Description

Elite's Conflict Mod v1.2 Gamma! This is the most up-to-date version. Please enjoy and thank you for all of the support and help. We are planning to fix what we can and look at feedback as often as possible. Tentatively, there will be a "new" Elite's Conflict Mod v1.2 Gamma on this page at least once a week that will have all of the updates we have implemented. It will likely be Fridays but we will see, just check every now and again. :)

Preview
Elite's Conflict Mod v1.2 Gamma - The Closed Beta
Comments
Jeroenimo
Jeroenimo

I like the 21.13kb size. And the .mp3 format in which this is given. No need to download this to be safe in saying the upload failed.

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PersonaIity
PersonaIity

A good audio file, but I don't believe it can be its own released game :p

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{HEROIC}Doci
{HEROIC}Doci

Hmm Elite did a weird thing.
Dont worry that will change xD

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Director-Krennic
Director-Krennic

Strange things are happening today. XD

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Bucman55
Bucman55

I'm sure it's all Tarkin's fault.

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InsidiousHunter
InsidiousHunter

hey this is something us Rebels and you Imperials *shudders in disgust* can agree on.

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{HEROIC}Elite Author
{HEROIC}Elite

Hey everyone, sorry! It was just a placeholder .mp3 file.

The real file download is up now! Let's get it on! See you on the battlefield

{HEROIC}Elite

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{HEROIC}Doci
{HEROIC}Doci

Download is now fixed :)

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steddy96
steddy96

Going to download it! And try it of course

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PersonaIity
PersonaIity

Just finished a quick skirmish and everything felt and looked great! The models look and operate well, and combat feels much more fluid than before. The only thing I've noticed so far is how weak the superstar destroyer is. I don't know if it was intended like this, but its weaponry is worse than the victory cruisers. The HP and shielding feel OK, but it really isn't worth getting right now.

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{HEROIC}Elite Author
{HEROIC}Elite

Personality,

That's great to hear! Thank you. Yes, the model hasn't been updated yet which is why it is so weak.. once that happens it will be a powerhouse.

{HEROIC}Elite

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PersonaIity
PersonaIity

Yay! :)

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Jeroenimo
Jeroenimo

Comprehensive list of noticable features/issues. I will be as straight forward as I can with this list, and I'm writing it as I am playing a skirmish game as the Empire vs the rebellion. This is mostly a first impressions list. Might come over as a bit blunt, I'm trying to be short and to the point.

- Interesting camera, very zoomed out yet handles fluently.
- Excellent musical score. Nice use of the Rogue One soundtrack.
- Starfield texture and model mismatch. A very popular bug that many mods run into, if you replace the starfield texture you need to replace the starfield model at the same time, otherwise you get wonky repeating starfields that look very different from what they're supposed to look like, due to a mismatch in UVs between the two starfield models.
- Interdictor has the icon of a Dominator-SD, instead of an Interdictor.
- Tartan II costs the same as Tartan I.
- Colour mismatch on several turrets. How to fix: Make alpha layer on defuse texture black.
- Flickering lights on several ships. How to fix: Move every plane that has the Meshadditive shader applied slightly away from the face that it is supposed to cover. This needs to be a decent amount otherwise the game will make it flicker regardless. See my Imperial models for good example of distance required.
- High shield points on ships is nice, makes the ships feel less...******.
- The CR 90 has 10 targetable hardpoints. Example on why this is an issue: if the corvette is sprayed with an SSD barrage, only one hardpoint will die per barrage, before the SSD targets another hardpoint and that gets instantly destroyed. This means the destruction of the ship can only be as fast as (the number of hardpoints * time it takes the turbolasers to reach the target), which will seem strange when a huge weapon barrage is hitting the tiny corvette yet it doesn't die instantly. This is why targetable hardpoints on corvettes is generally a bad idea. Another example of this issue is the Acclamator, a larger ship for sure, but when it has 27 targetable hardpoints it makes the ship a huge pain to destroy, even if you have an immense amount of firepower, the destruction time formula of (the number of hardpoints * time it takes the turbolasers to reach the target) still applies, which for 27 systems is a lot of time. This again, might seem unrealistic in certain circumstances, as well as affect game balance. When a low level ship can tank such a huge amount of damage for such a large amount of time, an SSD could be help up by such a thing for far longer than it should technically, giving other ships than the Acclamator far more time to fire at the SSD than should be realistic. Personal preference of course, however I got around this issue in my mod by making most of the turrets untargetable. This also gives the mod some realism since you cannot destroy every weapon on the ship before it explodes. This is an issue when all weapons are turrets though, since there are no meaningful hardpoints to designate as targetable hardpoints. Anyway, those are my thoughts on that.
- Nice spread of different turrets on ships. The hardpoint descriptions do not make clear which weapon has more firepower though, that is somewhat annoying. However with this number of hardpoints it's nearly impossible to manually target down hardpoints anyway.
- Upon closer inspection, Several turret attachment bones are not pivoted towards the surface upon which the turret rests. Slight oversight, but makes a huge difference when done correctly. How to fix: Go over every model (I know, sucks, been there, done that) and rotate the attachment bones to fit the surface upon which the turret rests.
- Lots of starships have their team colours colour their entire hull. How to fix: Make alpha layer on defuse texture black.
- Really really enjoying the turret variety and authenticity. The missile turret for example looks very believable.
- The Venator, a 2000 credits ship, has 63 targetable systems (from my count). See CR 90 above. This thing can tank larger ships barrages for (63 * Laser travel time), that's potentially a huge amount of time taking thousands upon thousands of lasers that are hitting the ship, but doing no damage because the hardpoint has already been destroyed.
- Have to say again, love all the turrets.
- Pietts superlaser one shots every ship I've tried it on, and doesn't have any effects. The ship just blows up. The ISD II also didn't have a superlaser in canon of course :)
- Hardpoint health no longer matters in lategame I've noticed, every hardpoints dies as soon as lasers reach it due to the amount of lasers flying at it. This doesn't make the ships be destroyed any faster though, since the ship destruction formula still applies. It artifically increases the amount of time ships are alive for. For ships like the Venator it's especially annoying since they last forever and keep shooting even if I could've fried a planet with the amount of lasers it's been hit by.

