This is a mod in progress for "Call to Arms" changing the theme into the Star Wars universe with new high quality content, new non-linear RPG gameplay, and many new game mechanics!

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F.A.Q. (Games : Call to Arms : Mods : Rising Empire : Forum : News / Announcements : F.A.Q.) Locked
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Buzztr0n
Buzztr0n Mod Head
Sep 29 2015 Anchor

Rising Empire

F.A.Q.


When will the mod be released?
When it's done. The mod page says TBD: "to be determined" / "to be decided". Any exact date will be announced when we have it.


Will the release be soon? / This mod has been in development for so long time now!
Please keep in mind that this project is done in spare free time by two persons who also have a real life going on.
If you want us to pick up speed, then help us get more attention and a bigger mod team!


What game/version is this mod developed for? / What game do I need for this mod?
The mod is being developed and tested with
Call to Arms [BETA], Steam Version.
Since it's still in beta stage, the version is changing alot, so no reason to list it here right now.


What version of the game do I need for the demo?
The demo was being developed and tested with
Men of War: Assault Squad 2, Steam Version 3.205.2.


Any help about how to play old mods?
You can find out how to downgrade your game here


How do I install the demo?
Please check out the read-me included in the download.


What timeline does the mod take place? / Will you cover the clone wars era?
We focus on the GCW (Galactic Civil War) era, ranging missions from the early days of the Empire, events around the 1st and 2nd Death Star and beyond (Remnants of the Empire), and still have a long road ahead with it. But there will be some clone wars equipment still in use.


Will the mod be released for AS1/AS2/CtA?
We are currently developing on Call to Arms further polished engine. It seems like alot of the upgrades and improvements to the engine are also coming to AS2, so it should be possible to release it for AS2 too.
Development for AS1 has stopped, but depending on how much work needs to be done to port it back to AS1, there might be future updates for it.


Why not release everything you got so far? / Why haven't you released [...] yet? / Release now!
Suggestions are all cool, but please show some respect! This is OUR project and we want to release it as a whole thing. The demo release was never planned I just made that decision for the nice community around here.
We are changing stuff like major code parts on a daily basis and still use lots of placeholders (ripped models from commercial games) which we are not allowed to release.
Our goal is to first reach the highest level of quality, then bring out that content. To demand early WIP content to be released is like asking movie creators to hand out some early greenscreen scenes of the full movie before release.


Which sides will we be playing in the missions?
Rebel Alliance, Galactic Empire, Mercenaries, Smugglers, etc depending on each mission.


Will you add bots, skirmish battles and multiplayer?
We'll probably add some at a later point. Though the main focus is on SP/COOP missions in style of which you see in our demo.


The Stormtroopers are accurate in this mod?!
Please read about the "Principle of Evil Marksmanship". Ofcourse they had a bad aim in the movie, otherwise the movies would have been pretty short - with the rebels all dead. In almost all movies the bad guys have horrible aim. If you haven't noticed that yet... have you been living under a rock?! ;)


Will you add turn/fall animations for the AT-AT/AT-ST?
We will have turn animations at some point. The problem is, that Cynic, who worked on the walker models and animations, disappeared. We don't have his project files for the 3d models, so we need to re-create the existing models and animations first, then add the turn (AT-AT & AT-ST) and fall animations (AT-AT; the AT-ST has those) on top of that.


How will melee units work (Jedis, Siths, Tusken Raiders, etc)?
We plan to create them as "fauna". So they'll work like attack dogs & zombies and such monster/melee units you probably have seen in other mods.
We have plans for dodge and laser reflect features, and force powers are probably no issue either.


Does the engine allow synced animation for melee combat?
You can sort of do synced animations, but they won't work as good as for e.g. in Total War games. Units can be out of place, which can look stupid in some cases.
But I'm quite sure we can think of enough animations that will not look too weird in such cases.

Edited by: Buzztr0n

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