

Haha *ironical*

I don't know why I'm bothering in checking the forum, if people only reads the upper message before posting... Bah
Title: Re: »SWC: Suggestions for future releases
Post by: rorogg on June 25, 2010, 05:06:17 PM
Oh, thanks. I haven't seen the sunlight in at least two weeks (almost literally) to finish the module, and you're are happy because a guy that send us two models and 17 rocks are helping us.
Why don't you just relax? Just because you might be in a pissy mood, doesn't mean that you should take it out at random. I never said that it wouldn't be awesome without the models. I have been following this mod for a long time, and I play it every release. I am grateful that you have stepped up and kept the mod going. I was looking forward to the next release, and it did seem awesome, even before I knew about Barf. I was happy about the mod anyway. I just counted it as an extra bonus, having some more of Barf's nice models in the mod. I appreciate what you've done for this mod, and I was already extremely happy with the progress you were making. And I apologize if you  thought I wasn't already exicted for the mod. Because I was. So I'm sorry if you misunderstood. But I dont think you should get so pissy about something that was just a small comment. I realize that you work hard for this mod, and you do a good job. so thanks to you and the rest of the team for all your work so far. I think you just misunderstood.
Title: Re: »SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 25, 2010, 05:25:15 PM
Yeah... Swyter, you were really out of line there. If we have more of Barf's models (nobody tells me anything, anymore) then that's definitely a good reason for people to be excited. Unless they're more clones or stuff that doesn't belong, anyway.

If you're shutting yourself in to meet a deadline you set, well, that's not anyone's problem but your own. This isn't paid work, we all do it in our free time. If you need to delay the release, so be it.
Title: Re: »SWC: Suggestions for future releases
Post by: Revan Shan on June 26, 2010, 01:56:25 AM
Yeah... Swyter, you were really out of line there. If we have more of Barf's models (nobody tells me anything, anymore) then that's definitely a good reason for people to be excited. Unless they're more clones or stuff that doesn't belong, anyway.

If you're shutting yourself in to meet a deadline you set, well, that's not anyone's problem but your own. This isn't paid work, we all do it in our free time. If you need to delay the release, so be it.

Leave it there Happy... By the way. In the next trailer I've included a lot of stormtroopers and no clones just for you, so I hope you like it.
Title: Re: »SWC: Suggestions for future releases
Post by: retnu14 on June 27, 2010, 06:06:04 AM
I dont like the fact that Darth Vader's Armor looks like a dress
This was the 50000 post
Title: Re: »SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 27, 2010, 10:34:27 AM
No it doesn't, no it wasn't.
Title: Re: »SWC: Suggestions for future releases
Post by: retnu14 on June 27, 2010, 04:34:17 PM
are you a buttmonkey or something because it does and it was
Title: Re: »SWC: Suggestions for future releases
Post by: rorogg on June 27, 2010, 09:11:46 PM
are you a buttmonkey or something because it does and it was

What? It doesn't look like a dress. And what? 50,000th post? I don't think so...  :-\
Title: Re: »SWC: Suggestions for future releases
Post by: Swyter on June 28, 2010, 01:34:56 AM
Yeah... Swyter, you were really out of line there. If we have more of Barf's models (nobody tells me anything, anymore) then that's definitely a good reason for people to be excited. Unless they're more clones or stuff that doesn't belong, anyway.

If you're shutting yourself in to meet a deadline you set, well, that's not anyone's problem but your own. This isn't paid work, we all do it in our free time. If you need to delay the release, so be it.

Read again the message, the problem it's about models not about time... (We've released a full version today without problems) stop using me as cannon fodder... while your are doing nothing for this mod.... but spamming and defamation.

Simply STFU... And read....  and work a little for more SWC awesomeness

Yours truly, Swyter.

