FirefoxCCMods

StarWars => EAW/FOC Alliance => Topic started by: Nomada_Firefox on August 23, 2018, 12:46:31 AM

Title: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 23, 2018, 12:46:31 AM
I start a new thread for to speak about the last version in EAW Steam, this mod will not be released in other game versions because it would be useless. It is the unique game version with multiplayer, the global and the zero bytes errors fully fixed. The point from a version for other games where it was not fixed would be a big mistake when I have added several new things for this new version without these errors.

Today I start the thread showing you a curious new video where you can watch what happens when an enemy faction is defeated.

Some people say sometimes how the AI makes few attacks but it is not really the true, most of the times, the AI attacks other AI factions and when these factions are defeated, their living heroes and other units at retreat move their fleets to the nearest planet, even if it is an enemy planet. Finally you must destroy them at 100%.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 24, 2018, 09:34:17 PM
In the next upgrade the Knighthammer will be a upgrade from the Gorgona. Just put in the star system Beacon 103 the Gorgona in orbit and you will see the Knighthammer upgrade. In addition in the next version, you will get the Pelleaon Firestorm and the VSD from the Coronel Cronus.  This information was added in the playing guide today.

I would upload it today but I made an email change in my Steam account and by security, I can not upload mod for at least 5 days. Anyway, I will add more additions. I am working in a change in the planets from the galaxy. One easy but very good change, even I will restore the rotation from the planets and I will add some of them with different sizes making the galaxy more looking good.


Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 25, 2018, 12:07:11 AM
Here, you can see what I am making. I have reduced at size the fleet icons over the planets and now I am thinking if I must use this size for the unit over the planets or I should increase it a bit, even if they are bigger than the circles. The objective from all this is a better movement when planets are too close.

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5652.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 25, 2018, 12:49:10 PM
I have made several upgrades in the Galactic map.
-The systems with more of one planet, now they look better.
-The scale from some planets have been changed, specially Gas Giants now look perfect in size.
-Tralus/Talus is now perfect and you can see the Centerpoint Station if you make a close zoom.
-The fleet positions over the planet have been changed at size and now most of the problems moving fleets between close planets should disappear.

These are some of the changes, more they will be make the next days.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 26, 2018, 02:07:50 PM
If you read previous post, for the next update in steam, I have added some new models for some planets with a different and better view.

Best addition is probably Tralus/Talus, Sulon and Narshadda between others. Probably I will add more sooner or later. Here you can see some screenshots.

(https://media.moddb.com/images/mods/1/13/12466/StarWarsG_2018-08-26_12-02-45-98.jpg)

(https://media.moddb.com/images/mods/1/13/12466/StarWarsG_2018-08-26_12-02-54-32.jpg)

(https://media.moddb.com/images/mods/1/13/12466/StarWarsG_2018-08-26_12-03-05-55.jpg)

(https://media.moddb.com/images/mods/1/13/12466/StarWarsG_2018-08-26_12-03-23-73.jpg)

(https://media.moddb.com/images/mods/1/13/12466/StarWarsG_2018-08-26_12-03-29-70.jpg)

(https://media.moddb.com/images/mods/1/13/12466/StarWarsG_2018-08-26_12-03-39-96.jpg)

(https://media.moddb.com/images/mods/1/13/12466/StarWarsG_2018-08-26_12-03-45-57.jpg)

(https://media.moddb.com/images/mods/1/13/12466/StarWarsG_2018-08-26_12-03-55-57.jpg)

(https://media.moddb.com/images/mods/1/13/12466/StarWarsG_2018-08-26_12-03-59-92.jpg)

(https://media.moddb.com/images/mods/1/13/12466/StarWarsG_2018-08-26_12-02-37-13.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on August 27, 2018, 06:42:12 PM
Saludos Nomada.

Supongo que es por la última actualización, el error que encontré respecto a los astilleros está corregido.

Ahora he encontrado otro, respecto a las mejoras tecnológicas con el Imperio, las cuales algunas se completan correctamente (p.ej. Praetor MKII), en otras aparece la mejora pero en realidad está disponible desde el principio a medida que avanzas con el nivel tecnológico genérico (p.ej. estaciones Golan MKI, MKII y MKIII, SSD MKI). Estas mejoras además bien se quedan como "unidad" en órbita del planeta o directamente desaparecen de ella para volver a aparecer para comprar.

Otras directamente, al completarse la investigación, vuelven a aparecer sin más en el panel de construcción.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 27, 2018, 11:45:20 PM
Si estas jugando partidas guardadas anteriores a una actualización, facil que veas cosas raras. No obstante las actualizaciones de los conflictos de Rebellion requieren un poco de chequeo.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 29, 2018, 12:30:36 AM
AHerasI, he estado mirando detenidamente y los conflictos de Rebellion requieren un pelin de cambios, el caso es que los filtros usados habitualmente son incompatibles con estas actualizacione y tengo que integrarlos un poco más. Llevara tiempo pero funcionara. Lo unico que aunque lo arreglara mañana, como me he dado de baja en mi internet de telecable para poner movistar..........pues no voy a subir actualizaciones hasta que no me lo pongan, eso pensando que funcione bien. Ver veremos.
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on August 29, 2018, 03:51:53 PM
Sin problema Nomada, el ritmo que necesites, recuerda que si quieres que pruebe algún conflicto/bando concreto sólo pídelo.

Gracias.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 30, 2018, 01:51:35 PM
I have uploaded few moments ago a new update, mostly it improves the Rebellion GCs research and filters.

AHerasI, ahora deberias poder jugar los conflictos de Rebellion sin que las investigaciones hagan cosas raras. Si lo pruebas me haces un favor, yo no tengo tiempo ni ganas para ir probando cada conflicto con cada cambio, juego uno cada cierto tiempo y me gusta jugarlos al maximo pero sin variar y como esos conflictos son de empezar con un solo planeta, es un poco rollo andar probando 200 investigaciones. ;D
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on August 31, 2018, 04:10:41 PM
Saludos Nomada.

Comprobaciones en Rebellion - Conflicto pequeño - Bando Imperio

Las siguientes investigaciones vuelven a aparecer para investigar una vez acabadas:
(Nombres en inglés, dado que estoy jugando al juego en dicho idioma)
   -Stock Market (Posibilidad de construcción sin investigación previa, icono con fondo alianza rebelde)
   -Asteroid mining facility (Posibilidad de construcción sin investigación previa, icono con fondo alianza rebelde)
   -Golan 1 (Posibilidad de construcción sin investigación previa, icono con fondo alianza rebelde)
   -Golan 2 (Por comprobar buen funcionamiento, icono con fondo alianza rebelde)
   -TIE Avenger (Por comprobar buen funcionamiento)
   -LNR I (Por comprobar correcto funcionamiento, en anteriores versiones funcionaba correctamente)
   -TIE Phantom (Por comprobar buen funcionamiento)
   -Imerial Army Regiment Advanced (Por comprobar buen funcionamiento)
   -TIE Defender (Correcto)
   -ISD MKII (Correcto)
   -SSD MKI (Correcto)
   -LNR II (Correcto)
   -VSD MKII (Correcto)
   -Tycoon station (Correcto)
   -Tarkin Battletation (Correcto)
   -Death Star II (Correcto)

Las siguientes investigaciones NO vuelven a aparecer para investigar una vez acabadas:
   -Praetor MKII (Correcto)

Se ha podido construir las Golan 3 sin investigación previa. Mismo problema en la investigación respecto al fondo del icono perteneciente a la alianza rebelde.


-Nota, seguiré actualizando este mensaje según vaya probando más opciones.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 01, 2018, 03:06:02 AM
Gracias, ya he visto que ademas habia otros errorcillos. Asi ademas a modo informativo, con un ordenador potente jugando con 90 planetas no lo notaras tanto pero los tiempos de construcción de naves son más lentos, siendo posible reducirlos comprando capacidad de construcción. Con un conflicto con más planetas se notara más pero ya digo que depende del ordenador.
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on September 01, 2018, 11:02:16 AM
Saludos Nomada.

Se notan los tiempos de construcción más largos, y por mi parte, se agradecen, de hecho, el tener que prever la construcción de fortificaciones y naves al organizar un ataque, e intentar mantener el ritmo de conquista reduciendo las bajas para optimizar el nivel productivo me resulta la mejor parte del modo Rebellion.

Una pregunta, ¿son los objetivos de investigación marcados en rojo los que te dan acceso a los siguientes niveles tecnológicos?, porque si es así, no logro averiguar cómo realizar la investigación de la cañonera de misiles (Thrawn), además que en Byss se pueden investigar desde el nivel tecnológico 5 los devastadores de mundos y el arma de la galaxia, que supongo que pertenecen a la fase 2 de investigación, siendo imposible fabricarlos aún investigándolos, al igual que el regimiento avanzado del ejército (Veers) y el propuesto por Ysanne Isard.

Por último aparece la POSIBILIDAD de investigación de tecnología en Baliza 201, la cual no puede acoger puestos de investigación terrestres. ¿esto es adrede?.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 01, 2018, 11:42:58 AM
Si, los marcados en rojo son los que te dan ese acceso al siguiente nivel. Al menos ahora tendrias que perder a Thrawn en una batalla para conseguir al Thrawn con el Quimera. Pero eso esta mal, no tiene sentido que sea asi.

Todos los problemas vienen de los filtros. Es que no hice este sistema para usar esos filtros y necesitare más tiempo para conseguirlo hacer funcionar bien.
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on September 02, 2018, 10:46:16 AM
Lo dicho Nomada, el ritmo que necesites.

Reitero mi oferta respecto a si necesitas que pruebe algún conflicto y bando en especial.

Comenzaré uno con la Alianza Rebelde en breve en el conflicto Rebellion pequeño.

Pregunta: ¿Es irrelevante el conflicto escogido para realizar las pruebas?, me refiero, si comparten configuración de alguna manera o se han de editar uno por uno, para realizar las comprobaciones en todos, o poder hacerlas en el más simple (por mejor velocidad), o en el más complejo (en el cual se pueden probar todas las posibilidades).

Añado un último "problema" encontrado. Dado que el Imperio ha de construir el complejo de investigación para avanzar tecnológicamente, y que el edificio modificado por ti para dar paso a las tecnologías adicionales también permite la investigación general, ¿Se podría bloquear el edificio original de alguna manera?
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 02, 2018, 12:21:34 PM
El conflicto pequeño, al menos contra los rebeldes, por algun motivo no funciona la IA bien. No se todavia el motivo. De momento he corregido muchas pero me falta hacer bien la IA Rebelde.

Si quieres probar cosas, el de 120 es seguramente el más aceptable. Es el tamaño limite donde no ira muy lento, ni muy rapido con bastantes planetas. 

Lo que comentas del research station, ya lo he corregido, es solo que no voy a sacar un nueva versión cada dia. Quizas mañana. En verano depende del tiempo uso menos el pc seguramente y hace tres dias cambie de telecable a movistar plus por lo que ando configurando todo, arreglando cosillas, rucandome el tarro para colgar el maldito router de la pared que no trae soportes, en fin perdiendo el tiempo en otras cosas. Pero creo que mañana en un plis arreglo estas cosas.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 03, 2018, 05:29:33 PM
He actualizado el mod hoy con todo lo que faltaba en los conflictos de Rebellion, puedes jugar el de 90 planetas tranquilamente.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 04, 2018, 04:17:42 PM
I told you how I would not add this again but lately somebody remembered me them and with the last EAW Steam patch, I am restoring the turrets with movement in several ships. It will be a long work but it is not very difficult. This is a small preview from part of the work from two days. It will require some improvements after the additions but I like it.

Title: Re: FOC Alliance Rebellion 1.0
Post by: lambdalord on September 04, 2018, 10:33:49 PM
I told you how I would not add this again but lately somebody remembered me them and with the last EAW Steam patch, I am restoring the turrets with movement in several ships. It will be a long work but it is not very difficult. This is a small preview from part of the work from two days. It will require some improvements after the additions but I like it.


