About:


This mod wants to keep the original FoC experience, just with improved graphics, while adding a few units to keep it interesting.

This means new models and textures for almost all units. It also ramps up the difficulty so that the game remains challenging even after you've learned how to play it. All changes will only apply to space, ground is uneffected, as I'm not a big fan of ground combat. 

What I'd like to do in the mod is make the higher tier units more dangerous, so that when you see a Star Destroyer it will be a larger threat than in the vanilla game. I do this not by giving the ship higher shield points, or add more hardpoints, but by making the hardpoints untargetable. This will ensure the ship is a threat right up untill it blows up, thus making larger ships with more health more dangerous for a longer time. Higher tier ships will also cost more.

The mod will also add one additional tier of battleship above the normal Star Destroyer, Mon Calamari Cruiser and Keldabe Battleship, though seeing one of these will be a special occasion and plenty of reason for panic. 

This is my little love project, besides my main mod, Old Republic at War ( Moddb.com ) Sometimes I get a little sick of all the Old Republic era stuff and want to do something closer to the original game, in a different time line. 

Constructive critisism is appreciated and taken into consideration, and occasionally I'll make a poll about something to get different opinions on the subject, though the final decision remains mine. No unit requests.I reserve the right to write back an angry response or flat out ignore you.

This is my interpertation of an updated FoC, I like to think I have high quality standards and I always try to improve the mod in all ways, graphical, gameplay related or otherwise. 

I hope you enjoy your stay here and that you're as excited for the mod as I am!
-Geroenimo 

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37 comments by Geroenimo on Jan 13th, 2014

I've been thinking recently about the following:

The mod was originally started with the intention of untargetable hardpoints, because it allows for a lot more hardpoints in a lot more interesting places. It allows my Home one to have 52 turbolaser turrets, for example, without having to worry about hardpoints.

Now, besides the fact that you can make infinite hardpoints with this system, it also comes with another very nice advantage over targetable hardpoints: Enemy ships shoot all across the ship. What does that mean? It means that normally when you have an ISD vs Home one, the isd fires at the hardpoints, so that the turbolasers will all go to one spot on the ship. This isn't very cinematic. What happens if you have no targetable hardpoints on large ships like Home one, an ISD will fire at a random spot on the ship, meaning turbolasers are flying all across the vessel, which looks a lot more cinematic than when everything's just flying to one targetted area.

Sadly, no targetable hardpoints on ships does mean the game gets more...linear. You can't target the shield generator anymore on ships to take down their shields, you cannot target specific things like a hanger you want to destroy first, and this is a real set back in terms of strategy I think. I was thinking of making parts of the larger ships weaponary destroyable. Note, not all weaponary, as I mentioned that would cause some very bad balancing issues. I was thinking about something like this: 


 
We can see engines, shield gen, hanger and several higher end weapons visible like a quad ion cannon, 8 quad turbolasers, 2 dual ion cannons and 2 triple turbolasers. This gives a very reasonable differsion of stuff for you to shoot at, yet keeps the idea of ships being powerful untill you destroy it intact, as there's many other weapons on this ship that you cannot destroy. Once these hardpoints are destroyed the ship will be destroyed. I am still thinking about it, but this is most likely the direction the mod will take.  

Feedback is appreciated.
-G

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Imperial Ship Pack

Imperial Ship Pack

Jun 6, 2014 Vehicle Model 11 comments

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Post comment Comments  (0 - 10 of 372)
Elizabeth_Lestrad
Elizabeth_Lestrad 9hours 18mins ago says:

Just curious on the possibilities of having additional heroes in the mod? *cough*Daala*cough*

+1 vote     reply to comment
Red_5
Red_5 Jul 20 2014, 12:47pm says:

what ship is currently in the making?

+1 vote     reply to comment
Afro-yoda-ninja
Afro-yoda-ninja Jul 23 2014, 5:13pm replied:

Last time I talked to him he was actually working on particles. I think...

+1 vote     reply to comment
Marty6953
Marty6953 Jul 8 2014, 5:29pm says:

sooooooooooooooooooooo coooooooooooooooooooool

+2 votes     reply to comment
Formous
Formous Jun 20 2014, 7:12pm says:

Geronimo, I keep thinking back on your last news update, (the targetable points), and I can't help but feel dissatisfied with the idea of targetable points. At first, I figured I would just download, whenever you finish it, and try to switch all the points to un-targetable, but I can't make heads or tails out of the other files I have, and mods. When you do release, could you by chance include a optional download alongside that can be used to swap the whole mod over to un-targetable points? I don't know if that would be a simple XML copy and replace or something larger. Personally I won't mind a more linear game in favor of having at least 1 mod of all the others that looks cinematic, but others would disagree. You are the expert, but if it is a simple difference in a couple of files could you please include it? It would help accomplish both your very original goal of un-targetable, while allowing people to pick and choose between traditional gameplay (Target) over cinematic gameplay (Non-target)

+1 vote     reply to comment
Striker11
Striker11 Jun 22 2014, 12:25pm replied:

This is a good tutorial if you are trying to figure out how to edit mods: Petroglyphgames.com it covers everything about how to code a new unit in game so it covers hard points too. It takes a little time to figure everything out but it is totally worth it in the end.

+1 vote     reply to comment
Formous
Formous Jun 22 2014, 1:03pm replied:

I will take a look Striker, so thanks for the link. Still, I do a lot of mod switching. My concern however is that the only thing I am concerned about is swapping between the hard points. Considering how many weapons each ship will have, I think I might get lost in a mod like Geronimo's.

+1 vote     reply to comment
Striker11
Striker11 Jun 22 2014, 8:30pm replied:

Each mod will have its own folder in the mods folder so it isn't too bad keeping the data in the right place. I've played around a little with Geroenimo's old republic at war mod and his XML files are logically named so it isn't bad finding the right files to edit. I'm sure it will be the same for this mod. Just open every file that says hard points in the title and the first few lines of each hard point say targetable and destroyable so change those "yes" to "no" and your set. It is a lot easier than you think and I'm sure you'll figure it out :)

+1 vote     reply to comment
Geroenimo
Geroenimo Jun 25 2014, 4:22am replied:

In ORAW it's very easy to find out which file belongs to which unit. In Re though, I pretty much dumped it all into a few files, so you'll have to use the search function on notepad every time you want to look up a ship. Takes a little while longer, but it's not too bad. I might end up making seperate xml files for each unit.

+1 vote     reply to comment
Geroenimo
Geroenimo Jun 25 2014, 4:24am replied:

In the new release (ORAW) all squadrons spawned will be reduced.

+1 vote     reply to comment
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