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02-27-2006, 10:39 AM
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#1
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Rookie
Join Date: Jan 2006
Posts: 239
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Space Battle (NO LAND BATTLES) mod
I was told to rename the topic, that it was misleading, etc. I'm leaving the mod name, but I did put in NO LAND BATTLES, so you better know what it is now.
Anyway, this is a mod that removes all land battles and adds some new features, like the Venator, new lasers, new space buildings (Asteroid Mining Facility), and as soon as possible new ships. This is not just another space balance mod, in fact as of now no changes to balance is added. But it does raise the limit of ships allowed in battle to 40 for both sides.
VERSION 1.0
Adds the Venator.
Adds Fleet Commanders.
Adds Asteroid Mining Facilities.
Removes land battles.
Raises limit of ships in combat to 40.
VERSION 1.1
Cuts all build times by 1/2.
Adds new graphics for the lasers.
VERSION 1.2
Adds the Moldy Crow and a Z95 Headhunter for Kyle Katarn and Mara Jade respectively.
TIE Scouts now built at a level one space station.
Kamino in Empire and Rebellion version of Galactic Conquest.
Mon Calamari Cruiser has a hanger.
All Galactic Conquest maps work with the mod.
DOWNLOAD VERSION 1.2 HERE: http://www.yagaboosh.com/downloads/SB_Mod_V1.2.rar
What do you think?
Last edited by Three60; 03-02-2006 at 11:17 AM.
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02-27-2006, 10:47 AM
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#2
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Join Date: Feb 2006
Posts: 105
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If you need help, i'm here.
Sounds great, never been a fan of ground battles anyway.
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02-27-2006, 12:09 PM
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#3
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Posts: 27
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Is it at all possible you could create a 'Auto resolve' only version in which makes it a viable option (ie, Not having a full army of mualers, AT-AT's wiped out by a single plex soldier)
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02-27-2006, 03:04 PM
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#4
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Posts: 239
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Quote:
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Originally Posted by Jay1717
Is it at all possible you could create a 'Auto resolve' only version in which makes it a viable option (ie, Not having a full army of mualers, AT-AT's wiped out by a single plex soldier)
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I don't know, but I think I'd have to raise the auto resolve health on things, but I don't know enough about it.
Quote:
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Originally Posted by dookie23
If you need help, i'm here.
Sounds great, never been a fan of ground battles anyway.
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I'll need some help for sure. If you can model, texture, all of that good stuff that would be great. I can't do it to save my life. And if you can't that's alright, I'll see if you could help elsewhere.
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02-27-2006, 03:29 PM
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#5
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Junior Member
Join Date: Feb 2006
Posts: 382
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It would have been nice if you'd given me some credit for the new laser textures. It may not look much but it took some time too... my time 
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02-27-2006, 04:11 PM
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#6
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Rookie
Join Date: Dec 2004
Location: Nowhere, OH
Posts: 27
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Okay, the lag in the galactic map mode is unbearable. the lasers are cool though
I find your lack of faith disturbing
I did it all for the Wookie
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02-27-2006, 04:13 PM
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#7
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Rookie
Join Date: Feb 2006
Posts: 202
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No land battles?PITTIFULL FOR CRYING OUT LOUD!!!(no offense,man!)

Rise and fall:civilizations at war fan.
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02-27-2006, 04:29 PM
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#8
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Little Green Friend
Join Date: Aug 2005
Location: Ypsilanti, MI
Posts: 1,239
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The no land battles of the mod is on purpose Arc9.
> Lucas Forums Moderator
> Petroglyph Forums Moderator
> Unofficial Petroglyph Fan Forums Global Moderator
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02-27-2006, 04:46 PM
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#9
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Posts: 202
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Im trying to point out that its pittifull that nobody works hard enough to notice the wonders of land battles.

Rise and fall:civilizations at war fan.
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02-27-2006, 04:55 PM
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#10
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ive tried to notice, but the balancing issues keep me away. FOr example i played a short lan battle with 2 friends 2vs1 (me and a buddy vs a rebeal friend)
We rushed him with 3 AT-ATS ( the battle was the hoth map skrimish), and he destroyed both with just 5 groups of Infantry, not rocket troops just plan blasters...