Oh god yes.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 05, 2018, 10:29:45 AM
I have renamed the mod to the FOC Alliance Rebellion in EAW Steam because it is the logic, inside the mod, you can read it in the game menu background. At the same time, I do not go to use a system of version numbers because the mod has a complete changes log with more of 50 updates by the moment and more in the future.

About future features, I go to restore the feature adding turrets with movement in many ships, more than before seen in the old Alliance 5.0 and better. These turrets change between other features, it will add more differences between some units with the weapons. By example, the Predator Star Destroyer has 32 different turrets, it has a big difference against other Star Destroyers. Other thing different, it is the Red VSD 2 builded in the asteroids system from the core, it has more powerful turbolaser in the 6 main turrets. Other similar additions can be seen. More changes will be the abilities. About a release date, better do not ask as always, as maximun winter.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 06, 2018, 10:40:30 AM
After many think about it, I am restoring the turrets with movement in the starships. By the moment I have made just some of them (three days of work) but I have many plans for it.

In the past, I added turrets with movement even to some big ships as the grey and brown Implacable. But this time, at least in a begining, I do not go to make it. I go to add turrets in many starships which they had not them before, mostly smaller starships.

The main point from turrets is not see the movement, as you can see in the videos, they are small and you can not follow them easily. The main point is the turret behaviour where turrets with movement follow targets at the same time than the unit is moving in the battle.

In fact, I have plans for the addition from some special hidden turrets in many more ships, these hidden turrets will add one thing which it acts as a turret with movement but you can not see it as a additional objetc. However, you can destroy it. I would like to add it in all the units replacing previously hardpoints. A huge work, perhaps I need a year for this.

What about performance? nothing worse, with these additions, the game loads at less of 30 secons in my computer when before it required between 40 or 50. Very curious, we will see when I add more of these stuff.

About other things. I will update today or tomorrow the mod with other fixes. Not these turrets by the moment.

It is the Total War GC 95 planets previously started with all the AI factions activated and you can see some errors because I have changed things without start a new game.

Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on September 06, 2018, 03:10:28 PM
Resultados actuales de la última prueba (en progreso). Según consiga más información actualizaré el post.

121 planetas - Imperio
-Myrk y Wayland (Base nivel 1) no pueden construir estación defensiva república.
-Mindor (Base nivel 2) puede construir estación defensiva república.

Mejoras tecnológicas:
Correctas
TIE Phantom
TIE Avenger
TIE Defender
LNR I
LNR II
Golan I
Golan II
Asteroid Mining Facility
VSD II
SSD I

Con errores:
Stock Market (?? Dudas, parece que es posible construirlo sin investigación previa en ciertos planetas, pero al avanzar tecnológicamente he perdido la posibilidad de construirlo sin investigar, salvo por ese detalle, funciona correctamente)
Golan III (Al investigarla se crea como objeto en órbita, sin desbloquear la estructura) https://steamcommunity.com/id/AHerasI/screenshot/960845218566164152

Sigo sin poder desbloquear la unidad Missile Gunboat con Thrawn. ¿Ha de hacerse en algún punto específico o requiere alguna investigación adicional?

Por otro lado, y esto es opinión personal:
 
Las fragatas clase Lancer son excesivamente poco efectivas contra cazas y bombarderos (aparte tardan siglos en recuperar el escudo, especialmente si les han afectado descargas iónicas), lo cual me parece (insisto, personalmente) poco razonable respecto a la "fama" de dicho modelo respecto a su capacidad anticaza. Básicamente fallan en exceso. Usando su habilidad de disparo explosivo mejoran notablemente su letalidad.

TIE LN y TIE Interceptor son incapaces de acercarse a un escuadrón de AlaY, las torretas de estos los desintegran casi instantáneamente.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 06, 2018, 03:50:49 PM
Quote
121 planetas - Imperio
-Myrk y Wayland (Base nivel 1) no pueden construir estación defensiva república.
-Mindor (Base nivel 2) puede construir estación defensiva república.
Esto no es ningun error, es algo limitado a algunos planetas.

Solo puedes desbloquear la missile gunboat con Thrawn de la nueva republica. Es que aún no lo cambie. Para ello tienes que perder en batalla al Thrawn inicial.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 07, 2018, 05:50:41 PM
Probably you think how I am crazy or very wrong with this afirmation, but the Assertor watch in this video has turrets with movement. No, I am not blind  ;D , the turrets are invisible. It is a new type of hardpoints added by me, specially thought for space units as the Assertor with painted turrets in the model. Thanks to this the space unit add the same type of behaviour firing than other units with turrets.

I go to use it as minimum temporarily with the big units. As an option, I will be able to replace them by visible turrets in a future if I want with few work. Now my plans with turrets are more for the smaller units, specially the units which they have physical turrets in their models. There are a lot of them. Today by example, I added them in the Corellian Corvette and Modified Corellian Corvette. Both corvettes will be a lot more useful in battle than before.

The Corellian Corvette has two turbolaser turrets and four anti-fighter turrets. The Modified Corellian Corvette adds 6 turbolaser turrets and 8 anti-fighter turrets. Their armor is not very good but at least they can be used for more things than a rock.

This is a example about how the turrets with movement will add more differences between units and I go to add them in many units. It will be part from the big update from the end of the year.  In the meantime, today I have updated the mod with other smaller fixes.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 09, 2018, 11:39:00 AM
While I was adding turrets with movement to several space models, I do not go to show you more videos playing with them in a GC because with each change, the older savegames are less incompatible. One big reason for to release this update later in time. You can play your games without be worried about if they crash after a update.

At the same time, finish this GC is important because I can play many maps, test them in game and improve other smaller things.

About turrets, I am adding them in many units which they had not turrets before. The differences between space units will be more deep. I will show you soone or later videos but in skirmiss testing these things.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 10, 2018, 03:08:27 PM
Better a image than thousand words. I am working in a Lucrehulk update adding several quad turrets to the model. More or less as in the image. It had been easy if the model would add space for the turrets, by this reason, it required some changes. The idea fromt the turret positions is from the Battlefront game. 36 turrets for the Lucrehulk Battletship, some less probably for the Lucrehulk C. The Battlefront game does not make difference with this point but it has not more than one single version probably.

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5653.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 11, 2018, 02:37:04 PM
Well, the future is now. A close view in the last addition, turrets with movement in the different Lucrehulks. In the video, I did not add the Black Sun Lucrehulk but it adds the same type of quad turrets.

The Lucrehulk B and I add 36 quad turrets and the Lucrehulk C 30. Now these Lucrehulks are more powerful. It is not the unique new unit with turrets, by example the Carrack Cruiser adds several turrets making to it a much better escort ship.

Now I am working in the Allegiance Star Destroyer, 23 turrets for this imperial beautiful ship.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 13, 2018, 10:36:34 AM
More and more units add turrets with movement each day. Lately the Allegiance Star Destroyer, the Bayonet Light Cruiser, the Imperial Star Cruiser and the Dominator Cruiser. Specially the dominator adds them in a new configuration similar to the turret position showed by Fractalsponge for this type of ship.

These turrets make to the Dominator a more useful unit. Next the Turbulent Star Destroyer, Harrow Star Destroyer and the Conqueror. At the same time, I will release a new infantry unit added thanks to one donation from one guy, the Shoretrooper seen in Rogue One. Remember, if you make a donation to the web site with the paypal link in the front page, I wil take at consideration if it is possible the addition to the mod from a unit suggestion.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 17, 2018, 12:30:07 PM
More and more units with turrets. Now I have made almost the Imperial units which they had real turrets, even some more and I am adding the invisible turrets in many models as you can see in the Imperium SSD. These new type of turrets can not be seen but they add as a turret.

At the end, I will add these invisible turrets in all the models replacing some older hardpoints type and giving to the game a different behaviour in space battles. But I will add more units with visible turrets, it is just a matter of time.

For your information, I have updated the mod with some improves/fixes (not the turrets yet) and one infantry unit, the Shoretrooper from the Empire. I added it as a part from a suggestion after realize somebody a donation in the web site. As I told you before, I would accept suggestions if you make a donation and if the suggestion was possible. He told me more of one but I do not go to discover you everything because somethings take more time.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 17, 2018, 03:03:24 PM
Soon I will upgrade the older 7.63X with some of the longer GC. I will make it because somebody more has made this suggestion after realize another donation to the web site. I will add other some small tweaks/improves.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 18, 2018, 10:45:35 AM
I was thinking how make this change and I did not remember how it was really the 7.63X. I did not remember how I removed the Corporate, Chiss, Hapan and Hutts, adding the Pirates faction. I was confuse and thinking in other problems. It was easier than I thought and by a moment, I thought about this some months ago when I updated the 8.0 to the Rebellion. Now with the 7.63X, just I need update it with all from the 8.0 before the Rebellion update. It would add even some new units from First Order and more.

At the end, the older version from the mod before I added the Rebellion stuff with the new heroes recruit and more will replace the older 7.63X adding even the last 8.0 stuff. It will give you two different type of play.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 20, 2018, 06:11:30 PM
Some news here. I have updated the 7.62X just with a group of fixes and the bigger Total War GCs. It was the petition from another player who he made a donation to the web site. I have told before how I would take at big consideration the opinions and wishes from people making donations.

About other things. I do not go to add invisible turrets because it is fully unneccesary. I prefer use my time adding real turrets in some models. Specially when the same behaviour can be made with normal hardpoints. Anyway, you will see turrets in more models.

And well, nothing more by the moment. More soon.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 21, 2018, 02:14:06 PM
The week is coming to the end and I continue adding turrets with movement in more units. Lately I have been working in the Protector Star Destroyer and other Republic units. The Protector and Legacy are in the end of the video because I could not build them before I was destroyed.

At the same time, the Corellian Light Cruiser is wrong because it has 12 turrets. Ignoring the errors, it goes fast but not very fast and clearly I will need weeks before I release it, perhaps months.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 24, 2018, 11:22:13 PM
Today I have been testing a new skirmiss way where I can get a similar way to the original game. It is better because the difficulty between levels is bigger and each battle is more different. It is a preview playing at easy level.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 25, 2018, 02:53:27 PM
More testing from a new skirmiss way where I can get a similar way to the original game. It is better because the difficulty between levels is bigger and each battle is more different. It is a preview playing at medium level.

Playing the same map, you can see the changes in the difficulty and how the AI builds units.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 26, 2018, 11:00:55 PM
The new skirmiss way playing at hard level, now you can compare the three difficult levels. For your information, the stations destroying ships easily is one thing where I am working. At the end, many of them will lose the ability making this maximun fire because they will add other things as turrets.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 28, 2018, 10:14:20 AM
No videos now, later probably but I am working in a big battery of improves and fixes. Some are balance issues, other fixes with somethings which never they crashed the game but they were not made perfect and others are changes which I like more.

This is my list from these things:

-Turrets with movement in many space units. Most of the units with these feature in the old versions from the mod are finished and there are many new, many changes.
-The Maximun Power Fire ability has been removed from all stations and most of the space units, I will use it only in some very special units where it works better. After years of see how it runs, it runs better with some proyectiles as missiles, torpedos or some special lasers, for other things is a problem and specially in stations is bad because this attack fired by the AI, usually destroys ships.
-Fighters/Bombers, I want more differences in them. I have changed the weapons in all them. I want interceptors being powerful against bombers, superiority fighters being more powerful cleaning the space from enemy fighters and weak fighters without shields or bad armor being destroyed at few time. The long dogfights looks bad for me, it is not a simulator, I like more a wargame.
-A space skirmiss as the original game, random and where you can build slowly your units, nothing of be attacked too fast but not too easy. Now it works. I did not know how to make it before but looking it, it was very easy. In ground........I can not promise anything because it is different and the problems are different.
-Many other fixes around the mod, not too important but at least fixes and other small improves. I told you sometime ago how I was more interested at improve things than to add new things.
-Fighters/bombers showing a shadow when they fly over a starship. I have added more but it is a work in progress, it can take some of time.

Well this is my last battery of changes. Probably you will enjoy it soon.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 29, 2018, 11:00:46 AM
If you had the EAW Steam from time ago, you will know how the mods can be updated each few time easily as they were a original game. By this reason, I update it each few time trying do not disturb too much to the players or following the suggestions from people which they deserve it because they made a donation to my web site.