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Jeroenimo
Jeroenimo

Continuation:

- CR 90 turrets look amazing.
- Missile and laser defence satelites are no longer useful since they do not do enough damage to remain relevant with the increased hardpoint amount.
- The Venator, thanks to its ability to never die (due to the amount of targetable hardoints) Is after testing, extremely overpowered, and the best unit to spam, and will defeat any army that it comes up against due to its cost of 2000. You can spam this unit and your fleet will not die regardless of its enemy. They build fast, their 60 hardpoints will keep them alive, and they do a decent amount of damage.
- The ISD IIs description says the ship was...I can't quite remember but it was larger than 1600. Of course the ISD I and ISD II were the same size in star wars, perhaps this is personal preference.
- Thrawn's superlaser comes back veeeeeeeeeeeery quickly, this seems quite overpowered.
- Admiral Ackbar still has his vanilla Home One model, dispite there being an updated Home One model in the mod files.
- One Venator just solo'd Home One, and lived with a little less than half of its hardpoints still remaining. How to fix: Make 90% of the tartegable turrets untargetable, severely increase the health of the other, targetable turrets so they don't die instantly, and the problem is fixed. No more ship destruction formula nonsense.
- The GX-6B laser cannon turret (the one provided by yvaw I think) on the Victory frigate does not move its barrels up and down.
- Hypervelocity cannon does negligible damage.

Conclussion from match one, Empire vs Rebellion: All ships with high numbers of hardpoints are extremely overpowered and need to be hit with the nerfhammer in the face. Repeatedly.
Really fun mod, enjoying it a lot, dispite balance issues. I like the speed at which the lasers move, it makes the distances seem larger. I also hate the speed at which lasers move, since it makes those high number of hardpoint ships last even longer.

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Jeroenimo
Jeroenimo

List of match two, Rebellion vs Empire:

- The AI doesn't build the new units. How to fix: Go into the lua file that handles spaceskirmish buildables, and add the units to the rows. Perhaps consider removing the interdictor also, since that's a waste of money in skirmish.
- The Y wing doesn't fire it's torpedoes. That's a problem :D
- The massive barrels on the MC30 do not rotate up and down properly.
- The mc 80 looks amazing with all the turrets, really impressive. Would be better without the faulty team colours though.
- The home one MC 80 has no targetable hardpoints on it.
- Upon closer inspection, the turrets of the MC 80 do not appear to be in the correct spot, they're set higher than in the model preview, this makes them look a lot less attractive imo, when they're entrenched they look far better. That is just my opinion though.
- The superlaser mechanic is in my opinion also really cheesy, and not fun when you can destroy every ship that isn't a capital with two mousebutton clicks.