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02-27-2006, 04:57 PM
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#11
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Posts: 239
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Quote:
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Originally Posted by Adonnay
It would have been nice if you'd given me some credit for the new laser textures. It may not look much but it took some time too... my time 
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I did give you credit. I put you in the readme, where it has credit given to people who helped in any way, you're in there. I even gave credit to EAWFAN who made the no land battles mod for the demo. Without that I wouldn't have bothered.
And I can't see anything good in land battles either, just a big waste of time. And unbalanced.
Oh, and I noticed the slowdown too. Who were you playing as?
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02-27-2006, 05:10 PM
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#12
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Location: Nowhere, OH
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Rebels. And for some reason, maybe its just me, but there were alot more ISD's than usual. And i noticed that i got one tech level up in an event, which i liked. I agree also. Land battles are not really fun. i only liked them partially because of the locations they had.
I find your lack of faith disturbing
I did it all for the Wookie
=
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02-27-2006, 05:14 PM
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#13
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Rookie
Join Date: Feb 2006
Location: England's green and pleasant land.
Posts: 90
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Quote:
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Originally Posted by Three60
I did give you credit. I put you in the readme, where it has credit given to people who helped in any way, you're in there. I even gave credit to EAWFAN who made the no land battles mod for the demo. Without that I wouldn't have bothered.
And I can't see anything good in land battles either, just a big waste of time. And unbalanced.
Oh, and I noticed the slowdown too. Who were you playing as?
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I dislike the notion of a game such as this having to be 'balanced' in every way. Realistically speaking, what did the Rebels have - be it in the films, games, or whatever - that could seriously compete with the Empire on ground?
They have to be given advantages in other areas. Heroes. Abilities. Speed. Surprise. Quality of units. Those sorts of things.
I think the Legacy of War mod aims to cover these sorts of ideas 
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02-27-2006, 07:22 PM
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#14
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Rookie
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Posts: 239
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Quote:
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Originally Posted by bobogarcia
Rebels. And for some reason, maybe its just me, but there were alot more ISD's than usual. And i noticed that i got one tech level up in an event, which i liked. I agree also. Land battles are not really fun. i only liked them partially because of the locations they had.
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I think the reason for the slowdown is that the Imps, for some reason, are still building land units. I can't figure out why, I took all ground units out of the scenario. I'll try to fix it in the next update.
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02-27-2006, 08:16 PM
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#15
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Join Date: Dec 2004
Location: Nowhere, OH
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Quote:
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Originally Posted by Three60
I think the reason for the slowdown is that the Imps, for some reason, are still building land units. I can't figure out why, I took all ground units out of the scenario. I'll try to fix it in the next update.
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Cool. I really like this mod. I think the ground battles got to be a dread.
I find your lack of faith disturbing
I did it all for the Wookie
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02-27-2006, 10:35 PM
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#16
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Rookie
Join Date: Jan 2006
Posts: 87
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yep  thankx i need to try it otu when i get a chance
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02-27-2006, 11:57 PM
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#17
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The next version will include Kamino for the Imperial mode of Galactic Conflict, and also remove all land units from the others. Sadly I still don't know how to make space stations have the research powers of the Research Center while in the Galactic Map, so all the Imps start at tech 5. And maybe I can add Mustafar... and other planets. Pirates being playable will hopefully come soon too.
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02-28-2006, 01:29 AM
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#18
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Junior Member
Join Date: Feb 2006
Posts: 382
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It's a wild guess... but probably (as you already suspected) the AI is still building and still trying to compute landbattles (meaning it's trying to find out where to attack) and getting stuck in some routines because you removed all the ground units. Perhaps you'll have to check somewhere deeper... the AI or something to prevent "thinking" about ground battles too.
PS: If it's in the readme, I apologize. I personally tend not to read them 
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02-28-2006, 01:34 AM
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#19
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Join Date: Jan 2006
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I tried that, it didn't help. And the rebel AI doesn't have this problem. It's just that they aren't turned off, so it can think about them.
BTW, in the next version I plan to make TIE Scouts buildable with a level one space station.
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02-28-2006, 06:35 AM
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#20
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Join Date: Jan 2006
Posts: 21
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Just thought I'd report my findings here.. I searched the XML files and came accross 'Tactical_Health' in GroundIndigenous.xml and GroundInfantry.xml . The first for the indigenous species, the second for the Empire and rebellion infantry. I reduced the values there to 10%, except for the wookiees, which I gave, I think 20%, so they last a bit longer.