PD: For avoid future stupid revenger replies, please refer a PM message to me or Revan Shan, here or on ModDB for multiside replies, thank you for cooperation to maintain fresh, clean and spam free our beloved thread. This makes me think in the Zahar's crap, and now I'll follow a "to wash one's dirty linen in home" oldie good rule...
Title: Re: »SWC: Suggestions for future releases
Post by: Swyter on June 28, 2010, 03:50:20 AM
No it doesn't, no it wasn't.

are you a buttmonkey or something because it does and it was

What? It doesn't look like a dress. And what? 50,000th post? I don't think so...  :-\


Ok, Catched. I'll made a new Darth Vader armor, don't worry, then I'll do my best to make the outfit more....   ;) masculine.
Currently it's an skin of the existing noble tunic from Native.
Title: Re: »SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 28, 2010, 05:00:28 AM
It looks silly, but not like a dress. And it definitely wasn't the 50k post.

PS: Swyter you rule.
Title: Re: »SWC: Suggestions for future releases
Post by: retnu14 on June 28, 2010, 06:52:13 AM
it was and he said he would make a new one
Title: Re: »SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 28, 2010, 08:41:28 AM
Please explain how it was the 50k reply.
Title: Re: »SWC: Suggestions for future releases
Post by: retnu14 on June 28, 2010, 09:54:54 AM
Up in the top right corner there is a box that says key stats. When I first joined it said 49999 Posts in 1977 Topics by some number of members. Latest Member : retnu 14
Then I made the post about darth vader's armour and then I edited it saying that it was the 50000 post. Now I will stop talking to you so I can no longer spam the topic.
Title: Re: »SWC: Suggestions for future releases
Post by: Lux CC-4361 on June 28, 2010, 10:16:46 AM
It was the 50.018 reply. Way to go, slowpoke.
Title: Re: »SWC: Suggestions for future releases
Post by: The Happy Stormtrooper on June 28, 2010, 11:46:58 AM
Yeah... Swyter, you were really out of line there. If we have more of Barf's models (nobody tells me anything, anymore) then that's definitely a good reason for people to be excited. Unless they're more clones or stuff that doesn't belong, anyway.

If you're shutting yourself in to meet a deadline you set, well, that's not anyone's problem but your own. This isn't paid work, we all do it in our free time. If you need to delay the release, so be it.

Read again the message, the problem it's about models not about time... (We've released a full version today without problems) stop using me as cannon fodder... while your are doing nothing for this mod.... but spamming and defamation.

Simply STFU... And read....  and work a little for more SWC awesomeness

Yours truly, Swyter.

No, rorogg's message was a positive reaction to hearing Barf would do more models. Once again, your misunderstanding of English and quick-to-flame attitude has bitten you in the arse. If you're going to be a dick to the people playing our mod, maybe you should just stay "behind the scenes". It's not showing the team in a positive light at all.

Me suggesting you delay the release was because you said you were working so hard that you're shut yourself in. But fuck it, go ahead and bite my head off again because you simply can't grasp the English language.

And only God knows why you're bringing my contribution to the mod into question. That's totally irrelevant, equally retarded, and I don't even need to begin to defend myself.
Title: Re: »SWC: Suggestions for future releases
Post by: Swyter on June 28, 2010, 12:01:34 PM
Yeah... Swyter, you were really out of line there. If we have more of Barf's models (nobody tells me anything, anymore) then that's definitely a good reason for people to be excited. Unless they're more clones or stuff that doesn't belong, anyway.

If you're shutting yourself in to meet a deadline you set, well, that's not anyone's problem but your own. This isn't paid work, we all do it in our free time. If you need to delay the release, so be it.

Read again the message, the problem it's about models not about time... (We've released a full version today without problems) stop using me as cannon fodder... while your are doing nothing for this mod.... but spamming and defamation.

Simply STFU... And read....  and work a little for more SWC awesomeness

Yours truly, Swyter.

