A mod for "Star Wars: Empire At War - Forces Of Corruption" that seeks to change some fundamental aspects of how the game is played and introduces an alternate timeline to the Star Wars universe - all while attempting to retain the essence of the game loved by so many.

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A short list of things...........and stuff. Take a look

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SOTV To-do List.

A rough list of things that need doing, from now up until
the first release:

First:

·
Final tweaking and testing of the Venators

·
A hangar spawn point on the Weapons Platform

·
FIX Y-Wings (I broke something with them last
time I was messing around with starfighters and now they only fire their Ion
cannon ability)

·
Link the existence of the Weapons Platform to
that of a ground structure

Then (Probably in this order as well)

·
Mod the A.I so that they can build and use new
units/structures

·
Re-visit an idea I had some time ago of adding
moons as separate ‘Planets'

-
So you could fight in orbit around Yavin itself,
and also fight in orbit and on land for Yavin 4.

·
Re-Restart the ‘Closing On Coruscant' GC map.
(MUCH easier than editing the mess that I have now)

·
Balance Checks

·
Start the process of editing/re-skinning most of
the Vehicle and Building textures.

·
And some other little surprises


Once that is all done, I'll be
looking for Beta testers, to help with ironing out any remaining bugs.

If the beta is a success, with no
MAJOR issues, I'll be releasing the 1.0 of the mod around May/June/July
depending on my Uni workload.

Since finally understanding how
turrets work, I've been doing a bit of experimenting with the Gauss Defense
Platform from SOASE. If at all, how would any of you like it to be incorporated
into the mod? I was thinking of setting it up as turrets for the Weapons
Platform perhaps?

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