Now I go to update the mod again but not with everything. The turrets with movement at starships and fighters changes will not be added by the moment because all them are a work in progress.

There are many things added. Many are fixes.

-Changed difficult settings, easy is a bit more harder, medium y level where IA units are not harder and hard is hard.
-Bounty values increased.
-Increased the default Space_Guard_Range.
-Republic Acclamattor I shield
-Removed maximun power fire ability at stations, now the chances from be your units destroyed by one burst are zero or minimun. I have replaced it by a similar ability at essence but it works different.
-Fixed some tech from Empire Rebellion GCs. VSD III, Allegiance and Faragut are researched by Leth and the ISD III, EX-F by the Admiral Pellaeon Bloodfin.
-Fixed several sounds and voices code, even some sound files.
-Space skirmiss mode improved.
-Ground skirmiss mode improved a bit.
-Fixed some AI lua, nothing important.
-Fixed repeated Lambda file.
-AI from Rebels, Empire and Black Sun builds again individual ground teams. The Rebellion ground teams are not longer in the begining of the GC. At the end they are generic heroes but you can build them, the same than the AI and they are used in multiplayer.
-Some small fixes and improvements in sandbox.
-Some small tweaks in other things from code.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on September 29, 2018, 08:17:57 PM
I have seen some problems with heroes deploying reinforces and I go to make them as in the old 7.55. It should have been made time ago. The problems are mostly in raid attacks.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 01, 2018, 01:51:26 PM
Few moments ago I have added new small update with these fixes and improves.
-Fixed Freeside tech levels.
-Improved Total War GCs initial units from special factions.
-Added Freeside tech 1 spaceunits.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 01, 2018, 04:21:47 PM
Many important fixes today, another more now:
-Eye of Palpatine can be builded with a frigate shipyard and a research station 3 in the asteroid planets.
-You do not need lose the Tarkin Station if you want build the Death Star 2.
-AI research station 3 fixed.
-Mini Death Stars can be builded with a frigate shipyard in Coruscant and without Lemisk 2 who he is not in all the GC.
-Coruscant and all the asteroid planets can build a frigate shipyard.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 01, 2018, 05:56:49 PM
 You will see new stuff soon but meantime I have been working in other things as the Centerpoint weapon, now it fires better and this weapon was created for explode before it reachs the target. At the end, it damages all the enemy units closer to the target. However now thinking, perhaps if I make a special super weapon as the Eclipse I at construction from Byss. It would be a lot better. I do not know because I have not made it before.

Other improve is the turbolaser ring builded in the main starbases level 3, 4 and 5, now it adds turrets with movement. In addition, I have been thinking if I can add more building options. I have some ideas which I must explore.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Gheryon on October 01, 2018, 08:28:19 PM
a que se debe el cambio reciente de hacer las torretas móviles? estéticamente es agradable verlas moverse, pero sobrecargan mucho la ejecución y normalmente no se ve el movimiento salvo que acerques mucho el zoom.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 01, 2018, 11:45:55 PM
Pues que es factible, en su dia lo elimine porque ocupaba más que nada codigo pero no es una cosa preocupante ahora que el problema de las partidas guardadas esta solucionado. Respecto a que sobrecargan...........yo no veo tal cosa y lo he probado hasta en mi viejo pc, hasta diria que funciona igual o mejor. Pero la gracia que tienen, no es verlas moverse, es que cada torreta puede disparar por si sola a un blanco diferente y las naves quedan más realistas. No obstante tampoco creo que lo añada en todas las naves porque seria mucho trabajo pero si a muchas. En naves grandes seguramente no. No hace falta tanto. Me conformo con lo que tenia antes.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 03, 2018, 11:16:56 AM
I have updated the mod with these three changes/fixes.
-I have removed several ship upgrades, by example, before you could upgrade a ISD1 to ISD2 and next to ISD3. Now you can not make it and only you can upgrade the ISD1 to ISD2 or ISD2 to ISD3. It is as it was made by me originally and it creates less troubles.
-Level 1 starbase from pirates fixed.
-Lambda shuttle death clone size fixed.

Now I am studing if I can add a additional filter button, it would be good divide some type of special units which they have not button or they are centered in a single button used by many other things.

About other things, as you could watch in last videos, I added the space shield structure inside the starbase building options, it was a test but I do not go to make it because this shield can crash the game sometimes. I have not removed it because it is fun and it does not crash the game always, it is more a problem of frames down too much, probably it is this. I do not know for sure.

However, there are chances that I add other special building options for the starbase, I have some ideas about what it can be good.

About more work, in this video, you can see my idea for the Centerpoint station where you are playing a battle at Tralus/Talus. I have added it some as a superlaser. The point now is change a bit the superlaser effect, increase the time firing, perhaps reduce the power from the weapon and clearly reduce the weapon reload time. If I make these changes, it would be better. Even perhaps a different sound.

About turrets, mostly now I am improving them in some ships, adding them in some stations and some more special ships with them. It goes fast.


Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on October 04, 2018, 01:20:08 PM
Saludos de nuevo Nomada.

Debido a la falta de respuesta respecto a la última vez que actualicé en este hilo del foro, vuelvo a comentar, dado que me da la sensación (perdóname si me equivoco) que no leíste la última actualización del hilo.

Quote
Golan III (Al investigarla se crea como objeto en órbita, sin desbloquear la estructura) https://steamcommunity.com/id/AHerasI/screenshot/960845218566164152
Este error sigue sucediendo

Quote
Por otro lado, y esto es opinión personal:
 
Las fragatas clase Lancer son excesivamente poco efectivas contra cazas y bombarderos (aparte tardan siglos en recuperar el escudo, especialmente si les han afectado descargas iónicas), lo cual me parece (insisto, personalmente) poco razonable respecto a la "fama" de dicho modelo respecto a su capacidad anticaza. Básicamente fallan en exceso. Usando su habilidad de disparo explosivo mejoran notablemente su letalidad.

Insisto en este punto. Una nave especialmente diseñada para combatir cazas, incapaz de dar a una escuadra de Ala Y que le va a atacar si no está usando la habilidad de disparo explosivo.

Quote
TIE LN y TIE Interceptor son incapaces de acercarse a un escuadrón de AlaY, las torretas de estos los desintegran casi instantáneamente.
Ahora mismo, incluso usados en masa, resultan un tanto inútiles en cualquier situación, siendo poco o nada efectivos ante cazas y bombarderos de cualquier tipo, tanto TIE LN como el TIE Interceptor. El bombardero TIE sólo es efectivo marginalmente contra objetivos pesados sin escudo.
Desconozco si esto se debe a falta de precisión de su armamento, su baja potencia de fuego, o que los cazas a los que se enfrentan son extremadamente resistentes. En los TIE con escudo, tales como Avenger o Defender, sólo se nota un leve aumento en la supervivencia, y que sus armamentos adicionales como los misiles torpedos y demás si tienen algo de efectividad.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 04, 2018, 02:48:03 PM
Leerlo lo ley, es solo que tengo más cosas que hacer. No se porque hay gente que hace mods sin publicar nada por los siglos de los siglos y a mi por tener que esperar dias, semanas, meses, vamos lo que haga falta, me crujen. ;D

Ya dije que ese conflicto requiere jugarlo y tener tiempo para ello. Pero leer yo leo todo. Si tienes prisa puedo sugerir lo mismo que hizo algun otro, me haces una donación decente en el enlace de paypal en la web y yo como gesto de agradecimiento olvido todo lo demas y arreglo los problemas mencionados. ;)

A mi no me parece que las fragatas lancer sean blandas contra cazas. Aunque con tiempo, igual se pueden mejorar algo. El tiempo hijo mio no da para todo. ;D

Los cazas los he cambiado totalmente, pero tardaras aún en verlo. No obstante mi idea ha sido hacer que los cazas sin escudos y ciertas naves blandas sean destruidos en un plis, potencia la capacidad de intercepción de ciertos cazas y la de superiodidad de otros.

No obstante quizas se podia hacer algo mejor, pero que mucho mejor, quizas lo pruebe, es un cambio sencillo. Seria hacer los cazas y bombarderos muy resistentes, tanto como algunas naves grandes, siempre y cuando las armas laser no causen gran daño a naves mayores. Esto es posible que sea un cambio malo porque igual al final solo actuan como moscones alrededor de las grandes naves. Merece la pena probarlo.

Pero ya te digo que tu impresión de balance malo esta mal interpretado, como con mucha otra gente. Lo ideal es probar a ver que pasa en combates de 1 vs 1, en el mod hay al menos dos batallas de escaramuza de nave contra nave. Modificandolas se puede probar practicamente cualquier nave en un combate igualado. Y es que cuando se juega con muchas unidades hay otros factores. Y sin olvidar que jugando en Hard la IA recibe menos daños y hace muchos más que tu. Jugando en medium es lo más equilibrado y aún asi en escaramuza no sera muy acorde.

En fin tiempo Aherasi y hacer otras cosas en la vida afectan a como y cuando se hacen las cosas.  ;D A parte que dedique un par de semanas a añadir cosas para una persona que me hizo un par de donaciones a la web. Algunas las disfrutareis, otras me las guardo en la chistera de momento. Por algo soy un zorro. 8)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 04, 2018, 02:53:55 PM
Lo de la Golan ya lo encontre. Voy a experimentar ahora que practicamente acabe las naves que iba a hacer en un principio con torretas, plataformas incluidas con la idea de hacer los cazas mucho más fuertes. Espero no morir en el intento porque hay muchos cazas.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 04, 2018, 04:43:52 PM
He estado analizando y hacer los cazas/bombarderos más resistentes no va a aumentar ni la diversión, ni el balance, ni na. Lo que si tengo que mejorar es la punteria de algunas armas o deberia decir empeorar, asi como la capacidad de algunas de no acertar a ciertos blancos. Eso va a ser lo unico que mejore porque ahora mismo hay armas que no deberian acertarles y que si lo hacen con bastante precisión.
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on October 04, 2018, 05:11:16 PM
Saludos de nuevo.

Quote
Leerlo lo ley, es solo que tengo más cosas que hacer.
No sabía si te dabas cuenta que suelo actualizar el propio hilo en los casos de encontrar errores.

Quote
A mi no me parece que las fragatas lancer sean blandas contra cazas. Aunque con tiempo, igual se pueden mejorar algo. El tiempo hijo mio no da para todo. ;D
Quote
Pero ya te digo que tu impresión de balance malo esta mal interpretado, como con mucha otra gente. Lo ideal es probar a ver que pasa en combates de 1 vs 1, en el mod hay al menos dos batallas de escaramuza de nave contra nave. Modificandolas se puede probar practicamente cualquier nave en un combate igualado. Y es que cuando se juega con muchas unidades hay otros factores.
Respecto a la fragata Lancer. Me pongo en escaramuza, dificultad media, saco 1 (Base en nivel 2), contra los ala-X que suele sacar la IA sin parar si limitas los fondos de inicio.
Resultado: Como si no sacara absolutamente nada, falla todos los disparos. Por contra, saco una corbeta coreliana, y los fulmina.
Insisto, que es mi idea personal, pero una nave diseñada para apoyo anticaza que sea incapaz de darles me parece un chiste, no me he quejado de que sea blanda.

