Star Wars Fleet Operations

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posted on December 23rd, 2011, 8:37 pm
Awesome! I'll be sure to download the first full version when its released. But why arn't the eras seperate? Or is that an option? Its just weird as it is right now. The one big nitpick I had with EAW is that Acclamators should have been map units only like the Venators instead of still being buildable. Acclamators fighting alongside ISDs/Imperators just doesn't work. Will there be many ships from the X wing vs Tie fighter games and the current Clone Wars series?
posted on December 23rd, 2011, 8:51 pm
Actually, This mod is based around the early empire and the late republic, in which case they had the same ships .When you play, you play as the repuiblic or empire, with only the only differences being textural. I am not good enough at balancing to make two balanced races, so I just made one with a duplicate avatar so you can play against it without getting ships confused.   The current mod only contains the ISD, Venator and acclamator. It also has the BTL-B y wing,  arc 170, and my v-wing.  Future versions will have the Consular class and the arquitens class, both of which are finished, just not in game yet.  Here are some pics in case you don't know those two.

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posted on December 24th, 2011, 5:42 am
The u-ball "cheating" weapon isn't really a hard thing to create - shouldn't take you more than a few minutes to clone it once and use it for all the ships (though obviously you have to write an entry for it for each ship etc), and you can still use all the same damage and weapon files from before.  :sweatdrop: I guess try the other way, and see how that works out - the more tedious method may not be needed that badly perhaps.
posted on December 24th, 2011, 1:45 pm
Dominus_Noctis wrote:The u-ball "cheating" weapon isn't really a hard thing to create - shouldn't take you more than a few minutes to clone it once and use it for all the ships (though obviously you have to write an entry for it for each ship etc), and you can still use all the same damage and weapon files from before.  :sweatdrop: I guess try the other way, and see how that works out - the more tedious method may not be needed that badly perhaps.


Well, the good news is, I fixed the warpin. :D  The bad news is that making the capital ships higher value than fighters didn't work very well.  I'll try and make them a higher difference, but at this point, I get mixed reviews about the AI anyways, being that they are too hard, or too easy. ^-^

Anyway, I will keep working. :blush:
posted on December 24th, 2011, 5:39 pm
How did you fix the warp in may I inquire? :)
posted on December 24th, 2011, 6:13 pm
Last edited by Anonymous on December 24th, 2011, 6:15 pm, edited 1 time in total.
I had to adjust the warpin_physics.odf and the physics my shipS.odf had.(not sure which one did it, but I adjusted both for good measure)  Making the impulse 4999 and the warpin speed 5000 and giving it 1000 backwards acceleration(all values exaggerated but they work fine) makes them jump right to the spot and stop instantly. 
Setting the impulse speed that fast makes the ships, ignoring warp all together, just move to the spot at "impulse."  I also had to add a replacementevent to the warpin to make it have a warp out sound, but it works pretty well.

Also, crashes if the warp speed is not faster than impulse too. :sweatdrop:

With this method, I seem to be able to make the ships go as fast as I want, however it seems 5000 might be the top of the curve as the jump from 4000 to 5000 made little difference. :blush: 

I will release a second patch when I am done with all the LOD's.  :thumbsup:

Merry Christmas all! :angel: :santa: 
posted on December 26th, 2011, 7:12 pm
Adm. Zaxxon wrote:Actually, This mod is based around the early empire and the late republic, in which case they had the same ships .When you play, you play as the repuiblic or empire, with only the only differences being textural. I am not good enough at balancing to make two balanced races, so I just made one with a duplicate avatar so you can play against it without getting ships confused.   The current mod only contains the ISD, Venator and acclamator. It also has the BTL-B y wing,  arc 170, and my v-wing.  Future versions will have the Consular class and the arquitens class, both of which are finished, just not in game yet.  Here are some pics in case you don't know those two.


Ok I see now. Also you have MAPs Legacy SD in there right? Can't leave that one out its an awesome ship.
posted on December 26th, 2011, 10:17 pm
086gf wrote:Ok I see now. Also you have MAPs Legacy SD in there right? Can't leave that one out its an awesome ship.


I'm not sure which that is tbh.  Maybe you can point me to it.  I plan on doing different versions of the base mod with different peoples models.  The first is done with Amateurs models, all with matching textures etc,  the newt two I will do with Majestic's(MSFC Exclusive) models and Starfox's models(by Evil jedi, I think) and maybe if I have enough I will do some more.  The problem with using anything by MAP is that he doesn't give permission on alot of it, and I would need to edit the textures and hardpoints to make them work with my mod.(glows and republic colors)  I would also need, at least a Venator, Acclamator and ISD.   :blush:

So, it is not likely that I will use MAP's models, whichever they map be, but you can always swap out the models  in your copy.
posted on December 28th, 2011, 6:02 pm
Its in his Clone Wars mini-mod released a few years ago. Its on AFC.
posted on December 28th, 2011, 11:35 pm
Yeah, I just saw it.  TBH it is not really up to specs as it is a pretty old model.  I wouldn't really have a place for it in the fleet.
posted on December 29th, 2011, 6:33 pm
If you can't wait, you should try armada vengeance v1.32 in armadafleetcommand.com. It's an old game but it has the phyics right. I use my death star to destroy their fleet until my slugs get there. No warp, i like a long war  :woot:.
posted on December 30th, 2011, 3:49 pm
I"ll look it up.  :blush:  Unfortunately, as the testing is going right now, I will not make the end of year deadline, but I don;t have too much to add once testing is done, so It will be finished soon[sup]tm[/sup] :innocent:
posted on January 14th, 2012, 3:06 am
@Zaxx: I'd love to get a copy of your modification.

Along the lines of the Sigma mod. The cinematics are great. However I would like to understand if there is any room with expansion of concept and what was the latest news since I dropped off the radar.
posted on January 14th, 2012, 3:09 am
Its up on MSFC. :blush:
posted on January 14th, 2012, 5:02 pm
I played the first ones that came out for unmodded A2. geez this thread takes me back :D
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