No, rorogg's message was a positive reaction to hearing Barf would do more models. Once again, your misunderstanding of English and quick-to-flame attitude has bitten you in the arse. If you're going to be a dick to the people playing our mod, maybe you should just stay "behind the scenes". It's not showing the team in a positive light at all.

Me suggesting you delay the release was because you said you were working so hard that you're shut yourself in. But fuck it, go ahead and bite my head off again because you simply can't grasp the English language.

And only God knows why you're bringing my contribution to the mod into question. That's totally irrelevant, equally retarded, and I don't even need to begin to defend myself.

Ok, I'm tired of this... Did you want to help us, Josh? I can spent time reading your messages, and following and contributing a stupid/typical forum chain... But I've a module to develop. If you want to help, perfect... you and your models are welcomed here. If not this hasn't much sense.
Title: Re: »SWC: Suggestions for future releases
Post by: Nerdman3000 on June 28, 2010, 12:36:36 PM
I suggest you guys add a new Coruscant Scene, and have a new Death Star Scene, plus new Main Hall Scenes. One mail hall scene I would add is for Yavin you can add the ceremony room in the Massassi temple. Finally you might wanna think about making some Star Wars related Quests.

I would also suggest adding Alderean, or at least the ruins of Alderean for the Rebels, and Tython would would be in the core. Also why not give Nar Shadda the role of a main planet, because Nar Shadda had a bigger role then Nal Hutta, so even though it'll be a moon, it's role could be a main planet role.

Another idea is a Imperial Academy, where players who join the Empire can learn similar to the Training grounds, but in a Imperial Academy scene and it can have students walking around and more then one teacher, and more stuff can be learned.

Another idea would be a bounty hunter type thing, where you go to a cantina owner and ask to see any bounties avaliable. One way to have the mission is similar to the hiding criminal quest from the original game, but another way is you have to find him, nowing only where is ship was last seen fight him in his ship, and get the bounty.

Also an idea is Historic Battles, like play in the battle of Hoth. Also you guys need to add AT-AT's and AT-ST's.

Finally I'm correct Vjun belongs to the Empire, not the Rebel Alliance. I just noticed it was put as part of the Empire, and well Vader's personal Castle is on Vjun, which I think he should own instead of Naboo.

PS---- Congragulations on the new release of the mod, I loved it and keep up the amazing work.
Title: Re: »SWC: Suggestions for future releases
Post by: ZachC23 on July 01, 2010, 10:30:31 PM
^^^ Nice suggestions,

I only suggest if its possible to make it so that for ship battles the attacker is in a ship that is moving into the enemy ship, than a door open and boom, battle begins

second suggestion, gotta have a driod culture, that would be so awsome.

Third, unique scences for different ships

(I suggested these in the past but just thought i resuggest just in case it got lost in the thread)

Congratz on the release

also lastly, would it be possible to implement Darth Revans Mask with the hood as an easter egg that we get from a quest, it would be really awsome.
Title: Re: »SWC: Suggestions for future releases
Post by: dark_blade on July 04, 2010, 04:47:09 PM
one suggestion- make playable on warband
Title: Re: »SWC: Suggestions for future releases
Post by: ClanMcRae_A on August 03, 2010, 06:59:36 PM
I know from reading previous entries in the forum that you've played with the thought of alternate skeletons. I recently tried out the Beserker's Revenge mod and he has alternate skeletons. And from what I could gather from his forum was that Barf and Swyter were instrumental in making it possible. Seeing as I've seen both mentioned parties in this forum I'm curious what has stopped you?
Title: Re: »SWC: Suggestions for future releases
Post by: Swyter on August 04, 2010, 02:11:15 AM
I know from reading previous entries in the forum that you've played with the thought of alternate skeletons. I recently tried out the Beserker's Revenge mod and he has alternate skeletons. And from what I could gather from his forum was that Barf and Swyter were instrumental in making it possible. Seeing as I've seen both mentioned parties in this forum I'm curious what has stopped you?