Quote
Eso va a ser lo unico que mejore porque ahora mismo hay armas que no deberian acertarles y que si lo hacen con bastante precisión.
Respecto a empeorar/mejorar precisión. Los turboláser medios y ligeros (Victoria I, por ejemplo) ahora mismo si son una manera viable de destruir cazas, lo cual tampoco me parece muy razonable.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 04, 2018, 05:45:28 PM
Sinceramente, te he leido la primera vez y salvo que quieras el efecto contrario, no necesito que lo repitas una y otra vez. Me resulta muy pesado soportar a gente que se repite. Yo me repito muy poquito. ;)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 05, 2018, 12:52:30 AM
No es por nada AHerasI pero has pasado por alto que la fragata lancer tiene una habilidad que destruye cazas como mantequilla. Y tambien otro detalle, sus armas normales son muy letales pero hay que apuntarlas y no tienen un super alcance, cosa que encuentro realista basandome en el libro X-Wing donde aparecia esta nave. No obstante en el futuro la veras de otro modo más diferente. Igual entonces vienes diciendo que es demasiado destructiva.  ;D
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 05, 2018, 09:51:57 AM
Today, following a suggestion from a player, I go to add the Director Krennic with a complete ground model and the TC3 Shuttle as his transport. He will be a mayor hero. It has sense thinking how it is added at tech level 1 and the Death Star can not be builded before tech level 5.
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on October 05, 2018, 11:13:10 AM
Quote
No es por nada AHerasI pero has pasado por alto que la fragata lancer tiene una habilidad que destruye cazas como mantequilla. Y tambien otro detalle, sus armas normales son muy letales pero hay que apuntarlas y no tienen un super alcance, cosa que encuentro realista basandome en el libro X-Wing donde aparecia esta nave. No obstante en el futuro la veras de otro modo más diferente. Igual entonces vienes diciendo que es demasiado destructiva.  ;D
Me cito a mi mismo:
Quote
...Básicamente fallan en exceso. Usando su habilidad de disparo explosivo mejoran notablemente su letalidad.
Creo que ya me había dado cuenta de ese detalle.

Quote
Sinceramente, te he leido la primera vez y salvo que quieras el efecto contrario, no necesito que lo repitas una y otra vez. Me resulta muy pesado soportar a gente que se repite. Yo me repito muy poquito. ;)
Muy bien Nomada, ya me callo.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 05, 2018, 04:22:10 PM
You can watch here a video with Krennic. The T3C Shuttle model was made by Mikhail Skatchkov. Just I converted/added it to the game. I go to update the mod now with it.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 07, 2018, 11:45:05 AM
Well, days from many changes and thoughts. At first place, I have made changes in all space units weapons, even many starbases. It was a huge work made in the less possible time because I want play it and I could not wait.

I have improved ships as the Lancer but as I said it before, it is a ship with a short range, it need target enemies if you want all turrets firing in the same fighter and at the end, it has not too much armor. At the same time, in the mod there are several type of units, more advanced units can survive better against these things.

The other big change is the ground building reinforces, I have restored the previous design which it was the design with more time added in the mod. It is not a secret how I try many things each few time. The big teams had several problems when they were spawning as reinforces from a building. The campaign by unknown reason spawned them when other people played, I believe how Steam does not update to all people their mods very well, perhaps even they had marked the option from do not update by default or a bad net connection, when it happens....it does not download by default.

Anyway my primary concern was the same from many times before, too many units in battle. Better search some value more smaller with this. I will continue with the idea about different structures spawing different things, even the addition from special structures in different planets. These things were better and they did not make the game unstable or too many difficult.

Other point. The AI building in galactic conquest, it is a bitch, it is the bigger problem from the game never resolved. I can not give to the AI special building orders, I can not put limits to the amount of the ground teams , just I limit a bit the space units and give suggestions changing different weights inside the units. At the end, the AI can build a huge amount of ground teams and space units. Clearly it can lag the game in the galactic map.

However, the unique way for reduce a bit all this is the amount of credits get by the AI. But if this value is reduced, the AI can be too weak. I know some special formulas for to improve it but I need test it and it can take some of time. By this reason I hope you have not hurry.

I have recorded a video showing the last changes, it adds subtitles with descriptions.


(https://pre00.deviantart.net/f989/th/pre/i/2018/280/8/1/director_krennic_by_nomadafirefox-dcoskuo.jpg)

(https://pre00.deviantart.net/c8ee/th/pre/f/2018/280/d/0/t3c_shuttle_by_nomadafirefox-dcoskky.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 08, 2018, 04:30:47 PM
More progress, I am working in improve the mod with the turrets for a future version and at the same time fixing some problems and improve the AI. However the AI is a trouble as always. The video has subtitles about this.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 09, 2018, 11:07:24 PM
While I was testing the last changes, I recorded this curious battle.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 11, 2018, 09:58:07 AM
More improve, but there are many chances that I release it tomorrow. With several fixes, improves, turrets with movement in many units, several changes in weapons, new fighter/bomber improvements and even a better AI.


In addition, I would like to add the Profundity with the Admiral Raddus and the Hammerhead corvette from Rogue One, I would add this ship as a replacement for the previously showed Hammerhead. I like it more. I do not go to lie, at my opinion Rogue One is the best SW film after the Empire Strikes Back. It has everything. At a first moment I did not know how add the characters from it inside the mod but now I see it. Just in tech level 1 and do not starting the Death Star story before tech 5.

However, it goes to be eat too much and there are very few chances from to add these things tomorrow. Just the other addtions are a lot of work and I want play them a bit more instead of continue adding more things. I will leave these two units for the next week or more update.

Another possible update is the Raider Corvette. Everybody giving donations the past two months asked about it. Remember, the unique way were I follow a suggestion is if you make a donation to the web site. If not, just I will not follow them.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 11, 2018, 10:31:28 AM
The turrets with movement are part from the next upgrade, they will change the mod a lot. They are not new at 100% because I added them more of 5 years ago but I removed them by the amount of size in code thinking how avoid the problems with savegames. Now it is unnecesary because the problem in savegames is fixed and I have restored the turrets with some improvements and additions. Very fun all them.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 12, 2018, 12:14:13 PM
The new update goes to take more time, not too many because I forgot the Legacy units with turrets. But do not be hurry with this update because it will crash your savegames.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 12, 2018, 11:28:59 PM
I have published a new video explaining inside the last changes and the delay.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 14, 2018, 06:09:27 PM
New video showing some tips about resist the many enemy attacks. As always lately, it adds subtitles. Mostly I speaks about what you must not make in a GC and what you must make.


Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 15, 2018, 10:14:54 AM
Time to test the Imperious with the 26 turrets with movement. I have added subtitles inside the video descripting the most important things.


At this moment, just I must add work in turrets in some GA unit and the additional Assassin corvettes. After this, the turrets with movement addition will be finished. A bit more changes in proyectiles, two or three fixes, a look in the GC and ready to be uploaded. Do not ask dates, it is a mod! 8)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 16, 2018, 12:33:55 PM
Not for the next update but I have plans for the addition from this ship. It is a work in progress, a small modification seen in Rogue One from the most simple version seen before in Star Wars Rebels made by Warb_Null. It will replace the previous Hammerhead model in mod. I must add the fourth engine, the additional turrets and some more, it is one thing which I want make very very fast. By this reason, it will be good for future updates. The last will add a lot of changes.

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5654.jpg)

About the proyectiles, one small example.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 17, 2018, 04:48:09 PM
Good news. Almost finished the next upgrade. I have in mind other things as some new units and addtional filters but I do not go to lose more the time with these things before the update. Perhaps I will upgrade the mod between today and tomorrow. I go to play a bit more and I will see if I discover some wrong more.

Lately I have been improving/fixing the challenge mode, this special Galactic Conquest mode was fun but it was outdate and with many errors. Now it works better.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 18, 2018, 03:02:16 PM
Very curiously, Warhammer_81 shared the Sphyrna-class corvette after I published the screenshot. It is more different than I looked at a first moment and by this reason, I will add two models, the older from Warb_Null with the SW Rebels design and the newer from Rogue One. Ignore the look from the textures because it has not shaders and it is a 3Dmax image.

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5655.jpg)

About other things, I am thinking upload the next upgrade today or if I found something wrong, tomorrow.
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on October 18, 2018, 06:17:21 PM
Saludos de nuevo Nomada.

En la nueva versión que has subido he detectado por ahora un pequeño error.
https://steamcommunity.com/id/AHerasI/screenshot/955219426324355999
Los puntos de casco de un crucero MC80C son superiores a los que le puedes eliminar destruyendo sus puntos.
Quizás los puntos de los lanzatorpedos estén ocultos, dado que sigue lanzándolos pese a destruir el resto de torretas.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 18, 2018, 09:47:27 PM
Bueno con tanto cambio algun fallo tenia que haber.:)
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on October 19, 2018, 03:37:17 PM
Hola de nuevo.

Al Hogar Uno de Ackbar le pasa lo mismo, aunque en este caso casi puedo asegurar que es un hangar, dado que "lanza" escuadras de cazas y bombarderos (AlaB, AlaX, AlaA) que aparecen repentinamente en el centro del mapa.

Al destructor Bakurano Centinela le falla la animación de destrucción.

Quote
Bueno con tanto cambio algun fallo tenia que haber.:)

Espero que no te tomes a mal que detecte estas cosas y las comente.
Si prefieres que use otro método para comunicártelo o que deje de hacerlo, dímelo.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 19, 2018, 04:49:57 PM
Buh que miedo me teneis, yo solo me enfado cuando me insultan o practicamente igual cuando alguien piensa que me tengo que arrodillar ante el.  ;D

Asi que no me importa que pongas lo que vayas encontrando.
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on October 19, 2018, 05:56:18 PM
Joder si que eres rápido arreglando esos errores.

Avisaré si veo algo más.

¿Es necesario que reinicie el conflicto para seguir probando?
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 19, 2018, 06:16:41 PM
I have good memory about possible failures. I go to put you two screenshots about one future improve. Tell me if you understand what you see in them. ;)

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5657.jpg)

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5656.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on October 19, 2018, 06:39:10 PM
Quote
I go to put you two screenshots about one future improve. Tell me if you understand what you see in them.

¿Diferencia entre la altura relativa entre las naves?

Quizás la perspectiva me engañe.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 19, 2018, 08:24:36 PM
Pues si, he añadido el codigo para hacer que las naves aparezcan en diferentes posiciones. Lo unico que como hay tantas, me llevara tiempo completarlo, pero solo lo usare con ciertas naves de ciertos tamaños.
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on October 21, 2018, 03:59:08 PM
Saludos Nomada.

Estoy intentando acabar un conflicto galáctico, Rebellion, 167 planetas (el segundo con más planetas).

Por ahora he detectado los siguientes fallos jugando con el Imperio:
Las tecnologías del Destructor Harrow, TIE Scimitar y Missile Gunboat se quedan en órbita tras ser investigadas, pero funcionan correctamente.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 21, 2018, 04:19:06 PM
Con que heroe las investigaste?
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 23, 2018, 12:27:19 AM
I uploaded this video days ago but lately I have been in another planet, even I lose my mind about what day was......nothing strange, these thing happen.xD

In the last version the ground defenders are different depending from the tech level when you play with the Empire and Rebels, with the Black Sun, they are different, just it. I increased the amount of units but not too much. There will be more ground updates in the next upgrades, it is a fact, I can be adding things for years. ;) But I do not go to tell you what.


About other more modern things. I have removed one thing previously added. The Advanced Construction Ship is not neccesary any more if you want build a shipyard or the Advanced Command Center. I will use the unit for other thing but it will be one different thing or things. I am thinking about it yet. The multiplayer does not change, it does not require this space unit in orbit but the space and ground units used are the same added before, groups of teams in ground and space units builded at groups, it is the unique possible way in a type of game where the filters can not be used in the galactic conquest.
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on October 23, 2018, 10:27:08 AM
Con que heroe las investigaste?

Con todo el grupo haciendo piña en órbita si te soy sincero, pero el Scimitar y el Missile Gunboat se que lo hice con el gran almirante Thrawn, que consigues con nivel tecnológico 5. (No ha caído en combate todavía)

Estoy teniendo problemas para encontrar a Pellaeon, ¿te importaría darme alguna pista?
Por ahora se me ha ocurrido recurrir a Daala, pero tengo que conquistar las Fauces para ello, creo recordar.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 23, 2018, 11:21:52 AM
Me gustaria saber si era el Thrawn moderno o el antiguo. El antiguo usa el icono del juego Rebellion y el moderno el de FOC.