Alright, conclussion from match two, Rebellion vs Empire: This mod is really fun, but there's definitely some work to be done. Here I'll list the things I would personally change:

Fix all the textures that colour with the team colours in skirmish.
Alter AI to use new units and remove interdictor from the list.
Rework hardpoints so that ships do not have 60+ targetable systems, for balance reasons listed above.
Rework ship rigging to ensure turrets are set correctly on the surface they're set at, and change the MC 80s rigging so that the turrets no longer tower over their mounts.
Rework ship lights so they no longer flicker. Fix is in above comment.

That's basically it. Great work already guys, this was fun, and I'm definitely gotten some great ideas from this mod, such as the higher shield points. I hope these lists were somewhat useful, and that the points may soon be fixed. Good luck :)

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Jeroenimo
Jeroenimo

I also completely forgot to mention: Where are the shadow meshes!

We need shadow meshes guys, this lighting engine is already ****** enough that we don't need a lack of shadowmeshes making it even worse.

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{HEROIC}Doci
{HEROIC}Doci

Oh my ! Thank you so much, J !!
We will change these things!
Besides that there are shadow meshes on all ships. Except for the new MC80 Home One because I didnt finished it yet. It was an accident that I did replace the old one with the new one!

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BagaturKhan
BagaturKhan

Download speed is now too low (70kb/sek), so I`ll download it this evening.

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DwatchRazgriz
DwatchRazgriz

Excelent...thank you for the invite...I have stuff to do today, so I will test this out as much as I can tomorrow (skirmishes and GC).

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DwatchRazgriz
DwatchRazgriz

Okay...Played a little tonight...Several minor complaints.

1: pricing for some units in skirmish seems a little weird (for example, why do the two different nebula frigates cost the same).

2: some units seem to be in awkward locations in the shipyard rosters (like the Interdictors being buildable from a tier 1)...

3: the heroes don't have comparable amount of hardpoints to other ships (Home 1 for instance doesn't have as many as a ISD or a Mon Cal winged)...and the SSD doesn't have enough hardpoints to make it worth it's price (making it basically a giant 50,000k/20,000k target practice session)...

4: graphical meshes for a lot of the new models (Aclimatior, Venator, and MonCal for instance) are missing completely...

5: Most importantly the Wingless MonCal 80 is MISSING all of it's weapons.

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{HEROIC}Doci
{HEROIC}Doci

1. That will be worked on
2. Elite will work on it
3. The MC 80 HO needs ot be rigged
4. That cant be!! They are there. Maybe you should redownload. Maybe something went wrong ?
5. The Wingless is fully rigged. Maybe you mean the Home One class ?

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DwatchRazgriz
DwatchRazgriz

3: as do all others...and again, the SSD (Seriously that ship is a waste of money atm).

4: Will redl and see if that fixes it then...

5: No, the Wigless spawned it with no hardpoints and as such is completely worthless (can't attack).

New critique from Ground...Jedi are still op as heck. Obi-wan for instance can tank shots from two AT-ATs six squads of stormies and get bombed and STILL have virtually full health.

Also Gram Bel Iblis is easy pickings for AT-ATs now...(1 v 1 the AT AT always wins when it concentrates firepower)

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DwatchRazgriz
DwatchRazgriz

Further playtesting after reinstall reveals:

1: Model texture is still missing on the new units.

2: MC 80 Wingless still is missing it's weapon ports.

3: Sandtroopers/Rebel Rangers/ect are still ineffective, yes you can spit them up and use the big blobs of troopers at meat shields...but they have too little health for single model units, and they don't do enough damage overall with their repeaters.

4: CSA Navy in Alpha version is unbalanced, yes their fighters and bombers are superior to tier 1 fighters and bombers health and damage wise (a starviper squad can out fight X-wings easily...it'll just take a while)...but their later ships are near worthless (my copy of the mod still uses Zan Consortium ships), it's only be capturing pirate bases and buying the underpriced Venerator SD (2100 for ALL those turbo-lasers?) that they become a threat.

5: T-4B heavy tanks weapon booster is more effective than that of the AT-AT, as it is a toggleable not a rechargeable (and you can squeeze two squads of them in for every AT-AT the Empire builds in skirmish...same with invasions).

6: My last criticism is that on some of the GC's the AI doesn't build anything at all (the Training one for instance springs to mind as the best example of this).

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Arch_MuffDog
Arch_MuffDog

Not sure if this is supposed ot be public or.

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