I'm thinking about increasing the damage output of plex soldiers, and increasing the cost and buildtime of tanks. When we finally get to modify the maps and increase the amount of units on the field, it should allow us to get some big battles going on, where infantry units will actually serve a purpose..
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02-28-2006, 04:34 PM
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#21
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Okay.... yeah....
Anyway, here's what version 1.2 should include when it comes out this week:
TIE Scouts buildable at a level 1 space station.
No slowdown at galactic map when playing as rebels.
Imperial AI should build more ships.
All Galactic Conquest maps will work with the mod.
Kamino will be added to the Imperial mode of Galactic Conquest.
Star Destroyers, Victory Cruiser and Acclamator will have unlimited fighters (like the Venator already).
In 1.3 I'll have added hangers to the Mon Calamari Crusier, Home One, and Nebulon-B Frigate. If you think another rebel ship should have a hanger, please don't hesitate to tell me! Also, Mustafar will be added, and will be located near the Vergesso Asteroids (NOTE: This planet is not included in the code! It won't have a ground map for anyone that is wondering this).
1.2 should be ready by the end of this week.
Last edited by Three60; 02-28-2006 at 09:03 PM.
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02-28-2006, 06:35 PM
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#22
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Join Date: Dec 2004
Location: Nowhere, OH
Posts: 27
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I think the rebel assault frigate should also have a hanger and fighters just because its pretty exspensive and powerful
I find your lack of faith disturbing
I did it all for the Wookie
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03-01-2006, 02:50 PM
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#23
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Join Date: Jan 2006
Posts: 239
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Quote:
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Originally Posted by Arc9
Im trying to point out that its pittifull that nobody works hard enough to notice the wonders of land battles.
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I just read that again, and I thought of something. I don't actually want to "work" at all at playing the game.
Anyway, the Assault Frigate will have a hanger. I'm going to put the A-Wings on the ships, as well as a few Y-Wings and Z95 Headhunters. The Mon Cal ships will probably not have Y-Wings, and have X-Wings instead.
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03-02-2006, 11:17 AM
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#24
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Rookie
Join Date: Jan 2006
Posts: 239
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Sorry to double post, but Version 1.2 is out!
What do you think?
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03-02-2006, 11:25 AM
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#25
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Rookie
Join Date: Jan 2006
Posts: 87
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i liked ver 1, only thing is wish i could have built more then 1 mining on each planet, that or have it produce double what it is.
Ill try 1.2 when i get a chance
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03-02-2006, 01:43 PM
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#26
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Quote:
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Originally Posted by Spaxspore
i liked ver 1, only thing is wish i could have built more then 1 mining on each planet, that or have it produce double what it is.
Ill try 1.2 when i get a chance
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I think the same thing, I just didn't remember to add it. They will be unlimited, and space buildings will be at a higher rate (2-3 more then they are now, or something). And I think it will be 4% increase instead of 3%.
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03-06-2006, 03:01 PM
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#28
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Rookie
Join Date: Jan 2006
Posts: 239
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Thanks.
Okay, I'm almost ready to release a new update. It will include the Pirates as a playable faction. They will have their ships, up to a level 2 space station, and these new ships: Venator, Z95 Headhunter, Y-Wing, V-Wing, Marauder Cruiser, and I think something else. It should be ready soon. They have one hero, the Virago. Right now it looks like Kyle Katarn, but it still works. It will be released this week.
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03-06-2006, 04:10 PM
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#29
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Rookie
Join Date: Feb 2006
Posts: 105
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Sounds good, I just remembered when I played a demo mod they had a problem with power genrators so instead they prebuilt the genrator so you didnt have to do it. Do you think its possible to do this for the research building? Good luck!
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03-06-2006, 09:18 PM
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#30
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Rookie
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If it was done, then it should be able to be done, but it won't be here. Unless you think it would work in space so the Imps would be able to level up right.
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03-11-2006, 11:53 AM
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#31
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Rookie
Join Date: Dec 2005
Location: US
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The mod seems excellent.
My only qualm with it is that when I use it the AI seems non-existent.
Help?
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03-11-2006, 12:58 PM
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#32
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Rookie
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I'm trying to fix that, I made it more aggressive in the next version.
BTW, I made a new post for my mod here. It will have the next version update there, since I finally have a better title.
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