Warband, don't worry. When everything is ported, racial skeletons will be the first thing that I'll do.  ;)
Title: Re: »SWC: Suggestions for future releases
Post by: Adraz Rhua on August 04, 2010, 03:35:53 AM
Would it be possible to create the Gran? They're one of my favourite races in the Star Wars universe. They wouldn't even have to be a playable race, just a helmet head would be awesome!

Anyway, regardless of what I think, keep up the good work! You're doing great

Regards

Adraz Rhua
Title: Re: »SWC: Suggestions for future releases
Post by: bigfan on August 06, 2010, 07:53:05 PM
Hello all, I've been following you guys for years (the user-name might have already given that away) but only just now decided to make an account and post. First I'd like to say that as a Star Wars mega-nerd, this is the best realization of the SW Universe that I have ever seen in any mod or even officially-made game. Lucas should take notes.

My Suggestions: These suggestions will have realistic minor ones but it will be mostly complicated unrealistic ones that are probably asking too much :p. And please dont take it as a criticism because I already love the mod the way it is but these are all the things I would implement if I had the capacity to do so

-There might be a much more interesting/creative way you could handle the recruitment/use of Jedi/Sith units. I remember that in the 1200 Europe mod Cruger had spoke of making knight orders tied to certain factions: http://forums.taleworlds.com/index.php/topic,91015.0.html . It seems to me like the hand fitting the glove perfectly with this mod by creating a "Jedi Order" aligned with the Rebel Alliance, and a Sith once associated with the Empire.

-Emperor Palpatine and Darth Vader have not been done justice. They aren't fast enough or strong enough. I modified the mod to somewhat fix this by making their strength and agility approximately 125 and 175 agility. However my lack of coding makes that "fix" turn into another problem which you probably already guessed. With 175 agility you don't just have the guy fighting really dangerously and fast (like in Ep. 3) but you have a guy running around all over the place lightning fast. A possible fix (that I cant do) is to code it so that he is in permanent walking-mode like the commoners in towns and villages. Even his walk will be more like a trot but I think its a worthy sacrifice to get a more  accurate representation of Palpatine's and Vader's martial capability on the battlefield.

-Realistic factions vs need for game balance. The factions are fairly balanced, but should they be? I think that in the mod the Empire should be a little stronger than the Rebel Alliance in terms of territory. Assuming time and effort was not an issue and I knew how to do it, I would add 2 more cities 4 more castles and 12 more villages exclusively for the Empire. The two cities could be Korriban and Onderon for which you can probably just use scenes from other planets with tons and tons of options for the castles/villages.

-More scripted events/quests. If Rebels take Coruscant their faction gets renamed New Republic or Galactic Alliance. Quest to become a Jedi/Crime lord/General.

-If you intend on adding more races in the new port perhaps making more of those totally awesome racial based troop trees? Also make them recruitable at their planet. For instance I want Zabrak recruits and I want a ton of them, so instead of going to the cantina I go to Iridonia and select "Recruit Natives" and get a ton more.

-Edit a very select few of the castle/village planets (or make new planets) to be in a "Independent Worlds" faction. This faction will never go to war with the big powers and allows the player a way to start his own faction without having to kick the Empire/Rebels/Hutts bears in the mouth.

-Modified Invasion script. Introduce the invasion script to make the galaxy a more military interesting place in one of two ways. You could just mirror the original Invasion script and make it armies of Mandalorians or Sith or something. Or perhaps modding the script into some kind of "revolt armies" script. Scenario: The Empire holds Rodia and their prosperity has gone to hell and been there for a while. Some kind of low probability trigger goes off and Rodians decided they've had enough and 2-7 parties of Rodian armies spawn and they go straight for the nearest Imperials.

-Companions revisited. Most of the companions are great, but during this time period there is just so many other characters that could probably make greater companion characters. Easiest way is to just edit the existing ones into new ones, or if you want to go crazy make them completely brand new on top of the ones already there.