Pellaeon aparece cuando déspues de ir a las fauces consigues a Daala y la llevas a uno de los sistemas del nucleo a la izquierda de Toss Beacon y alli en orbita puede actualizar el Gorgona al Knighthammer, entonces obtienes a Vicealmirante Pellaeon y el Coronel Cronus, entonces puedes actualizar Pellaeon al Almirante Pellaeon. Necesitas una academia de oficiales, esto se usa en todos los conclictos del juego donde aparece el Gorgona. Es un buen metodo para saltar entre varias versiones de un mismo heroe.
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on October 23, 2018, 01:12:58 PM
Me gustaria saber si era el Thrawn moderno o el antiguo. El antiguo usa el icono del juego Rebellion y el moderno el de FOC.
Creo que es el antiguo, si averiguo cómo pegar una imagen de forma directa posteo con recortes de imágenes.
(http://Sin título.jpg)
Pellaeon aparece cuando déspues de ir a las fauces consigues a Daala y la llevas a uno de los sistemas del nucleo a la izquierda de Toss Beacon y alli en orbita puede actualizar el Gorgona al Knighthammer, entonces obtienes a Vicealmirante Pellaeon y el Coronel Cronus, entonces puedes actualizar Pellaeon al Almirante Pellaeon. Necesitas una academia de oficiales, esto se usa en todos los conclictos del juego donde aparece el Gorgona. Es un buen metodo para saltar entre varias versiones de un mismo heroe.
¿Piensas implementarlo en el resto de héroes con diferentes versiones internas?, P.ej, Palpatine, Thrawn...
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on October 23, 2018, 01:13:35 PM
...más o menos...
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 23, 2018, 01:46:02 PM
Quote
¿Piensas implementarlo en el resto de héroes con diferentes versiones internas?, P.ej, Palpatine, Thrawn...
No es algo que se pueda usar con todos los tipos heroes, funciona solamente bien con algunos tipos. De momento esta como esta.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 25, 2018, 12:15:38 AM
Thanks to Pox, I have added finally the code for this. Now the chances from see a space unit in the same position than other will be smaller.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 25, 2018, 11:18:05 PM
I have uploaded a new video showing this piece of big feature spawning the ships in different heights.


This is the replacement for the Hammerhead, the final version will have red colors for the Republic but the Rebels will have a upgrade for this unit with the special version seen in Rogue One.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 26, 2018, 04:46:39 PM
I have added another small update. This time the ground laser proyectiles have been upgraded. I have not forgotten the problems research in the Rebellion GC and the Suncrusher invencible controlled by the AI, just I can not fix everything in one day. I have been working most of the day with the heights code. I see because it was not used at 100% in other mods but no problem, if one thing I make, it is resolve problems. ;)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 28, 2018, 10:57:35 AM
A new video about these, it looks very good but this new feature has some limitations and it required some improvements. But now it looks very good and I am thinking more in a release. One day when I finish/fix other things.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on October 31, 2018, 11:49:28 AM
Time for some new units. First Kul Teska. I had not plans for him. But I added it following my politic from to give a gift to the people making donations in the web site. As always only with possible things.

(https://pre00.deviantart.net/03e5/th/pre/i/2018/304/a/5/kul_teska_by_nomadafirefox-dcqspp1.jpg)

Other addition will be the heroe Wat Tambor.

This is the normal Hammerhead, two versions, one from Republic and other from Rebel Alliance. With a light change in the turret and the textures, I have added this model created by Warb_Null.

(https://pre00.deviantart.net/2f6c/th/pre/i/2018/304/4/c/rebel_hammerhead_by_nomadafirefox-dcqspwm.jpg)

(https://pre00.deviantart.net/f120/th/pre/i/2018/304/1/5/republic_hammerhead_by_nomadafirefox-dcqsptd.jpg)

It is a Hammerhead but I prefer call it a bit different. It is the design seen in Rogue One film. In the FOC mod, it is a upgrade from the normal Hammerhead. It adds 4 additional turbolaser turrets and some laser weapons. It is the reason because I replaced the turret model from the normal Hammerhead from Warb_Null but I used in this model the fronts turrets from the Warb_Null model. At the end, it was the most logic combination.

(https://pre00.deviantart.net/903b/th/pre/i/2018/304/0/9/sphyrna_corvette_by_nomadafirefox-dcqsq21.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 02, 2018, 09:50:46 AM
If I do not find a better solution, in the next update, I will disable the Underworld campaign, it has many problems and even if I want and I know them, I can not fix them because I can not get all the original files. The best solution is disable it and perhaps in a future to create a alternative Black Sun campaign, it would be easier.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 05, 2018, 04:07:55 PM
Yes, the Admiral Raddus and the Profundity are coming to the mod. It will be a new heroe recruited by Mon Mothma only. In addition you will be able to build the Profundity class, a ship between a MC40 and a MC80. More or less, so powerful as a Venator or a VSD. This unit is almost added and just it needs a bit of work in a new ability.

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5660.jpg)

It will not be the last new unit added in the next update.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 07, 2018, 11:14:33 AM
I go to upload the mod today, at few time. I do not go to add any more stuff. I am working in some very special but it goes to take many more time. At the same time, I go to update or install Windows 10 Professional 64 bits replacing my more of 3 years old Windows 8.1 64bits. By this reason, better upload the mod now.

The main changes/fixes from the new version are these:
-Fixed Coronel Veers in the Imperial EAW campaign moving to Carida (not tested yett).
-Fixed Droids in the Rebel EAW campaign slice problem (tested).
-Removed Underworld campaign by several problems and the impossibility of edit it.
-Added the Admiral Raddus and the Profundity made by Warb_Null with a skin from Nawrocki.
-Added the Warb_Null Hammerhead seen in the Rebels tv serie with the Rebels. There are two versions, from the Republic and Rebel Alliance.
-Added the Rogue One Hammerhead as a Rebel Alliance Hammerhead upgrade.
-Added code from Smallpox for the different Z layer spawn positions.
-Fixed Harrow, Scimitar and Missile Gunboat research problems in Rebellion GC with the Empire.
-Added new heroe from CIS, Kul Teska. It will be upgrade in the future versions.
-Added new heroe from CIS, Wat Tambor. It will be upgrade in the future versions.
-Improved AI ground teams from Rebels, Empire and Black Sun. As before made, the AI builds the special ground teams formed by several ground teams but with one big difference. It does not use the additional ground units from these teams defending and it prevents the big amount of enemy defenders when you attack a planet in a ground map. These ground teams are better for the AI because it spawns more different units and more amount in ground attacks making them a higher challenge instead from the small amount of different teams attacking without them.

Probably I forget one fix/improve but these are the main changes.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 08, 2018, 04:31:57 PM
As usually is said, better later than never. I had the model from months ago but the life is a bitch and Nawrocki could not finish the textures. Now probably I can finish it when I finish several other things. The list is long and secret for most of you.;)

(https://media.moddb.com/images/groups/1/25/24667/AloViewer_2018-11-07_17-27-06-40.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 11, 2018, 10:07:44 AM
Lately I am a bit lazy recording videos. I have been upgrading my primary, seconday  and tertiary PCs to Windows 10. I have lost some more of time playing with two of them adding a cheap Xenon X5460. In fact I have two socket 775 computers and I tried at one this. It was very good, even with the stock speeds, now I have bought another in aliexpress, these CPU comes with all the neccesary changes for the socket 775, they can be overclocked a bit and they run faster than many more modern CPU. Even I am thinking upgrade my older computer, the older with the Q6600 and the GTX660, with a most modern GTX 1060 3GB, I have tested before the GTX 1060 6GB with it and it ran very well, specially playing this mod. We will see if I make this change in Black Friday or later, anyway, these cards are cheap and by my experience, it will be very difficult see them under 200€, but I can wait, it is a fact. My primary concern would be to buy it before the summer where I use more this computer.

Anyway, I have recorded a video showing the new units added in space. For the record, I recorded the video playing with a faster building in skirmiss, time is gold.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 12, 2018, 11:52:12 PM
One problem always with the new versions from a mod, they are the crashes playing older games. It can be solved, watch the video and read my comments about it.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 14, 2018, 12:09:11 PM
Probably it will be a surprise for many of you, a change of scale from many ground things, starting by the vehicles. Never I liked too much the scale from some ground vehicles in the mod, starting by these Rebel tanks or the MPTL, this vehicle always was too small and it could not acomodate one or two pilots inside. Now I have made some vehicles much bigger and they look better in comparation with the infantry. It is a work in progress and it will take time check all the scale from vehicles. The infantry and most of the objects in the game are correct. In this video, only the t4b, t3b, mptl, t2b are with the fixed scales, the AT-AT always were correct. These big units were added comparing with things as the infantry which they have a correct size.

About the method used, it is the same from the space units, comparations with objects which we know how they are correct, here the infantry.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 15, 2018, 01:33:21 PM
Today, I have updated the mod with these changes.
-Added capital shipyard at Mustafar, it lets build the Conqueror.
-Several vehicles, the stuff made by the moment with improved scale.
-Several improves relationated with the zlayer code.
-At least one new explosion particle added.
-Added some cosmetic changes in the game menu description.
-In the Total War GC with the Black Sun, this faction does not start to conquer everything before all the other activated factions. It will not start its movements before 2 minutes of the last faction menu in the begining. It will improve the fun a lot avoiding all the battles against the Black Sun.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 17, 2018, 08:56:37 AM
I am continuing playing my older GC, in fact, it is so old than some of the last changes are not in the GC because I do not want start a new GC. But it is enough for to show you some special changes.

First, you will note how most of the battles are agains the Black Sun. For me, it is a mistake, the idea from the Total War GC was not this but it was difficult avoid this. In the last update, it is a bit prevented and the Black Sun AI does not start its conquest from the galaxy after 2 minutes of be showed the lastest AI menu. It was not very tested but it should give enough time to the other AI for to get some planets. It can be more perfect but perfection with this amount of AI factions is difficult.

Second. The scale from some ground units. The MPTL. The older had a small cockpit, it was so small than one or two men could not be inside. By this reason now, I have increased it a bit. Similar things happen with more units. But in the last version, just I have made it with a few units, it is a work in progress.

Third. With the units which they use the random zlayer code, you will see first sometimes the unit hidden with the hardpoints than the unit, it is normal and I do not know how to make it more perfect.

Four. Savegames are created very slow when you play a GC with most of the factions, it is a fact. When smaller is the GC and the amount of factions, faster run the game. Personally, I am tired from to play this big GC with most of the factions by this reason. But I go to try finish it, just by test many other things. However, to create a savegame is very very slow and I do not know how improve it.

Well, probably I will add some new unit in the next update and more and more things.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 19, 2018, 10:45:28 PM
I have a new addition, a ground hero model for Wat Tambor. This curious CIS ground hero model will be a new addition in the mod. It is a great model made by Kurtis 'KMan' Smith for the game Jedi Academy.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcsee2i-8b938864-0713-489a-86a0-436b71d2500e.jpg/v1/fill/w_993,h_805,q_70,strp/wat_tambor_by_nomadafirefox_dcsee2i-pre.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 25, 2018, 10:59:28 AM
More additions and changes. The previous Supremacy model from T5UB4SA https://www.deviantart.com/t5ub4sa has been replaced by the last made by the model made by Warb_Null https://www.deviantart.com/warb-null

It is not the final look from the model because Nawrocki will complete a new skin sooner or later. It is the temporary look from the model in the mod.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcsuavv-dacfc811-8eb6-4e28-a098-8a88dc86c54f.jpg/v1/fill/w_993,h_805,q_70,strp/new_supremacy_version_by_nomadafirefox_dcsuavv-pre.jpg)

Poggle the Lesser is the other new addition. A model made by Jeff for the game Jedi Academy https://jkhub.org/topic/5134-jeffs-never-ending-wips/#entry75741 , I have added some small changes in the wings and the stick is new. Clearly the model in game move the wings as all the other Genosians. It is a very good addition.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcsuc2c-b31ab9d9-cc00-43eb-964b-7838ef34aad2.jpg/v1/fill/w_993,h_805,q_70,strp/poggle_the_lesser_by_nomadafirefox_dcsuc2c-pre.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Slice on November 25, 2018, 01:51:54 PM
Hi,

i think i found a small bug, since one of the last updates the model Lar Nigos MC80-Cruiser seems to be missing, just the hardpoints are there.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 25, 2018, 05:12:23 PM
Thanks by tell me.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 26, 2018, 01:22:26 PM
Some news. Goodbye reinforcelist goes to be the next mayor change. By several problems, at least at space battles, I go to change the type of code from the space reinforces from fleets. First it had a code which it moved the not spawned reinforces to the reinforces tab bar. You can say goodbye to this feature.

