Author Topic: [CANCELLED]"Star Wars: Battlefront Expanded" Official Mod Thread  (Read 50278 times)

Unit 33

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Re: Star Wars: Battlefront Expansion
« Reply #15 on: December 15, 2010, 01:36:04 PM »
Oh Oh Oh ! Exciting progress !

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Re: Star Wars: Battlefront Expansion
« Reply #16 on: December 15, 2010, 02:03:07 PM »
The only one left needing a skirt is the Episode III Clone Commander... and some of the heroes do too (Sidious, Anakin, Ki-Adi etc)

EDIT: Caped Commanders are in! Special thanks to AQT on GameToast for helping me with the hex-editing. I have been told that the capes are one-sided though, but since you view most units from the back anyway that's not a huge problem.
« Last Edit: December 16, 2010, 08:53:11 AM by ggctuk2005 »
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Re: Star Wars: Battlefront Expansion
« Reply #17 on: December 17, 2010, 12:01:50 AM »
Nice! Keep up the good work!

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Re: Star Wars: Battlefront Expansion
« Reply #18 on: December 17, 2010, 10:02:00 AM »
Some further details:

-The mod will be released in two formats: A lite edition and a regular edition. The regular has more cosmetic changes and will include several custom maps updated to work with the mod. The lite edition will only contain Bespin: Platforms, Naboo: Theed and Yavin IV: Arena, and the Republic side will only have Phase I, 501st and Snow skins.
-Some skins have been removed to cut back on size - as such the many Droid variations are gone (Snow, Geonosis, Camo), as are some of the Empire (501st, Shadow) and Rebel variations (Naboo).
-Some units have been removed (Republic will not suffer anything heavy in the way of losses, nor will the CIS. The Rebels will lose the Naboo-Exclusive Jedi Knight class, and the Empire will lose the Skytrooper and Incinerator Trooper) These changes have been made to make the new units fit into the five-class system.
-In Historical Campaign, for the Clone Wars, you will not unlock the Commander Class properly until Geonosis. The Droid Commander unit is not included in Instant Action (replaced by the MagnaGuard)

Also, map tests results so far (I have modified some of the stock maps):

Spoiler (click to show/hide)

I still have a lot of rescripting to do with the units as they all receive new names.So far I've gotten up to Naboo's scripts.
« Last Edit: December 17, 2010, 10:17:21 AM by ggctuk2005 »
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Re: Star Wars: Battlefront Expansion
« Reply #19 on: December 18, 2010, 06:53:22 PM »
Dune Sea, Geonosis, and Theed work almost perfectly when edited in zeroedit.
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Re: Star Wars: Battlefront Expansion
« Reply #20 on: December 19, 2010, 03:05:17 AM »
I know, I almost made BF2 Theed from BF1 Theed :D

I do not know why some maps don't work though. It may be something simple or altogether more complicated. I found with most of the others you can modify the levels by either A - loading a second LVL file before the first with all the new stuff, or B - As I did with these maps, simply go into the object placement files and change them manually. It's how I got vehicles into Bespin, Yavin IV Arena and Mos Eisley without them crashing.
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Re: Star Wars: Battlefront Expansion
« Reply #21 on: December 19, 2010, 05:42:51 PM »
will any republic units be using a chaingun?
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Re: Star Wars: Battlefront Expansion
« Reply #22 on: December 20, 2010, 03:14:19 AM »
Yes. The Clone Commander unit will use the Chaingun but to make it a bit more challenging only one AI unit may spawn as a Clone Commander at a time.

EDIT TIME: I'm munging the sides as I type now. I have also added in several additional sound effects - grunts and groans for heroes (although I am considering removing them as unncecessary and to save space), and new weapon sounds. I'm trying to adhere to the "use as little as possible" rule GameToast has while upholding certain creative things (IE having canonical sounds in my mod in regards to weapons). The E-11 has now got a separate sound from the DC15 Carbine (the sound is recorded from the Soundboards at Star Wars website since it's the only place to find a clean sample), and the commando pistol sound is also in.
« Last Edit: December 21, 2010, 04:06:43 PM by ggctuk2005 »
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Unit 33

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Re: Star Wars: Battlefront Expansion
« Reply #23 on: December 24, 2010, 05:03:37 AM »
Silly GameToast... More sounds = more fun!
I'm sure George Lucas won't mind.

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Re: Star Wars: Battlefront Expansion
« Reply #24 on: December 24, 2010, 01:44:18 PM »
Can't wait till this meets release point. I have been waiting to see another good mod for some time now.
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Re: Star Wars: Battlefront Expansion
« Reply #25 on: December 24, 2010, 01:59:04 PM »
The eventual plan for Expansion will be to have V2 with a brand-new campaign and maybe some new Galactic Conquests, but since we don't yet have the ability to edit shell.lvl (although now I have missionlist.lua from it courtesy of Teancum), so for now I'm happy with expanding on what MPM was going to do.
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Re: Star Wars: Battlefront Expansion
« Reply #26 on: December 31, 2010, 12:04:13 PM »
I'm trying to decide a universal base for the Blaster Rifle, so which would you like to see?

1) Unlimited ammo, Overheat, roughly 20 shots before overheating (Currently going with this one)
2) 20 rounds per clip, unlimited clips, slower reload time
3) 55 rounds per clip, 8 clips, standard reload time

I'm also trying to figure out what kind of special weapon to give to the Clone Commando. Any ideas?
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Re: Star Wars: Battlefront Expansion
« Reply #27 on: December 31, 2010, 12:19:58 PM »
Here's an idea for Blaster Rifles. I'm more inclined to support the "1) Unlimited ammo, Overheat, roughly 20 shots before overheating (Currently going with this one)" option. but you could also have
- each blaster rifle will carry a single clip of 300 shots. But the it also overheats after 20 or so shots.

As for the Clone Commando, I'd give it the DC-17M rifle alongside the DC-17M Sniper. and instead of grenades, give it the Anti-Armor clip.
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Re: Star Wars: Battlefront Expansion
« Reply #28 on: December 31, 2010, 12:24:09 PM »
That suggestion, while it would be the most canonical, would make the CW commando classes extremely unbalanced as I already have worked out what the Droid Commando will have (Sniper Rifle, Commando Pistol, Disguise and Thermal Detonators)

EDIT: I have decided on this for the special weapon of the Clone Commando:



It's a disguised Anti-Droid EMP mine. Its purpose is mainly for human characters, and it may fool them for a while (perhaps I should change the colour scheme back to red?) But when a droid steps on it, it triggers an EMP blast which will do relatively little damage to your team (about 1/4 of the damage), while droids will usually be instantly destroyed by it. Vehicles are also not safe from it. But I think I will limit it to three mines a battlefield.
« Last Edit: December 31, 2010, 03:28:22 PM by ggctuk2005 »
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Re: Star Wars: Battlefront Expansion
« Reply #29 on: December 31, 2010, 03:28:20 PM »
Ok, here's a rework of my idea

-The DC-17M rifle, only give a few clips (like  2 or 3) of 60 rounds (more balanced),  or a single clip of 300 rounds (more canonical).

-for the Anti-Armor, make it less powerful, and only as powerful as a thermal detonator, but a little more damaging to vehicles. and have it have 1 round per clip, and the give the clone commando only 3-4 of them to use.

-and if you haven't finished the CIS side yet, you could make the droid commando's pistol more damaging (maybe like 3 hit kill), and make the pistol last a lot longer before overheating.
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