This member has provided no bio about themself...
There is no autoupdate so you have to download each new version.
Probably it'll work this way. But not sure whether it'll be a performance hit with this many buildings in the map.
Also, a solution to the bots problem - link the CPs in a graph (like in UT 2004), so you can attack only a two-three of them at any given time. UT 2004 gets away with 5-10 bots/players per team on large Onslaught maps with vehicles this way (they're as large as yours, just without the capital ships). This should give more focus to the ground battles. Otherwise you don't really know where the enemy will attack or where the battles are, so after you capture a random CP you just go to the next one. No point in staying and defending, since you don't know if the enemy will be coming here at all and from where they'll be attacking.
If you link the CPs it'll also make it easier to the AI to make decisions where to attack, where to leave a few units to defend. Maybe it'll even present a few more opportunities for smarter AI, like planning/drawing a couple of alternate routes between neighboring connected CPs and let the AI pick randomly between them, so that it'll feel smarter to the player. You can't really do it as it is now, so the AI simply chooses the shortest way.
As for Transports - they can capture only specific CPs by simply landing there (like landing pads). After that the CP becomes active for that side as long as the Transport is there. Of course, the landing pad will be linked only to the nearby Capture Points that they can be captured. The landing pad CPs cannot be captured by normal means but can be disabled by destroying the Transport or lifting it up. A deflector shield can protect the Transport for a while, so that bombers don't destroy it too fast. And landing the Transport anywhere else won't make it into a mobile CP.
This should remove some of the nonsense I've seen with the Transports on some maps. Like landing on top of the Yavin's temple, or trying to land way outside the Cloud City map, or land on a slope on Ord Mantell and then almost flipping over. This should help the AI better decide where to land by limiting the options and completely removing the areas where it shouldn't even consider them.
You can indeed ditch the Jabba's Palace and put in the background. It's probably the least interesting part of the map anyway (i.e. needs much more work). Besides, you can use the already made B'omar Temple on another planet where it could be one of the center pieces (locations like Teth or Danuta).
One solution is to expand Mos Eisley as you suggested (no dessert in the middle of it, though; doesn't make sense to me). You can place a Hidden Rebel or Imperial outpost in the nearby mountains. This way you can still keep the desert in the middle if you want. So, one side controls the city, the other the mountains and tries to advance to Mos Eisley (or vice versa).
Another solution is to make multiple cities instead. After all, Mos Eisley is not the only city on the planet. I suggest the area around Mos Entha. It's between Mos Espa and Mos Taike and the Beggar's Canyon is nearby. I think this is the most interesting place on the Tatooine map gameplay wise: 3 cities on a line, on one side is a desert (perfect for vehicle combat if/when you include it) and canyons on the other side. The cities are in a mountainous area, so there should be plenty of elevation and cover.
Another solution could be to make the AI less accurate, especially on the first couple of shots*. And decrease the rate of fire (I believe it's a little bit too high anyway). I think that's what other shooters/space sims do.
This way the damage could stay the same. The accuracy of the AI is the main problem anyway and right next to is the rate of fire: when you get hit you have very little time to react and all hits hit you anyway.
I think the reason is because you pass the Player's Transform (class - reference type) instead of just the position (struct(Vector3) - value type). This way the projectile always flies toward the current player position no matter what instead of where the player was when the shot was fired.
* You can make an array and count the number of shots toward a target. For example:
1st shot: 20% hit, 0% headshot;
2nd shot: 30% hit, 2-3% headshot;
3rd shot: 40% hit, 5% headshot;
4th and on: 50% hit, 10% headshot;
Then use random to see if you hit or miss. (A hit is when the AI shoots at the position where the player was, while miss is aiming slightly off that position. The velocity and distance should also be taken into account otherwise the AI won't be able to hit you from the sides.)
This table could/should be different for every weapon. And you can even make it vary for different distances, either by using discrete values or a curve and a function(distanceToTarget).
I know it's a little bit long but I hope this helps.
What is included in the Hotfix? I played it a little yesterday and it looked fine. (At least Ord Mantell was fine, didn't play the other maps yet.)
Wow, even a rail. Is the train working or it'll confuse the AI too much?
And it would be even cooler if they make an original story instead of doing the movies again.
The movies have already been adapted in:
- books in numerous variations: novels, young adults, Shakespeare, a whole army of books for children
- numerous games or at least part of the story like the Battle of Hoth or the Death Star Run.
- even webtoon fairly recently
- Lego animations and games
- ... and I'm probably missing something.
So I disagree with you, an original story would be better than retelling the movies for the n-th time.
"it could still be found in various Outer Rim worlds, such as Rutana or Uffel."
By Rutana, do you mean Rothana (http://starwars.wikia.com/wiki/Rothana/Legends) or Rutan (http://starwars.wikia.com/wiki/Rutan)? Or this is an entirely new planet?
It will be on a new map or on the Tatooine map for now?
New game build on Unity.
And as we are speaking about lighting: only one of the two suns cast shadows. Can you add another directional light for the second sun? Most of the Star Wars games I've seen don't do it, so I don't know if it is an engine limitation or they just forgot or they didn't even think about it. If you can, then you can set the two directional lights with less intensity than normal, so they won't burn the whole map into whiteness.
Also the two suns look and behave differently, which looks strange.
Those two are probably not really important at this point, so look at them at your leisure.
Look into the Files tab.
Way too black. I suspect you're using pure black (0, 0, 0), which you should avoid. At the very least use (1, 1, 1), maybe even slightly more in this case.
0s mess up the lighting, especially if it is (0, 0, 0). If you look at it, you'll see that the model looks almost like a silhouette. And no matter how much light you dump on it, it'll always look that way. If I remember correctly, it is because the renderer uses multiplication in the formula to show the color and multiplying by 0 is always 0. So it'll always stay pure black no matter what, like a silhouette.