-The lightsaber styles. If the ability to create animations is easier with warband than original have maybe an alternative animation for a certain lightsaber. For instance you make a curved-hilt lightsaber and animate the attacks to look alot more like Count Dooku's fencing, and I just go to the marketplace and buy the lightsaber that says Makashi Lightsaber.

-Faster Day/Night Cycles. Since you dont have to really worry about day/night cycles with a galactic map why not increase the "speed" of time so that instead of conquering the entirety of the galaxy from scratch in 2 months that same time period is scaled to 2 years, for example?


I actually have a ton more but I forgot most of them. Will post if I remember them :p Thanks for the amazing modification.
Title: Re: »SWC: Suggestions for future releases
Post by: bigfan on August 06, 2010, 11:08:17 PM
Another thing that I failed at that would be great for a mod: Wrist rocket or wrist flamethrower. It's the wrist blaster with illegal weaponry firepower. I tried to mod it myself thinking it was simple and completely utterly failed at it. :|
Title: Re: »SWC: Suggestions for future releases
Post by: Swyter on August 07, 2010, 04:55:32 AM
Hello all, I've been following you guys for years (the user-name might have already given that away) but only just now decided to make an account and post. First I'd like to say that as a Star Wars mega-nerd, this is the best realization of the SW Universe that I have ever seen in any mod or even officially-made game. Lucas should take notes.

My Suggestions: These suggestions will have realistic minor ones but it will be mostly complicated unrealistic ones that are probably asking too much :p. And please dont take it as a criticism because I already love the mod the way it is but these are all the things I would implement if I had the capacity to do so

-There might be a much more interesting/creative way you could handle the recruitment/use of Jedi/Sith units. I remember that in the 1200 Europe mod Cruger had spoke of making knight orders tied to certain factions: http://forums.taleworlds.com/index.php/topic,91015.0.html . It seems to me like the hand fitting the glove perfectly with this mod by creating a "Jedi Order" aligned with the Rebel Alliance, and a Sith once associated with the Empire.

-Emperor Palpatine and Darth Vader have not been done justice. They aren't fast enough or strong enough. I modified the mod to somewhat fix this by making their strength and agility approximately 125 and 175 agility. However my lack of coding makes that "fix" turn into another problem which you probably already guessed. With 175 agility you don't just have the guy fighting really dangerously and fast (like in Ep. 3) but you have a guy running around all over the place lightning fast. A possible fix (that I cant do) is to code it so that he is in permanent walking-mode like the commoners in towns and villages. Even his walk will be more like a trot but I think its a worthy sacrifice to get a more  accurate representation of Palpatine's and Vader's martial capability on the battlefield.

-Realistic factions vs need for game balance. The factions are fairly balanced, but should they be? I think that in the mod the Empire should be a little stronger than the Rebel Alliance in terms of territory. Assuming time and effort was not an issue and I knew how to do it, I would add 2 more cities 4 more castles and 12 more villages exclusively for the Empire. The two cities could be Korriban and Onderon for which you can probably just use scenes from other planets with tons and tons of options for the castles/villages.

-More scripted events/quests. If Rebels take Coruscant their faction gets renamed New Republic or Galactic Alliance. Quest to become a Jedi/Crime lord/General.

-If you intend on adding more races in the new port perhaps making more of those totally awesome racial based troop trees? Also make them recruitable at their planet. For instance I want Zabrak recruits and I want a ton of them, so instead of going to the cantina I go to Iridonia and select "Recruit Natives" and get a ton more.

-Edit a very select few of the castle/village planets (or make new planets) to be in a "Independent Worlds" faction. This faction will never go to war with the big powers and allows the player a way to start his own faction without having to kick the Empire/Rebels/Hutts bears in the mouth.