The next code will spawn the units, it will count the amount of units from you in the battle and it will not spawn the units if there are 15 units from you in the battle (corvette, frigates and capital). It is not worse because at the end, it will let you spawn more units in a battle.

I believe if I am not wrong how this upgrade can prevent some crashes. Probably it takes a week but it can be good. By other thing, you will not note the difference.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 27, 2018, 11:04:45 AM
Improve things always is my primary concern. Add new stuff can be fun but it is not my primary concern at this moment.
Lately I am improving the fleets, I do not trust too much in this code. It is  a great feature but it is a new thing and by this reason can be unperfect. Today I have added a new code. This code count the amount of units in the battle and it spawns the fleet if the amount of corvettes, frigates and capital units is under 15.

It is different and it has other limitations. At first place, the units if I do not make any change, they have not a exit hyperspace animation, just the sound (perhaps I can change it, not sure). Other problem is how the units does not count in the pop cap as previously, by this reason and you will not see it in this video, their command ship has a higher popcap in battles, it will prevent the player from to spawn a lot of units overloading the game.

The command ship will add a special ability, it will be able to retreat to the hyperspace. It will give you the chance from choose better your units in battle. Perhaps it will add the cheat from unlimited fleet units but it could happen before with a command ship retreating the units. Anyway, the point is improve the mod and the stability. I can not say by the moment if it will be better, just I have been running some test.


Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on November 30, 2018, 01:24:34 AM
Hard week this improving things. Many changes in the fleets, some ugly discoverments or perhaps stupid. Now the fleets run different, the time where you can go to the battle with five command fleet ships ends because these command ships have a high pop cap and you can not spawn several at the same time.

However, if the fleet command ship has a high pop cap, the fleet spawned by them has not pop cap. You will understand how increase the pop cap from the command ship was neccesary because it was the unique way where the addition from too many units in the battle could be prevented.

However, heroes and other units spawning less units will not see their pop cap increased and by these reason probably you will be able to create bigger battles. With more units in your side.

About the fleets spawned, you will not note too much changes with exception from better formations after leave the hyperspace. Now they are perfect.

You will note in the video how the Dominance has a new icon. It was my ugly discover, I wanted add a retreat option for the command ship but it is not possible because retreat the unit activating the retreat ability crashs the game. I discovered it after test a lot of things. It was the stupid work from today. Anyway let the retreat from a fleet was as a big cheat because you could spawn it agaiin and again adding more and more units in the battle. I will ignore these feature and the command ship with the retreat ability will continue without let retreat these units and heroes. It will be better.

Well, now I must think fix the problem where the Black Sun starbases and probably more controlled by the AI spawn more defense stations. I knew about this but I wanted work before with other things.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 01, 2018, 10:31:33 AM
While you wait the next update which I wait release it soon. You can see another addition. Two new skins from Nawrocki for the Hammerhead models from Warb_Null.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dctboul-26dd5617-37f4-4a77-8ada-f1695700a5b1.jpg/v1/fill/w_993,h_805,q_70,strp/rebel_hammerhead_by_nomadafirefox_dctboul-pre.jpg)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dctbox6-398ad99f-c919-4e0d-9c71-61ca6c16896f.jpg/v1/fill/w_993,h_805,q_70,strp/republic_hammerhead_by_nomadafirefox_dctbox6-pre.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Slice on December 02, 2018, 01:45:23 AM
Another probable Bug, the model of the Black Suns CIS-Fleet Flag-/ Commandship is missing

Also some of the Black Sun Units (Kedalbe III, Land Vehicles) seem a bit unbalanced.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 02, 2018, 11:23:44 AM
Thanks.

I do not see unbalance the Kedalbe III or land vehicles. The Kedalbe III is a powerful unit, very powerful and I have made it as you see. If you lose some battles thanks to this, it is very balanced.:)

Now a new video where I added a new background battle with you can see some special additions. I added a small improvement in the laser explosions. I will add more the next days and very probably I changed the laser sizes, from my point of view, I like more if they are longer than shorter and with less pulses in each burst.


Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 04, 2018, 11:09:21 AM
Well, I am finishing the next upgrade, I would like release it soon. Mostly it adds a improve in the fleets system and some units showed before in this thread.

Finally I have not added longer proyectiles. Just some small changes in the mass driver, nothing more. There are some improves in the laser impact effects. Other background battles, the seen before with the Supremacy is not the main, it is one of the alternative.

Now the mod can be a bit more massive with battles where you can see a higher pop cap than in limits, in space and ground. In space command fleets have higher pop cap and you can not spawn defending or attacking with them more of 3 Star Destroyers and a SSD. It was made specially thinking in do not spawn too many units in a battle and to need a strategic additional point defending. There are as you know a communications special upgrade for some units which it can retreat units from battle but you can not retreat a command fleet or the units spawned by it. It prevents you from to get unlimited units.

Other changes are in the Total War with Black Sun. The Black Sun activation has been delayed a bit more giving more time to other factions. There some other small changes trying reduce the power from this faction but these type of changes take too time and probably it will not be perfect at this update.

The video has subtitles as before in my last videos.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 05, 2018, 03:58:57 PM
Soon, I will release a update for the mod. Poggle the Lesser is one of the lastest additions between other things.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 05, 2018, 08:18:12 PM
If you have not noted it, I have updated the mod in Steam few hours ago.

This is the main list of changes/additions.
-All the units spawning fleets in space have been upgraded with new code. The same improvement is in the fleets from starbase reinforces. It should fix several crashes in the end of battles when you use these fleets.
-New units.
*Poggle the Lesser.
*Wat Tambor ground model.
*Resistance Ninka Corvette with a complete skin from Nawrocki.
-New skins for the old new Hammerheads from Nawrocki.
-Improved scale from several ground units. Now more realistic.
-Several death animations from stations improved.
-Impacts from laser improved.
-Space Mass Driver proyectiles improved.
-Improved Total War GC AI behaviour and activation from the Black Sun.
-Several units showed hidden fixed.
-Mon Calamari space map improved.
-New background battles.
-General Derricote reinforces improved.
-CIS Commandos ground transport fixed.
-More small improves.


Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 08, 2018, 12:06:48 PM
Yesterday, I updated the mod again. One small fix for the hidden Peacebringer and some new engines for the MC40, MC60 and MC75. However I have been workin in more fixes and improves.


The second video is a small but very good improvement with Palpatine. One of the biggest problems problem Total War GCs and Rebellion is Palpatine. There are two versions, the old and the reborn, this last can recruit some special heroes. But you could get the reborn Palpatine if the first was killed and even with this, it did not work very well.

Now I have added a lightly improvement where you can build a upgrade and to get the reborn Palpatine easily at Byss and removing the older. Just build at Byss an Officer Academy, put Palpatine at orbit, upgrade you starbase to level 5 (in the video was a smaller level but I changed it).

A good way as you can watch in this video.


There is another improvements, one a fix for the Black Sun heroes. Perhaps you noted how playing a ground combat with some of them involved the game crash. I will show you later.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 09, 2018, 10:20:04 AM
Time to see fixed another crash. Perhaps you did not note this or you did not relationated the problem with anything, typical from the humans ;) But the point was how the game crashed to desktop in the end of a battle when you play a ground battle with some heroes from the Black Sun involved.

These heroes Hutts had a problem. Now I have fixed it. In fact as you can see, I have improved them a bit. Even I have added a model Durga with the mark in the face. With time, I will add more changes. The customized icons are other additions.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcu00b6-908e2d13-f8bb-430e-a7b6-1b30e8b7f0d5.jpg/v1/fill/w_1600,h_1299,q_70,strp/durga_by_nomadafirefox_dcu00b6-fullview.jpg)

I tested it in the Vergesso ground map, it is a bit special, mostly you can use only infantry troops, only some special units with reinforce abilities can avoid this.

Nobody report before nothing of this but Silri could not use her abilities. Now she can. Even she spawns the Rancor, if it attacks or not your units....well, it is other matter.

These are not the unique upgrades from the Black Sun. I added to Xizor his reinforce ability again with different reinforces. Even I added weapons in the F9TZ Transport. It was before a unarmed transport. But now, it can deploy troops and it adds a small turret.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcu00de-c4878ab3-c104-4530-9f8c-dd87075e3862.jpg/v1/fill/w_1600,h_1299,q_70,strp/f9tz_cloaking_transport_by_nomadafirefox_dcu00de-fullview.jpg)

Finally, as you can watch in the video. The game finished without any crash. I will release this update today.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Gojira126 on December 09, 2018, 05:23:50 PM
Too bad this won't see a regular GoG release, since I only got it from GoG with my hard earned money, so I guess I missed out on this update because of it, still a good mod though.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 10, 2018, 09:50:06 AM
Too bad this won't see a regular GoG release, since I only got it from GoG with my hard earned money, so I guess I missed out on this update because of it, still a good mod though.
GOG version is full of big errors. Only the EAW Steam has the lastest patches. Do not try it because I do not go to update the GOG version with all this stuff. At least if nobody pay me. I have not any interest.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Gojira126 on December 10, 2018, 05:30:51 PM
Too bad this won't see a regular GoG release, since I only got it from GoG with my hard earned money, so I guess I missed out on this update because of it, still a good mod though.
GOG version is full of big errors. Only the EAW Steam has the lastest patches. Do not try it because I do not go to update the GOG version with all this stuff. At least if nobody pay me. I have not any interest.

Well, why not make separate mods for each faction for the latest GoG? so everyone can try them out like a demo to each faction but the only way they get them all into one is by getting the steam mod? might bring more people in too
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 11, 2018, 01:07:43 AM
Because it would take me a lot of time taken from my free time which I can use in other things. There are many things from the EAW Steam version which they will not work in the GoG.

In fact the GoG version is a piece of shit because you can not finish a GC. God know how many time I have been searching a solution and now I have it in the EAW Steam.  8)

Looked from other way. Why should I continue upgrading the GoG version when easily you can buy the EAW Steam as I made before? in fact I have all game versions. If you go to tell me about you do not want because you have payed it before, save your words. ;)

Buying the EAW Steam, you would support the future option from a new SW RTS game. Now with Petroglyph making a C&C remasterization, it is more than possible.

About Demo. I have published thousands of videos, screenshots and more. If people like it, they will buy the game and they will play the mod. Just it. Anyway, you are playing the demo.

But now thinking. I can be a bitch if I would make it,  :P I can remove most of the mod content and just put a video in the begining saying "if you want it, you must play it in the EAW Steam".  :P I have thought some like that more of one time for the people from Moddb. ;D
Title: Re: FOC Alliance Rebellion 1.0
Post by: Gojira126 on December 11, 2018, 04:23:39 PM
Because it would take me a lot of time taken from my free time which I can use in other things. There are many things from the EAW Steam version which they will not work in the GoG.

In fact the GoG version is a piece of shit because you can not finish a GC. God know how many time I have been searching a solution and now I have it in the EAW Steam.  8)

Looked from other way. Why should I continue upgrading the GoG version when easily you can buy the EAW Steam as I made before? in fact I have all game versions. If you go to tell me about you do not want because you have payed it before, save your words. ;)

Buying the EAW Steam, you would support the future option from a new SW RTS game. Now with Petroglyph making a C&C remasterization, it is more than possible.

About Demo. I have published thousands of videos, screenshots and more. If people like it, they will buy the game and they will play the mod. Just it. Anyway, you are playing the demo.

But now thinking. I can be a bitch if I would make it,  :P I can remove most of the mod content and just put a video in the beginning saying "if you want it, you must play it in the EAW Steam".  :P I have thought some like that more of one time for the people from Moddb. ;D

I completely understand, and I'll simply continue playing the GoG version until I can pay for the Steam version myself. And I have completed the GoG version of GC with your mod, though it was from lowering some of the production costs, build speeds and lowering how many units could be spawned in at once. But seriously, it's your mod, not mine so you can try my idea or not, it's your thing. I'm simply a fan of this mod and the game it is in.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 11, 2018, 05:15:54 PM
For your information, there are one or two dates where the EAW Steam is very discounted. One is the Star Wars day where all SW games have a big discount for a week. The other is more random, perhaps at Xmas.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 11, 2018, 11:18:56 PM
Lately I have improved many effects in the game. The last are the explosions, a example is better than thousand words. In space I have made some similar. In addition to the much better lasers, now with the last light effects added to the explosions, it looks very different.

