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 12 comments

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Post comment Comments  (10 - 20 of 427)
GrandMoffbob
GrandMoffbob Sep 26 2014, 9:32pm says:

ETA?

+1 vote     reply to comment
Pieboybom
Pieboybom Sep 27 2014, 1:45am replied:

he wont give it. its a one man project he does for fun.

+2 votes     reply to comment
Khanti
Khanti Sep 26 2014, 4:22pm says:

"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." - just make 1 special hardpoint with MANY hitpoints ("hull") with no weapons, which mostly will be destroyed last - ending the ship existence.

+1 vote     reply to comment
Geroenimo
Geroenimo Sep 26 2014, 7:39pm replied:

If that were possible, I would TOTALLY do that. Like make a "Battery" of 5 turrets for example, all targetable by one hardpoint, and when destroyed all 5 turrets blow up. Sadly, this is impossible, and I have experimented with this a lot, shared damage across targets, hardpoint linking, bone hierarchy changes ect. The limitations of this game make me sad sometimes...

+1 vote     reply to comment
Khanti
Khanti Sep 27 2014, 8:59am replied:

Example: there are 11 hardpoints on ship of which 10 are targetable weapons of 100 hitponts each and 1 is "hull" hardpoint of 2000 hitponts. If ships has also non-targetable weapons, those other weapons will function till the destruction of the last hardpoint called "hull". "Hull" should be last one dead point just because of its sheer number of health. If I correctly understand your idea - this is what you tried: to have targetable and non-targetable weapons on one ship. Let's say all heavy turbolasers are targetable but small lasers (AA) are not, so ship even when lost main batteries can fend off those starfighters (till "hull" explode).

+1 vote     reply to comment
Khanti
Khanti Sep 26 2014, 4:18pm says:

"to keep the original FoC experience" - the orginal game was way too fast, day/week was changing so quick, I was not even able to click on planets ;) I always change in mods Fiscal_Cycle_Time_In_Secs and Political_Control_Change_Time_Seconds to 300 seconds (from "standard" 45).

+1 vote     reply to comment
MrPerson
MrPerson Sep 22 2014, 8:04am says:

Now that I think about it, remember how the original EAW (non FOC) had random missions in the GC? Like the rebels had missions to go "rescue a pirate captain" which got them a few old interceptor 4 type ships that they can't build. Is there any way to put something like this in FOC?

+2 votes     reply to comment
Pieboybom
Pieboybom Sep 25 2014, 2:24am replied:

you know what, ill do some digging. ill let ya know if i find anything.

+1 vote     reply to comment
Pieboybom
Pieboybom Sep 23 2014, 1:43am replied:

probably if you went digging you could add it to teh original game, but i wouldnt know where to start.

+1 vote     reply to comment
Geroenimo
Geroenimo Sep 23 2014, 4:14pm replied:

^ I second that statement, no clue how to do that. Could probably find out, far too lazy to do so.

+1 vote     reply to comment
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