-Modified Invasion script. Introduce the invasion script to make the galaxy a more military interesting place in one of two ways. You could just mirror the original Invasion script and make it armies of Mandalorians or Sith or something. Or perhaps modding the script into some kind of "revolt armies" script. Scenario: The Empire holds Rodia and their prosperity has gone to hell and been there for a while. Some kind of low probability trigger goes off and Rodians decided they've had enough and 2-7 parties of Rodian armies spawn and they go straight for the nearest Imperials.

-Companions revisited. Most of the companions are great, but during this time period there is just so many other characters that could probably make greater companion characters. Easiest way is to just edit the existing ones into new ones, or if you want to go crazy make them completely brand new on top of the ones already there.

-The lightsaber styles. If the ability to create animations is easier with warband than original have maybe an alternative animation for a certain lightsaber. For instance you make a curved-hilt lightsaber and animate the attacks to look alot more like Count Dooku's fencing, and I just go to the marketplace and buy the lightsaber that says Makashi Lightsaber.

-Faster Day/Night Cycles. Since you dont have to really worry about day/night cycles with a galactic map why not increase the "speed" of time so that instead of conquering the entirety of the galaxy from scratch in 2 months that same time period is scaled to 2 years, for example?


I actually have a ton more but I forgot most of them. Will post if I remember them :p Thanks for the amazing modification.
Another thing that I failed at that would be great for a mod: Wrist rocket or wrist flamethrower. It's the wrist blaster with illegal weaponry firepower. I tried to mod it myself thinking it was simple and completely utterly failed at it. :|

Thank you. Great suggestions... we're always listening. You (the fans) are who makes this mod amazing... and breathes life  ;)
Title: Re: »SWC: Suggestions for future releases
Post by: ClanMcRae_A on August 07, 2010, 11:33:35 AM
I was wondering if the spawn points for Tatooine battle could be tweaked so that you're not jammed into the wall
Title: Re: »SWC: Suggestions for future releases
Post by: Swyter on August 07, 2010, 11:46:34 AM
I was wondering if the spawn points for Tatooine battle could be tweaked so that you're not jammed into the wall

Don't worry, Revan Shan is working on new scenes. So enjoy the 0.9.0.3 ones, they wont stay there much more.  ;)
Title: Re: [SWC] Suggestions for future releases
Post by: ClanMcRae_A on August 09, 2010, 08:16:13 PM
I'm am eagerly await the update.  Any hints to a possible release date?
Title: About the Updates, Warband ports, etc...
Post by: Swyter on August 10, 2010, 02:45:47 AM
I'm am eagerly await the update.  Any hints to a possible release date?

When the game is ready we'll publish it. Don't worry about the date, more days, more polished. We're making great things with a very small Dev Team, suggestions and improving ideas coming everyday. Crashing bugs and reinventing the game in a player-side perspective is my work.  ;)

We've also bad times, but at last we're fighting for the same reason, your enjoyment, with quality.

About the Warband stuff, we're reading constantly your comments. It's hard for us stay working in an oldie platform with less possibilities than the new game. But my opinion is 'stand working to the end' If we started it, we can make awesome things with a really limited engine... that is our challenge and our passion.

Enjoy the game!
Title: Re: [SWC] Suggestions for future releases
Post by: darktrooper27 on August 15, 2010, 12:47:51 AM
I LOVE this mod. You guys are doing a great job, anyhow, I've noticed that when wearing a cape on mounts, your character's head ends up clipping out of the cape. I love Sith characters so I always wear a cape. It's just really annoying sometimes when your riding into battle with your whole army and then you notice your forehead is stuck out through the top of your cape. A very minor glitch but nonetheless would make the game more enjoyable to me.

Maybe change the colors of the blaster guns projectiles mostly on Rebel side. Whenever I go into battle with all of my IMP troops, I notice that IMPs are shooting mostly red projectiles, and then Rebels are shooting ugly green at me. It would be more canonical if some of the Rebels guns shot red lasers back.