In space, I have made some similar but with more additions. There were in the last upgrade an improve in the impacts from lasers. Now I have reduced the size from the hardpoint explosions, improved the effect with some new lights and improved all the other explosions. You can watch the second video and discover the differences.

About other things, I continue losing many time searching bad bugs. With the black sun there are one where sometimes ground battles can crash. I hope resolve it soon.

In addition, I want add at least one or two new filters for to ground units, perhaps even for some special space units. Other last improves is the code capturing ships from commandos, I have reduced a bit the conditions and they should capture enemy units better.

Other improve in work and it will take more time and testing is improve the AI attacks from other factions than the Black Sun. The BS attacks a lot but all the other no. It is very difficult and who knows if I will find a good setting for this. Anyway, it goes to take many testing. 

There are other small things in progress. But they are just a matter of time. The priority now is find and resolve problems.


Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 12, 2018, 02:54:11 PM
More news, because everything are linked, the problems, the improvements, everything. I have started adding more button filters, 4 new buttons and by this reason I have reduced the size from the these buttons. It can be a bit strange the new size but it works. Some of the icons from the image can change.

These buttons will be used for upgrades, special rebellion units, ground/fleet commanders and the factory ships. More or less the things which they need new buttons because you can not see everything very well.

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5663.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 14, 2018, 04:05:01 PM
Four are the amount of new button filters added by me, the neccesary by the moment if I wanted choose all the units. Upgrades, the last Rebellion ground companies formed by more of one team, fleets&ground commanders and the units builded by the factory ships.

Clearly in order to acomodate the new additional buttons, I needed reduce the size from all the filter buttons. There was not other way. Now they are smaller but you can recognize them easily and without problems.

The Empire is clearly the faction with more need from these additional filters because it has all the factory ships by example. There are a lot of units, specially ground units and with the previous amount of filters, you could not build many units very well. It was a bit messy. Now these problems have been resolved.

Probably you be curious about somethings as why are not the research stations inside the filters? the answer is simple, they are triggers for several things. Every have a reason inside the mod. ;)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on December 16, 2018, 08:04:11 AM
The second video is a small but very good improvement with Palpatine. One of the biggest problems problem Total War GCs and Rebellion is Palpatine. There are two versions, the old and the reborn, this last can recruit some special heroes. But you could get the reborn Palpatine if the first was killed and even with this, it did not work very well.

Now I have added a lightly improvement where you can build a upgrade and to get the reborn Palpatine easily at Byss and removing the older. Just build at Byss an Officer Academy, put Palpatine at orbit, upgrade you starbase to level 5 (in the video was a smaller level but I changed it).

A good way as you can watch in this video.

Very nice updates. Will this update also apply to heroes that need to be lost in battle to gain other versions like Thrawn in the Admonitor and Thrawn in the Chimaera?

Another question, do minor heroes recruited by heroes with other versions (like Emperor Palpatine recruiting Admiral Griff) no longer able to be recruited when you upgrade them to their next version (Palpatine Reborn)?
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 16, 2018, 10:22:15 AM
Quote
Will this update also apply to heroes that need to be lost in battle to gain other versions like Thrawn in the Admonitor and Thrawn in the Chimaera?
Yes, probably.

Quote
Another question, do minor heroes recruited by heroes with other versions (like Emperor Palpatine recruiting Admiral Griff) no longer able to be recruited when you upgrade them to their next version (Palpatine Reborn)?
I would not see the exact point in a GC where you can build everything. There is not reason for to avoid to the Palpatine Reborn to recruit again Griff by example.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 16, 2018, 10:30:34 AM
More news. Some testing. Lately I have been testing some new things trying improve the space battles. The idea is create some where tactics been more important and by example fighters be fully neccesary.

The first step is reduce the speed from starships. With this the space units named command ships which  you can create with an upgrade will gain many points because they can retreat units from battle (if they have engines online) and you can spawn again them in battle (not with spawned units from fleets).

The next step will be reduce the range from weapons, turbolasers, ionguns, lasers, anti-fighter lasers, flak weapons, mass drivers, their ranges will be shorter. The units will continue searching to the others in a short range, I do not go to change it but the most powerful units will not be able fire the units very far and clearly they will need be in a closer range if they want fire their lasers in the enemy. It will give more open space to the fighters.

The exceptions to this rule will be missiles, torpedoes, rockets, special space artillery weapons as the first order dreadnought and others, these super weapons and the blast abilities will fire more far than normal turbolaser. Normal starbases have more weapons range than normal ships but they are stationary units. Golans are similar to starships with exception from their special weapons.

The last step can be improve fighters/bombers adding to them a lot more of resistance. All these things will increase tactics. You will see these changes in next videos.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 17, 2018, 12:18:25 PM
More news. I told you about some special. Thanks to one modification from tj666, I go to add this trooper. It will not be exactly a single trooper, it will comes with a special team. It is not the unique improve in the animations from tj666. There are a lot more coming from him.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcun0cl-fca7d48e-6f20-44fc-b00c-7817d78fc1f6.jpg/v1/fill/w_1600,h_1299,q_70,strp/incinerator_trooper_by_nomadafirefox_dcun0cl-fullview.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 18, 2018, 10:48:46 AM
This is the second video showing the next improve where I have reduced the weapon ranges, the speed and increased the resistance from fighters. All these things increase the tactical playing. Your ships are slower and you depend from your fighter squadrons for launch faster attacks.

At the same time, most of the ships, specially the cruisers, destroyers and heavy cruisers see their weapon ranges reduced and they must be closer to the target if they want fire their turbolasers. Big ships as heavy battlecruisers and SSD continue firing from far away, it will be their advantage against smaller ships. At the same time, these big ships are faster, more because they more advanced and their power plants are more powerful.

Now better watch the video.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 26, 2018, 03:53:18 PM
With a small delay the new update is ready. There many new things, some bigger than others. One of the new additions are some ground units added by tj666. First the Incinerator Trooper, this unit can be builded as a single company in skirmiss but in galactic conquest is part from the heavy stormtroopers.

This unit runs as a normal heavy stormtrooper but it adds a flamethower ability where it changes the weapon when it fires. The other addition is the Stormcommando, now the company is formed by several different versions, sniper, flamethower, small gun, rifle. These new units and the new special graphic effects are the additions in ground combat.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 26, 2018, 04:22:18 PM
I improved the mod few moments ago, it is the list of changes.

-New Incinerator Trooper by tj666.
-New Storm-commando versions by tj666.
-New ground and space graphic effects.
-New space tactical improves adding slower ships, shorter laser/ion weapons and more small things increasing the tactical capabilities.
-Resistance from fighters/bombers in space increased. You can note how you do not lose your fighter/bombers easily anymore.
-Added new filters in galactic map for the Empire, Rebel Alliance and Black Sun. Improved all the system.
-Death Star and other similar space stations hyperspace exit point improved.
-Several fixed in ground battles improving stability.
-Fixed sold from some space structures.
-Fixed some hidden ships.
-Improved Hutt heroes from Black Sun.
-Improved F9TZ Transport with a new laser turret.
-More smaller improves and fixes.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Slice on December 26, 2018, 06:54:09 PM
Hi,

small bug I found, the Correllian CC-9600 Frigate is listed under land units

Edit: Also the new buttons for Fleets/ Teams and Research/ Update don’t work for me
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 26, 2018, 08:48:59 PM
Most of the changes will not work with savedgames.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 28, 2018, 04:03:37 PM
One of the last things improves more relevant is probably the Death Star exit position, now it is more correct and it is easier find the position for to destroy the planet, in fact, it is find by default. This improvement is for the Death Star I, II and Tarking Station.

Now I am working in more improves and some new additions. Perhaps for the end of the year or a bit later. There are many possible options and many things which I can make better.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Slice on December 29, 2018, 02:37:01 PM
Is it just me or does the Rebels still have problems with Ground Teams and Fleets and you can’t get them over the new icons?
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 30, 2018, 11:44:53 AM
Is it just me or does the Rebels still have problems with Ground Teams and Fleets and you can’t get them over the new icons?
Yes it is true, it is wrong. I am trying update the fix but lately steam is a bit overloaded. It can take some of time.

About other things to be added in a close future, it will be the Corvus Raider as the starship from the Stormcommandos. The Rebel Infiltrator will use the Rebel Corvus Raider. The Saboteour had a customized ship from many time ago. In addition the Corvus Raider from Empire, by example, when it is destroyed, it deploys a Stormtransport. Have fun.

Other addition for the close future will be different and more infantry companies with more soldiers (carnage), anyway I have improved the resistance from soldiers to the heavy weapons. There will be many additional tactic features making games more difficult, randomly or following rules as by type of planets but never increasing the amount of weapons, just with another better way.

Anyway, the updated filters are added now. About the next updates, I can not say how many things will be added before the end of the year, the Rebel Corvus has few chances, the model is different and it goes to take some more of time. The Empire Corvus Raider is added but I have not added it yet in the Steam mod. I reserve it for tomorrow.;)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on December 31, 2018, 09:32:52 AM
More news for the end of the year, this is the second version from the Incinerator trooper made by tj666.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcvsx2e-f9945d20-6eb9-4144-8737-9dd417fb4935.jpg/v1/fill/w_1600,h_1299,q_70,strp/incinerator_trooper_by_nomadafirefox_dcvsx2e-fullview.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 01, 2019, 11:24:21 AM
New year, new additions. Finally I could put in my hands a First Order AT-AT. Not bad. I can imagine other news in the next days.

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5664.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 02, 2019, 12:07:17 PM
Well, the First Order AT-AT is running. Have fun.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcvzyab-bf82692a-1552-4d09-815c-a35cea40fe52.jpg/v1/fill/w_1600,h_1299,q_70,strp/first_order_at_at_by_nomadafirefox_dcvzyab-fullview.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 03, 2019, 04:13:58 PM
More news. First the Rebel Corvus Raider, it is a different design from the Imperial Corvus Raider. As the Imperial, it will be ship from the commandos, with the Rebels, the Infiltrators. In addition, this unit has a survivor ship when it is destroyed, an Assaulttransport. Clearly with time, it will add a better texture.


The Imperial Corvus Raider, the model from Warb_Nulll, it will be the ship from the Stormcommandos, In addition, this unit has a survivor ship when it is destroyed, an Stormtransport.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 04, 2019, 03:41:58 PM
Another new addition, the First Order AT-AT, probably more beautiful than the AT-M6 or more from Star Wars universe. Anyway, both will be in the mod.

In the next update, which I will release soon, there are more new things. These are some of them:
-Better infantry resistance. Infantry soldiers can receive a bit more of damage.
-Depending from the AI ground and space base, the AI is more powerful. If the base is from a highest level, the AI will fight better. Some of your heroes can counter the enemy effectivity.
-Some fixes in ground battles.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Slice on January 05, 2019, 03:28:28 PM
Hi and Happy New Year everyone!

I think some of the Rebel and NR Ground Teams are still a bit broken since they only give you a single unit or just a very few units.

Also some of the Free-for-All-GCs don’t give you access to all the units because a MonCal- or CEC-Unit producing planet is missing.

Also some units are still shown without the filters and this leads to a point where you can’t see all buildable units.

Just a quick headsup.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 05, 2019, 08:27:13 PM
Quote
I think some of the Rebel and NR Ground Teams are still a bit broken since they only give you a single unit or just a very few units.
I knew these problems, but thanks. They are fixed in the incoming new version. However because my testing is limited. Who knows if I miss something, if some continues wrong, it will be fixed in the future.

Quote
Also some of the Free-for-All-GCs don’t give you access to all the units because a MonCal- or CEC-Unit producing planet is missing.
I do not understand the problem.

