This is my ongoing personal project that I decided to publish here so that I can share with more people and also as a way to find some other people to help me with stuff that I have zero knowledge about (programming, moddeling :D).
Stock + (Plus) is a mod that aims to implement many improvements to original gameplay aspects of the game, such as the AI being able to land in hangars, stock maps layout balancing, implementation of the entire Echo Base in Hoth conquest, and other stuff...
Please keep in mind that this is mostly a personal thing, as it represents my personal view about what I think would be better for the game regarding its mechanics and aesthetics, and I will only post public releases when I feel that the mod is in an acceptable state to be played by others, as well as when I have gathered all the credits of the assets used here.
DISCLAIMER: This is a mod created by a brazilian mega Battlefront II fan. Because of this, all the articles are going to have both english and portuguese translation!
AVISO: Este é um mod criado por um mega fã brasileiro de Battlefront II. Por causa disso, todos os artigos terão tanto traduções para o inglês quanto para o português! ~huehuebrbr
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Hello, my fellow ModDB Battlefront players! How are you doing?
This is the first Stock Plus Mod official ModDB article, dedicated to begin showing you what I’ve been working on in this personal project that I’ve mentioned so little about!
I won’t do much talking besides actually presenting the changes and features, as I’d like to publish regular articles, separated by map, gameplay and overall progress.
I’m starting with Kashyyyk, the default map, but there’s a lot more to come, so stay tuned ;)
Stay scrolling to see my work!
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Olá, meus caros jogadores de Battlefront do ModDB! Como vocês estão?
Este é o primeiro artigo oficial na ModDB do mod Stock Plus, dedicado a mostrar a vocês o que eu venho trabalhando neste meu projeto pessoal, o qual eu tenho falado tão pouco a respeito!
Não ficarei falando demais além de mostrar as mudanças e recursos, visto que eu quero publicar artigos regulares, separados por mapas, gameplay e progresso geral.
Estou começando com Kashyyyk, o mapa padrão, mas ainda tem muito por vir, então fiquem ligados ;)
Continuem descendo para ver meu trabalho!
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Map Specific Changes
Mudanças específicas de mapa
Kashyyyk - Clone Wars
Conquest:
Aesthetic - Estética:
Changed the Republic side’s skins to use the 41st Elite Corps’ Kashyyyk camo skins, to resemble more closely the source material;
Mudei as skins da República para usar as armaduras camufladas do 41º Corpo de Elite, para parecer mais com o material original;
Updated the minimap to reflect all changes.
Atualizei o minimapa para refletir todas as mudanças.
Rebalancing - Rebalanceamento:
Replaced some Command Posts and changed some buildings and objects positions to make the map’s area more usable;
Substituí algumas Command Posts e mudei algumas construções e objetos de lugar para tornar a área do mapa mais utilizável;
The two platforms that are above the sea are now two separate Command Posts, with the one further away from the wookiee’s base having a gunship spawn point over an added platform;
As duas plataformas que ficam sobre o mar são agora duas Command Posts separadas, sendo que a que fica mais distante da base dos wookiees agora possui um ponto de spawn de uma gunship sobre uma plataforma adicionada;
Replaced the vehicles spawn point to be close to the rocks that were the original Command Post;
Posicionei os pontos de spawn dos veículos para serem mais próximos das pedras que já eram o Command Post original;
Resized the Command Posts’ capture regions so it is a little more balanced when soldiers try to capture them.
Ajustei o tamanho das regiões de captura das Command Posts para que seja um pouco mais balanceado quando soldados tentarem capturá-las.
Added gunships to each side, to enable troop transport and new spawn locations. Each team can have up to 3 gunships at a time, depending on which Command Posts are captured;
Adicionei gunships para cada lado, para permitir o transporte de tropas e oferecer novos locais de spawn. Cada time pode possuir até 3 gunships ao mesmo tempo, dependendo de quais Command Posts estão capturadas por eles;
Added some flight paths so the AI can be a little less dumb when flying around with their gunships;
Adicionei algumas rotas de vôo para que a IA possa ser um pouco menos burra enquanto voa por aí com suas gunships;
AI won’t land anywhere to deploy their troops as the game doesn’t “like” how this solution came to be.
A IA não aterrissará em lugar algum para soltar suas tropas, pois o jogo não “gosta” muito de como essa solução funcionaria.