More cool looking helmets, and more armor choices.

Option to change color of skin of characters, maybe add tatoos. - I don't know if this is possible but maybe Sith tatoos or grey skin can be applied.

Noises for speeders, and more transportation choices. - Maybe the swoop bike from Shadows of the Empire game.

I don't know if this is possible but maybe you could make the guns more accurate than they are now. Even with a high rifle and pistol skill level, my guns are still not incredibly accurate when I hold the mouse button down.

Still great job guys though, seriously.
Title: Re: [SWC] Suggestions for future releases
Post by: Revan Shan on August 15, 2010, 03:03:34 AM
Maybe change the colors of the blaster guns projectiles mostly on Rebel side. Whenever I go into battle with all of my IMP troops, I notice that IMPs are shooting mostly red projectiles, and then Rebels are shooting ugly green at me. It would be more canonical if some of the Rebels guns shot red lasers back.

I don't remember who is the responsible for this, but he did it so that armeis showed some laser variety, giving red to imperials, green to rebels and yellow to the Hutt. In my agenda one of the things I have is chage this, in order to give most of them the red colour. But I will be leaving some green for the rebels and some yellow for the hutt. As far as I know green lasers for rebel personal weapons is canon (up to certain point).

Option to change color of skin of characters, maybe add tatoos. - I don't know if this is possible but maybe Sith tatoos or grey skin can be applied.

I think some mod managed to add tatoos apart from the actual skin, but I dunno.

I don't know if this is possible but maybe you could make the guns more accurate than they are now.

No. First cause we can't, the sniper rifles already get about 98 (in our development version at least). Plus, if you've seen the films you would notice that the only guys with accuracy are the main characters...  :)
Title: Re: [SWC] Suggestions for future releases
Post by: ClanMcRae_A on August 23, 2010, 06:56:26 PM
I know that alot of the scenes are getting changed for the next release, but I have some suggestion. I like the idea of the on ship battle but if nthere was some way to make use of all the space inside the ship (as seen from the walk around ship function) some way to make it look like a boarding party was comming in from a single hatch or such and so there are possibly 2 ships attached? Also the battles that take place in a "square" if there was use of alleys possibly. I find that when you spawn so close that there is so much confusion at the begining you can't get your troops to form up proper.
Title: Re: [SWC] Suggestions for future releases
Post by: Swyter on August 24, 2010, 01:13:17 PM
I know that alot of the scenes are getting changed for the next release, but I have some suggestion. I like the idea of the on ship battle but if nthere was some way to make use of all the space inside the ship (as seen from the walk around ship function) some way to make it look like a boarding party was comming in from a single hatch or such and so there are possibly 2 ships attached? Also the battles that take place in a "square" if there was use of alleys possibly. I find that when you spawn so close that there is so much confusion at the begining you can't get your troops to form up proper.


Clanny, we're moving, now we've a new entire section for your comments, please repost it here so it won't get lost:
http://www.moddb.com/mods/swconquest/forum (http://www.moddb.com/mods/swconquest/forum)


Thank you!
Title: Re: [SWC] Suggestions for future releases
Post by: Eltzu on September 05, 2010, 02:09:27 PM
I have few suggestions. I posted them already on the new forums so here is the link http://www.moddb.com/mods/swconquest/forum/thread/some-suggestions
Title: Re: [SWC] Suggestions for future releases
Post by: retnu14 on September 25, 2010, 11:52:32 PM
can please add rank and file
Title: Re: [SWC] Suggestions for future releases
Post by: Swyter on March 22, 2011, 07:51:10 AM

Thanks to GetAssista for reporting the spam. This is going to be locked as read-only legacy.
Rest in Peace.



If you have questions, suggestions, bug reports or simply want to talk about Star Wars: Conquest. Go to our own forum here:
http://www.moddb.com/mods/swconquest/forum (http://www.moddb.com/mods/swconquest/forum)