Post news Report RSS Rebuild Progress Update #2: Clone Wars and Outlaws

Here's what has been going in the rebuild for the past three months, what will happen due to the release of 1.85 and Outlaw Sectors and when, plus the ultimate fate of the TOR project.

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Hello and welcome to a much overdue rebuild progress update! Around three months ago I put up a primer about what the rebuild is, and what progress had been done up until that point. I do feel bad about not posting anything since then, though I can safely say that the past few months have not been wasted. Progress has been slower than I wished, due to much of April having been devoted towards working on Sins of the Prophets, where I am Design Lead.

Before I talk about SoGE proper, I do have some unfortunate news I must share. Sadly, the TOR project has died a natural death; due to a lack of influx of talent from the community, those working on the project were overwhelmed by the work required of the endeavor and as such work has ceased.

Back to SoGE itself. This past week we have seen not one, but two, updates for Sins! One contained the much awaited content in version 1.83’s beta and more recently we have seen the rise of Outlaw Sectors DLC. Seeing as how the rebuild is not extremely close to completion, I am in a bit of a bind, with the public version being quite behind but the internal build is not ready for release. As such, I will be doing an update to bring 4.10.1 and the GOG patch to a single, combined, version that will be 1.85 compatible, which will be called 4.10.2. I plan to have this out some time next week, hopefully during the early part of the week. I cannot guarantee that any rebuild content, such as the Raider-class corvette, will be included in 4.10.2, as the primary purpose of that update will be to bring the mod up to 1.85 standard, rather than introducing new content.

Now, for the rebuild itself, progress has been smooth, even if slow as mentioned earlier. Since the last news post I have ported over all of the research, ships, save supercapitals, and their respective abilities/buffs for both the Galactic Republic and the Confederacy of Independent Systems! This brings the number of playable and equipped factions in the rebuild to three. With the CIS done, I have now begun work on the New Republic. The NR’s basic player file is in and I have both ported and tested all of their research. If all goes well, the NR shouldn’t be too difficult to port over, given that most of their ships’ abilities have already been ported over.

Rebuild? What's going on with this thing?

Rebuild Progress Update #2: Clone Wars and Outlaws

Comments
george76
george76

i figured TOR was dead, at least we still have the old version of it for 1.82 and thank fully we can still play it because we can roll back versions. but everything is looking great so far, keep it up Lavo.

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law4426
law4426

Thats sad, that the TOR version is dead

Keep up the good work :)

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MrPerson
MrPerson

Wonder how you guys will incorporate the new militia features later, My guess is that the ships will be the regular empire ships that you use for militia already?

Also, is there a way for modders to change the militia that spawn to the faction the player is, or will they always be from one template?

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Lavo Author
Lavo

For now I plan to pull roaming militia from the militias that players already face, as you mentioned.

I have a few theoretical solutions to this corundum, but I have yet to both code and test them, due to other work taking priority. In short, maybe but I cannot confirm if it is possible yet.

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MrPerson
MrPerson

I wouldn't expect you to be able to know so fast, probably a lot of new stuff to dig through and test.

I just kinda thought (in the base game at least) since your upgrades affect the militia under your control, the TEC has a large advantage over the other races.

Sure the Advent will get more shields (not sure what vasari get more than the others in, hardly play them) but since they don't share the same weapon types, other factions militia will always do less damage than the TEC militia, which will probably outshine the upgrades the other races' get.

That was the main reason I am hoping modders figure out a way to change milita to be your faction once you gain control of the militia planet, so that upgrades affect all their stats, not just defenses. Good luck in figuring all this new stuff out :p

Ps. Sad to see ToR gone, still love the look of those old ships, the Harrower is still my favorite Star Wars ship

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GhostOfDeath91
GhostOfDeath91

I am disappointed, I looked forward to an output of just over finite mod. :'(

She cursed this era? All mods based on discrete eventually abandoned.

Is it possible to give all that has been done so far?

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Lavo Author
Lavo

You can download the public alpha of the defunct TOR mod here: Moddb.com

And the patch for it: Moddb.com

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GoodKillYou
GoodKillYou

What ToR?

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Roboute-Guilliman
Roboute-Guilliman

@Lavo
What if not using the Empire ships and use Clone wars ships due to the fact they would be left over and widely accessible for pirates or militia to get their hands on. If that isn't too much work once you get around to it just an idea :)

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Lavo Author
Lavo

The Dreadnaught, Marauder, and DP20 were all used by various planetary militias and/or pirates. Those three are what I plan to have the roaming militias use in 4.10.2.

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davidt0504
davidt0504

Do the changes with the pirates in the new DLC make any robust possibilities for fleshing out the crime syndicates of the Star Wars universe? (i.e. Black Sun, Hutt Space, etc?)

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Lavo Author
Lavo

They do not unfortunately.

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Genidan
Genidan

Is TOR dead permanently? Also do you plan on adding in factions/content for the new movies?

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