sooo how exactly do you plan to make this work out? are you planing simply a visual change or a true faction with own units and stats to were people are able to chose between this faction and the vanila unitpool? do you plan on making a whole custom faction or do you like to create unitpools for the existing factions present in galactic war?
Hey nicb I just wanted to say that I really enjoy the modeling work you've been doing and its getting better and better lately. I mean if I compare the models you make now and made back in OWO then they're way more detailed now and I think they fit the pa style better and better. I spoke with Kiwi and if you ever need some help with playtesting or particle effects I can help you out when I have time, mood and ideas. I enjoyed working with you in the OWO mod. Good stuff! Keep it up mate!
Yeah this will be an entirely new custom faction (so whole new unit set with differing stats). It may share some similarities like vanilla and new factions both have a dox of sorts but different model and different stats. And then therll be some more unique things like the deathmark sniper tank. So think something like the difference between gdi/nod or cybran/uef, they share some units that fill a similar role but otherwise are completely different. Quote alpha: Thanks alpha really makes me happy to hear that I'll defs take you up on your offer although it may still be a while.
So for us oldies like the difference between ARM / Core... Looking good so far anyway. I'd be up to help play testing / balance if you like.
Nic I have downloaded blender so if you want in julie I can try helping with moddleing. I don´t promise anything but I can try helping.
one suggestion i like to make is that please don't just copypaste unitypes/roles or let them perform too similarly over the various factory tiers your goal for a faction should be that every factory and tier should have something that makes sense to follow a tierpath or mix tiers together than just having x number of unittypes and units that may make lower tierunits obsolete
@cdrkf I honestly don't know why I didn't use the ARM/Core comparison since I played TA quite a bit as well. I may take you up on that offer to balance test in the future, but it may be a while till we get to that point where we actually need to check that the balance is good or just balance to start with. @Ksgrip ah cool. only problem is that blender has issues exporting bones and all that properly to PA so someone else has to run it through 3ds max as well to rig it. If you think you can come up with some cool stuff in blender and that it fits the PA style feel free to share. I don't mind providing feedback and all that if need be. I am an honest person though so if something is good, I'll say its good if not I'll say that as well so don't take offence if I appear to be overly critical or anything @MrTBSC This faction mod is being built on top of what vanilla provides us with we are not changing any of the vanilla units or eco style so in turn this faction will also have to be compatible with Ubers main faction. This basically means that the tier progression system will also be very similar to how the Uber faction works. We won't be doing something drastically different progression wise since that would make it extremely tough to balance it with the Uber faction. There will be new units that perform differently to the Uber faction, but the tier system will be unchanged basically. (Not 100% sure if this was what you were referring to so please correct me if I ended up derping and misreading your post).
I like your thinking on how this fits with the game- if this really is 'vanilla + another faction' I think it could be the first server mod to quickly become 'mainstream'. I understand the position of many on how the current balance isn't perfect, however I'm also aware that the reason RCBM and Statera didn't take off in a bigger way was the difference was too big. I enjoyed them, but I couldn't persuade many other Promethean players to play more than once due to the steep learning curve (which is made harder due to many more units). This on the other hand should be playable by anyone who knows the base game, whilst it adds something many have been asking for... I could see this being played more than Vanilla (as if it gets hosted lots, new players join games of it and will start asking 'how do I get the other faction'...).
It's definitely not going to be new models only, the roles and uses of each unit will be much different.
so basicly what i am trying to say is don´t include relpica unitroles across the tiers and factory types (bots vehicles, etc) within the faction (avoiding this between factions/unitpools would be rather impossible without severly limiting that factions/unitpools options) meaning don´t make a raid vehicle when you have a raid bot already don´t make a t1 one aa bot when you have when the vehicle one is already good enough give incentive to choice between factorytypes and tiers ... this is pretty much what i critised about modx were many units just felt samy aswell as a number of units just straight outperform other or lower units without having propper drawbacks were it just doesn´t make sense to build the other stuff once you built a particular factory ...
For the new faction to balance with Uber's faction, it needs to have a similar number of units and units that cover *equivalent* unit roles. If it had 3x more units it would never be balanced against the original faction imo. On that basis, your going to by necessity see similar diversity / overlap to the main game (which personally I think is pretty minimalist so it shouldn't be a problem hopefully). To make it interesting hopefully said new faction will mix the roles around a bit and have different ways of achieving a similar role...
No way we have enough time to make 3x the number of units That's the goal. We will host community games for feedback in the future to get as close as possible to this.
good luck with this hope it goes well. I don't no what to be more excited about now this mod or xcom 2....? sad life I have I no
Is there any lore related to this faction? Excellent work on the models by the way. Nice to see the mod community getting moving again.
Awesome models and looking forward to try the mod, might finally be something refreshing to the game. However I see a couple of mistakes made in the models as they are sub-optimal and has some errors. First of remove edges where they are not needed. Does an edge help create the silloutte of the model keep it. Does the edge not help with the silloute delete it. Less tri's = better performance or more room for detail. second and most important. Your meshes are loaded with N-gons. N-gons are faces with more than 4 sides. you don't want that, ever. Fix them by adding edges in the mesh to create either 4 sides polygons or triangles. Most engine can sort of handle n-gons as they create their own triangles, but most of the time they do it sub-optimal. Anyway sorry for my rant Keep up the good work it looks very promising.
I want to throw some encouragement to all involved in this! I haven't messed with any mods for PA but when this is done I will be installing it. Love PA, grateful to Uber for making it, but only one faction was a real disappointment for me. Good luck!
We'll I won't be posting any ingame shots yet (Especially since we still lack textures), but I wanted to post something for the sake of it anyway. This is our T1 mortar tank (Name still being decided). It started with our concept artist @Crembels posting a concept for the tank. Which I then proceeded to turn into a model (There are always slight changes between the concept and the final product). Important Notice: If someone here is experienced in texturing for PA and willing to help out, then please send a PM my way as we are in need of more texture artists.