CIS have a MTT (Multi Troop Transport) that works as a mobile spawn place, similar to the Geonosis’ AT-TE;
CIS possuem um MTT (Transporte de Multiplas Tropas) que funciona como um ponto de spawn móvel, semelhante ao AT-TE de Geonosis;
Added a Jedi side, to include Jedi Generals Quinlan Vos and Luminara Unduli, that fight alongside the Republic;
Adicionei um time Jedi, para incluir os generais Jedi Quinlan Vos e Luminara Unduli, que lutam ao lado da República;
Added Chewbacca to the Wookiees side, to make it more like the source material;
Adicionei Chewbacca ao time dos Wookiees, para deixar mais parecido ao material original;
The Jedi and Wookiees side Spawn in the same spots as the Republic. Normally, the locals in Battlefront II have their own spawn paths, even when they share the Command Post with the main team. I think this is pointless, so I made the locals spawn in the same spot as the user team.
Os times dos Jedi e dos Wookiees nascem nos mesmos pontos de spawn que a Republic. Normalmente, os times locais no Battlefront II possuem seus próprios caminhos de spawn, até mesmo quando compartilham suas Command Posts com o time principal. Eu acho isso desnecessário, por isso fiz com que os locais nasçam no mesmo local que o time do usuário.
Added some bridges and platforms to make the map less linear and enable soldiers to move more freely around the map;
Adicionei algumas pontes e plataformas para tornar o mapa menos linear e permitir aos soldados um movimento mais livre pelo mapa;
This makes it possible for someone to climb over the wall and attack that Oil Refinery Command Post without having to go through the impossible task of charging through the front opening on the wooden gate, presenting more strategic options for players.
Isso faz com que seja possível que alguém suba na muralha e ataque aquela Command Post da Refinaria sem precisar lidar com a tarefa impossível de marchar através da abertura frontal do portão de madeira, oferecendo mais opções estratégicas para os jogadores.
Added new AI-Planning and Barriers to enable the AI to use those new paths and bridges.
Adicionei novas barreiras lógicas de caminhos para a IA utilizar esses novos caminhos e pontes.
This isn’t perfect, and some AI will get stuck in some places, in situations that I, honestly, lost too much time trying to figure out;
Isso não é perfeito, e a IA vai ficar presa em alguns lugares, em situações que eu, honestamente, perdi tempo demais tentando solucionar;
AI will also not choose some paths as they are simply to dumb to follow some BASIC PATHS.
IA também irá não escolher alguns caminhos, porque eles são simplesmente burros demais para seguir alguns caminhos BÁSICOS.
Hello, Friends! How are you doing? In this weekβs article Iβll talk a little about one of Stock Plusβ traits that are pretty relevant through all...
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Iβm mainly focused on updating gameplay and game design aspects of the original game. I actually took the default pistol from the Clones and used it as a carbine, seeing that thatβs what that model actually is on the source material. I added the dc17 Pistol as the actual Clones Pistol, as it should be.
Well, it is supposed to be a full mod. I'm still to release an article here listing everything that I've done/changed/planned to do. So... But If you're looking for the information regarding AI Landing in Hangars to work your own mod, you can search and find it easily on the gametoast forums :D
And explaining why it will be included in the full mod, it's this way because enabling AI to land inside hangars requires the modder to alter the maps themselves, and you can only do that when you provide a new file for that original map. By doing so, your game would then be broken in regards to multiplayer compatibility. My mod aims to be something that doesn't stop you from playing the vanilla game if you wish to do so.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
This is awesome!!! Hope this gets finished.
I really like your ideas with this reinforcements system. Will you be changing the vehicles to have more lore proper loadouts?
Thank you for your comment! Well, that's something I could consider for the future. I just haven't given it much thought yet.
Will you update the weapons for the Clones from that old one from the Original to newer HD ones??
Iβm mainly focused on updating gameplay and game design aspects of the original game. I actually took the default pistol from the Clones and used it as a carbine, seeing that thatβs what that model actually is on the source material. I added the dc17 Pistol as the actual Clones Pistol, as it should be.
Love it! Can't wait to download it
Glad to know that you're excited! Thank you for the comment!
YES
I wanted something like this, I got a little sick of carriers just crashing into stuff willy-nilly like dumbasses, this is exciting
I'm glad you're excited about this! Thanks for the comment!
Will all of those things be released seperatly or in one file? Im already using ISM and im only interested in the AI landing in hangars part.
Well, it is supposed to be a full mod. I'm still to release an article here listing everything that I've done/changed/planned to do. So... But If you're looking for the information regarding AI Landing in Hangars to work your own mod, you can search and find it easily on the gametoast forums :D
And explaining why it will be included in the full mod, it's this way because enabling AI to land inside hangars requires the modder to alter the maps themselves, and you can only do that when you provide a new file for that original map. By doing so, your game would then be broken in regards to multiplayer compatibility. My mod aims to be something that doesn't stop you from playing the vanilla game if you wish to do so.