[WIP][Server] Imperial Legion (Faction)

Discussion in 'Work-In-Progress Mods' started by Nicb1, June 28, 2015.

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  1. Quitch

    Quitch Post Master General

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  2. Nicb1

    Nicb1 Post Master General

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    Mainly polish stuff as Quitch said. Orbital titan and Orbital UC are both in now (although still working on exact implementation and FX). Other than that a bunch of balance stuff is going on. T2 hover ship still needs to be modelled and the Halley (Almost done).

    [​IMG]

    Knowing me I've probably forgotten to do something.
    Last edited: March 13, 2016
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  3. Ksgrip

    Ksgrip Active Member

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    Why does it look like a factory?
  4. Nicb1

    Nicb1 Post Master General

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    Possible hint as to how it will function maybe?

    One engine is clearly missing :)
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  5. Ksgrip

    Ksgrip Active Member

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    H
    jajaja
    I made you reveal a secret without knowing :p.
    I prefer not to know what will it do until this is released :)
  6. Ksgrip

    Ksgrip Active Member

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    @nicb1 is there any possibility we eventually get a sea titan?. It could be a super sub, a Dreathnough?
    I think many people would love to have one ;)
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  7. Nicb1

    Nicb1 Post Master General

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    ah sorry, you wont likely be seeing one in this mod. For two reasons which i have brought up in the past.

    One being pathing would be derpy,(turning would also look really odd without a lot of work).
    And two, it would be extremely niche.
    If i work on another project in the future I may consider it (if it can work properly) but for this project wont be happening. If I ever get around to an expansion on top of this ill consider it as well.

    Probably not what you wanted to hear. Again sorry about that.

    As of now all the titans excluding the world breaker are done. (Not including fx and balance) just models and textures.
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  8. Mirolog

    Mirolog Well-Known Member

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    Can you guys make this halley twice as big as vanilla one? Because vanilla one is kinda small for being a planet-moving engine.

    And will this mod have GW support?
  9. Ksgrip

    Ksgrip Active Member

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    Probably since GW is attached toguether with buble gum and sapce magic whatever you try to do woouldn't work.
    i myself tried to mod GW with complete unit rooster and didn't even get the units yo fire without making the game crash...
  10. Mirolog

    Mirolog Well-Known Member

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    Well, just adding some units in GW is possible and very easy. And if you want to play GW only as legion, it can work. in theory.
  11. stuart98

    stuart98 Post Master General

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    No, it isn't. It does not work. **** crashes for no reason whatsoever whenever a new unit fires. Not happening.
    Prove me wrong.
  12. Ksgrip

    Ksgrip Active Member

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    Maybe if Uber told us how to do so without breaking everything maybe we would eventually be able to do so.

    Please @jables or whoever is outthere with the knowledge of how to make it possible. Would you mind sharing that knowledge?
  13. killerkiwijuice

    killerkiwijuice Post Master General

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    I would like to share a screenshot of the orbital titan.......................................................:
    [​IMG]
    I think it speaks for itself Kappa xd :)
  14. Ksgrip

    Ksgrip Active Member

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    OMG that is awesome¡¡

    Please make it so the explosion spands over time all over the planet, just like the ship in independence day. PLease
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  15. MrTBSC

    MrTBSC Post Master General

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    [​IMG]
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  16. wondible

    wondible Post Master General

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    Ah, I think I know what is happening. Server doesn't load mods unless the game sends server mods, which GW doesn't. Server starts up with just vanilla files, and then gets sent these weird unit specs. You could make it work by modifying PA core files, but without a way to make the server mount any new models, pfx, etc referenced by the unit specs, you can't really make it work.
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  17. Mirolog

    Mirolog Well-Known Member

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    Basically it can work, but it can't be installed with PAMM.
  18. stuart98

    stuart98 Post Master General

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    No, back when I tried doing Statera and Galactic Annihilation GW I packed all server files with the client version, to no avail.
  19. Ksgrip

    Ksgrip Active Member

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    Did you try modifiing the proper game files?, adding all the units to you own files of PA?Of course the wise move would be to have a backup, but maybe then we could have a GW legion mod.
  20. elodea

    elodea Post Master General

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    Random balance update

    Asymmetric balancing for land, naval, and air is essentially complete and Legion vs Vanilla should play quite nicely. Waiting for a bunch of issues to be playtested and confirmed as either still issues or resolved, though i am optimistic that the majority of them will fall into the latter category.

    Been both frustrating and rewarding under nicb's restriction of 'you can't touch vanilla pa', as I've had to instead come up with legion mechanics that work around and solve those vanilla imbalances. e.g. The havoc chain lightning tank which is specifically effective against levellers without also being totally imba against all other units. Or the Catfish gunboat which shoots torpedoes to force the naval game out of yawnfest submarine spam.

    Unfortunately, one major vanilla issue that I havn't been able to fix this way is the air spam cancer because of the nature of the problem being rooted in air speed.

    The symmetric balance pass for Legion vs legion is halfway done and shouldn't take too long now that the hardest parts are over (unit role definitions and interactions, unit implementations, unit compositions and synergies, metal trade targets, finding unit value sweet spots, pacing).

    Doing it in a two part process also finally forced me to scale back the amount of unit role specialisation that had been baked into the Legion vs Vanilla matchup. Some things that worked in LvsV just didn't work in LvsL. Originally peacekeepers were super tanky but low dps and Lancers vice versa, but now they are slightly closer to each other and hopefully also more streamlined to use.

    More playtesting obviously needed for better confirmation, but I'm already feeling quite good about how dynamic the decision making for your unit composition seems to be. I really wanted to avoid the vanilla PA problems of spamming one main unit till the end of the game, or building a specific cheesy strong unit, or starting with the same class of units/factory build orders all the time. Playtests usually reveal some flaw i missed or area to improve :p, but i think i've achieved it so far and that makes me happy.

    After that, it's onto orbital balance implementation as the roster gets completed. Playing around with that orbital titan kiwi made will be so very fun! Camera shake for days Kappa.
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