Besides, no normal object is completely black, which is another reason not to use it. Look at the image of Tie pilot on Wookiepdia; if you use a color picker on it, you'll see that the colors are various shades of gray (all three numbers equal or very similar to each other) and all of them are bigger than 0. The lowest RGB I found was around (4,4,2).
Unless you have a way to show the fps, we can't really tell you. At least I can't.
But I've noticed that some of the bots stand in one place, which probably means that the computer can't update the AI of all of them. Dunno if it is because my PC is weak or other people have the same problem.
I didn't have any problems with Respawn and I didn't see the "The Empire took over" message this time, so you probably fixed it.
Here are some more issues I encountered:
- In a starfighter, when you collide with something, change the direction. The new direction could be the opposite, or a random one, or something else. But if it is the same, then you can get stuck on a surface (or a plane), constantly hitting it and you can't escape, since you can't stop and rotate. I experienced it and at least one bot have it too. The issue is with the TIE-Fighters. I haven't tested with X-wings.
- You can't get out of the pits in SD's bridge. I think other games' solution was to put ramps.
- While I was walking in Mon Cal's hanger, its turbolasers (or were they Nebulon-B's turbolasers?) were shooting at me. It was kinda funny. You might have to set them up to ignore targets which are inside capital ships and shoot only at ships and fighters outside.
I hope this helps.
P.S. I haven't played a full match yet. A later I'll play one or two.
Some controls missed in the Controls.txt file:
- Mouse scroll Wheel - change between 1st/3rd Person view. Works even in the starfighter.
- Shift (Hold) - sprint. In starfighter does nothing as far as I can tell.
- M (Hold) - shows the map.
Some UI suggestions (you might thought up already):
- In the map show which direction you are facing. Right now it is a circle and it's a little bit confusing, especially if you don't know the map.
- When you are inside of the big ships, the map probably should show the layout of the ship and not the whole map. This could work for other potentially big buildings like the Jabba's Palace. Or the map could be on two/three levels or be somewhat hierarchical: the local map (the ship) and the bigger map - the normal map.
- It will be nice to show on the map the location and direction of the soldiers, whether they are engaging and so on (just like in the old Battlefront games).
- You don't know when you capture a point - no visual or audio indication. In short: the player can't know if he's capturing the point, where the border is, is it contested, etc.
Some issues I found:
- I managed to go through a wall (window actually) once on the Mon Calamari ship and go outside. Couldn't return back though. The bots are doing it regularly.
- Also, you can shoot through the said window. Not sure it should be that way.
- Respawn in the menu is broken. The player can't move and shoot. Even restarting the level won't help (bots are also frozen.). The only way to solve it is to exit the game and launch it again. Better to remove the button for now or fix the issue.
- At some point the message "The Empire took over" is displayed and the same thing hapens - you can't move and you have to restart. I don't know when that message is trigered, so I can't give you further feedback for that.
I hope this helps.
Yes, it is Unity.
It is written on the main page on the side where the profile of the game is (Icon, Platform, Creator, ENGINE, Contact, etc.). Just so you know where to look in the future and know right away. ;)
Oh, the good old days of Star Wars: Racer...
Eriadu. Tarkin's homeworld and probably could be considered the Outer Rim's capital because of him.
Other than that, pretty much any planet controlled by Empire could do: Sullust, Kuat, Fondor, even Lothal or Endor. I don't think that "homestead" should translate exactly to Capital of the Empire or major Imperial world. It could be an Imperial aligned world or the Empire could just have a base there. In this case a lot of planets would do.
Not sure how some of these would work in Total War though.
You can also try to create another Moddb account or two and upload the files with them.
He meant the old Clone Wars (2003-2005) by Genndy Tartakovky, not the newer 3D one from Dave Filoni and George Lucas.
" have to make sure the scripts/hotspots would work in later versions of the game."
That's impossible in most cases. The game is an alpha version, so everything is subject to change. And even a beta or the fully completed and released game can't guarantee this. An update may come which could brake some of your mod's functionality: a function deprecated or straight out deleted, or its behavior has changed. Maybe you relied on the behavior of a bug (regardless whether you knew that or not) and that bug got finally fixed.
As for Photoshop, you likely don't need it. There are free products like GIMP that you can use.
As for the skyboxes, you could try to create/generate your own. I'm sure there are tutorials and tools for creating them in Maya, Blender, etc. Also found an online one with WebGL: Nutty.ca
Topic for tools to generate skyboxes: Answers.unity3d.com
I hope I helped at least a little.
Can you make one (or two, or three...) with the new maps? Just like KOTOR and Dark Times mods did.
We wouldn't mind at all if you do it. *wink, wink*
Four planets revealed so far. That doesn't mean they will be the only planets in the game. There might be more. Or those'll be all we're going to get on release. Only time will tell.
As for "Frostbite is too complex." and "Modders are too stupid to use it." I can say only one thing: GIANT, SMELLY ********! Modders have the habit of cracking even tougher nuts than Frostbite. Besides, if it was so complex DICE wouldn't be able to make their BF games. The reason there is no released DevKit for Frostbite is that EA wants to sell their DLCs. Period.
Pyongyang is in North Korea, not South. Seoul is the capital of South Korea.
The Space Pentagon resides in a prison. Hahah.
Then you see nothing wrong.
Хорошо еще, что не промпт. Там еще хуже/непонятнее/смешнее.
This happens when parents tell their kids to do their homework/chores.
or if you prefer something more cartoonish: Therumpus.wpengine.netdna-cdn.com