Quote
Also some units are still shown without the filters and this leads to a point where you can’t see all buildable units.
New filters and new changes will not showed in savegames from older versions. You will see problems.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 05, 2019, 11:11:50 PM
The last update is uploaded. There are somethings in progress which they need more testing and clearly I will continue updating it. The same with things as the textures from the Rebel Corvus Raider. Of course I will add more and more things the next months. I have many things in my head.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 08, 2019, 04:19:40 PM
I go to upload later an update with some fixes and improves. At the same time I am working in a game improve which it will give a lot more of fun. ;)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 09, 2019, 02:38:53 PM
Create a new campaign would be a lot of work and too difficult because the game is far away from be perfect, I had enough of this with the campaigns added. But I can add bonus missions by conquer planets. For this, the Total War GC is perfect for this, because you must conquer most of the planets and it does not require more conditions than this.

These battles can be ground and space or only in one type of scenary. The idea is a battle with few units against a more powerful enemy where you must use some special tactic. These seen in the video are not the final versions, it takes some of time developing the missions, searching the best balance between the amount of enemies. Anyway I recorded a test. The space version from Kuat by example will be a much closer encounter where you be able attack the enemy or try escape fighting with your fighters.

About factions, as minimun there will be missions for the Empire, Rebel and Black Sun. Other factions, I do not know, the other factions have some limitations with these features.

Bonus missions in all planets? and what more? it is not possible, there are 220 planets in the mod and one single mission can take one week of development, this being optimistic.

If I can add in a limited amount of time the same amount than corruption missions are in the original game, I will be more than happy. Anyway, the idea is not many missions, the main idea is one unique mission from each planet choosen for each faction. Always making them enough fun.

And yes, clearly you will win something if you win these battles. But it will not be easy. ;)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 10, 2019, 01:00:01 PM
More news. I have finished my work in the Rebel Corvus Raider. I had not the original textures and I have decrypted them as I could. Not bad. Now Nawrocki can finish the work easily.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcwpbbl-5dcf28ec-22ea-4b07-a00c-2e3f779c0a4e.jpg/v1/fill/w_993,h_805,q_70,strp/r_corvus_raider_by_nomadafirefox_dcwpbbl-pre.jpg)

And this is the Imperial Corvus Raider, the model from Warb_Null.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcwpb8j-d9ee3cfa-c3dc-4028-b1e4-90e6a0b524d6.jpg/v1/fill/w_1600,h_1299,q_70,strp/imperial_corvus_raider_by_nomadafirefox_dcwpb8j-fullview.jpg)

I will add the last Rebel version soon with some more small additions.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 12, 2019, 10:50:52 AM
A new addition, a Imperial Lieutenant. It will replace the model used with the special Stormtrooper unit builded in galactic conquest. This unit spawns the Stormtroopers, Plex Stormtroopers and Scout troopers.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcwuuyk-1b4c63f6-1e67-45a8-955f-0a826b4f4a57.jpg/v1/fill/w_1600,h_1299,q_70,strp/imperial_lieutenant_by_nomadafirefox_dcwuuyk-fullview.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 14, 2019, 03:21:33 PM
Finally Nawrocki has finished the Supremacy new skin. Now the model from Warb_Null looks much better. This week will be in the mod. It will not be the next improve, there will be many infantry additions, specially from the Empire with new animations from tj666. I will show you them the next days.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcsuavv-00f45c51-1405-4509-a2a7-10f581f5ccdc.jpg/v1/fill/w_1600,h_2979,q_70,strp/new_supremacy_version_by_nomadafirefox_dcsuavv-fullview.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 15, 2019, 05:17:27 PM
Here I have a small preview from the next update and the Imperial soldiers made by tj666. There are many additions and changes. First the Stormtroopers have a 24 man company divided at two 12 man groups. These groups have soldiers with several different weapons, ranks, even a medic. Very different from the previous.

Other units as plextroopers, stormcommmando, heavy troopers, all them have new additions, even the building survivors will have changes.

At the same time, these new Imperial models have better animations, correct animations.

In addition, in the next upgrade infantry survival is bigger against big weapons, in fact most of the big vehicles can not target them easily. At the same time the infantry can damage heavy vehicles, just a bit but they can damage it and if a heavy walker is attacked by several infantry companies, probably it will suffer enough damage.

Other point, air ground units, by default controlled by the human player, you can target air units with all the units, nothing can prevent this, other point is the accuracy. But previously nothing told to the AI how it should not fire the airs units and easily it could kill your air units. Now the AI will not destroy the air units with everything in the battlefield and your air units will be more time alive. At the same time, your units will not target air units by default, you target them manually. At least with the units which they are not anti-air units.

With these changes the ground combat is better, I should have made these changes before but I centered in other more important things.   :(

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5665.jpg)

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5666.jpg)

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5667.jpg)

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5668.jpg)

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5669.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 18, 2019, 11:24:09 AM
I'm updating the mod now. I had not this update in my plans but I go to reinstall windows 10 at my primary computer and I prefer backup the mod in steam with the last stuff. The point is how I added a new SSD, one 500GB Sandisk Ultra 3D because I had a 5 years old Samsung EVO 250GB, a bit slower and I wanted some faster but my Windows installation had more of 3 years, in the clone process some important things do not work very well and I prefer reinstall everything, everything will work a lot better but very probably I will not edit too much the game the next days.

These are the main changes:
-Improved AI target search.
-Increased reinforces reload from ground commanders and heroes.
-Improved Rebel Corvus Raider textures.
-Improved retreat and capture code.
-Added Corvus Raider Empire and Rebel galactic models.
-CIS Carrier engines fixed.
-Increased energy capacity from several small corvettes, transports and gunships. The shield recharge will be better.
-Command Ships can not retreat transports any more. Retreat transports were lost with all the troops.
-Default targeting priorities edited, most of the vehicles and infantry will not attack air units by default.
-Added new Imperial lieutenant model.
-Added new Stormtrooper models with new animations from tj666.
-Increased targeting max distance plex troopers.
-AT-TT sound walking fixed.
-First Order AT-AT price reduced.
-Added several walkers to the list of the Snowspeeder cable attack.
-Rebel Field Commander improved.
-Fixed Imperial Sentinel ground Transport death Clone.
-Added Imperial AT-RT improved by tj666.
-Added Imperial Scout improved by tj666.
-Added Imperial Novatrooper by tj666.
-Added Eweb trooper improved by tj666.
-Added Plex trooper improved by tj666.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 21, 2019, 05:15:44 PM
Time to continue my old Total War GC. I reinstalled W10 the past weekend a I lost a lot of time configurating many things. I must say how the last W10 updates were a piece of shit, even I needed change the firmware from my Gskill KM780 keyboard. With my external recording hardware, an Avermedia LGP Lite the amount of troubles were more now I could get online everything. Now I can record a video and continue this old game where somethings as the filters do not run at 100% as in the last version because I started this game months ago.

Lately I am improving the battles, perhaps some of you do not like it, but you are wrong for sure. The AI needs cheat because it is not a human player and it is the unique way where you give to the AI the chances to win in a battle like this or at least put you in a more serious trouble. If the AI does not make more damage than you and everything must be the point from the AI making a better strategy movement, oh my god, the AI will be bad.

Other curious feature is capture ships by example with the Stormcommando, it is not difficult or impossible. Just one advice, when you use this feature, before the battle ends, I recomend you create quicksave game. When the game ends is the moment where I prefer click the F6 key creating a quicksave game than avoid this.

Why? because this code and the game are not perfect and it prevents any crash and if it crashs, you do not lose the completed battles. Yes, It is called quicksavegame but all we know how it is not fast......

In ground battles where you use thousands of units, I recomend the same quicksavegame before the battle ends, I prefers a lot the timing waiting than a crash where I must repeat battles and when you must repeat battles, you lose the interest in the game.


Title: Re: FOC Alliance Rebellion 1.0
Post by: Slice on January 23, 2019, 07:54:09 PM
Hi, found a bug:

ISD Anakin Solo has no Model/ is invisible. Also even with all shipyards and research station 3 I can’t build a Rebel Lvl 5 Fleet.

Edit: Also the NR Heavy Army Regiment just is made off of one Unit
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 24, 2019, 10:23:47 AM
Is too much ask about more details? what faction? planet, map, defending, attacking. It is as search a needle in a haystack.

Specially I need for info about the Anakin ISD and the infantry.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Slice on January 24, 2019, 11:37:53 AM
ISD Anakin Solo Rebell Alliance/ NR, same Problem as with some Hero Cruisers before, no unit visible, just hard points and spawned fighters.

NR Heavy Army Rgt is reproducible too, just as before with some Ground Teams. The other units of the team are missing.

All happening in the (medium/ small) Outer-Rim-Version of the Free-For-All-Campaign, Player is Rebels, Enemies are (Old) Republic and Free Side (which is quite passiv left with 3-5 Planets)

Hope that is more sufficient.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 24, 2019, 12:03:58 PM
Again please, controlled by the AI or the human player.

I do not see more details than before, the same written different....
Title: Re: FOC Alliance Rebellion 1.0
Post by: Slice on January 24, 2019, 01:40:06 PM
Human controlled.

Sorry for helping you finding bugs
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 24, 2019, 02:12:38 PM
I found most or all the problems. Thanks.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 24, 2019, 02:53:17 PM
This is the video showing the longest ground battle from me and it had been shorter if I had choosen units as the MDU which it can deploy a landing zone everywhere. The space battle was fast because the enemy retreats. This ground map is the Korriban ground map added in the Legacy era, it adds several zones which they can not be access by big units.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 25, 2019, 04:09:03 PM
More news. While I created a new bonus mission, I added some changes and additions in Bastion making a new space map. This map used in a bonus mission adds a new modification from a space structure thinking in some as a space wall guarding all the space structures.

I have plans for to create some improves at several space maps making them more complex and realistic with more life. Before I added several space maps with nothing more than the starbase and I could make many things better.

Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on January 26, 2019, 04:26:35 PM
Saludos Nomada.

Bando: Imperio
Conflicto: Rebellion-Mediano
Problema: Al vender una Golan II, se crea la unidad "venta" en órbita y la estructura no se retira.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 28, 2019, 11:49:24 PM
Thanks by the bugs.

I am finishing my last Total War GC played and I must conquer Bastion. This planet is beautiful because now it has a different space map and because I used in this GC some of the Legacy era planets, the ground map is different, very impressive.

But Bastion is one of the heavily armed planets and to defeat the enemy at this planet, it is not very easy. Anyway, I hope finish this GC this week. After it, I will add several changes and fixes in a new update. One of the last improves are the changes in infantry thanks to tj666 and the increase from the weapon range in vehicles as the SPMAT. Now it can shot enemies two or three time more far than before. Other similar vehicles have the same improve, by example the Clon Gun AV7, it can shot enemies very far away, even if there are mountains. Very funny. This vehicle at special adds two type of weapons, one with shorter range and the other more powerful. The CIS Defoliator can fire by default so far.;)

Speaking from other things, I will add sooner or later some small things for the CIS faction.;)

Remember how I started the GC many time ago and it does not show the last changes and fixes.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 30, 2019, 10:25:23 AM
Well, I continue playing the last battles from the GC, very funny battles. Specially the ground battles. At this video, I played in Bonadan against the Rebels. The big point can be the amount of ground enemy fighters and how I have not made a good deployment because I used a First Order company deploying several units but it has not artillery or AA units. Perhaps I should study the idea from to create some of these vehicles for this subfaction.

Anyway. After it, I have made a change, there will be three type of ground air fighters, first the anti vehicle fighters as the Snowspeeder, second the anti air fighters as the TIE Fighter and third the mix from both. However where a fighter can attack both as the X-Wing. It will use by default the lasers with other fighters and the torpedoes with ground enemy units. It is the big difference after this battle.

Other big difference is the artillery. Now it fires a lot more far as you will see in the next video fighting against the CIS at Neimodia, a long battle full of tactics.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 30, 2019, 12:36:50 PM
More news. Probably it will be a object of discussion but because I have the original Saboth Destroyer from the old SW Jedi Starfighter game and I had a Saboath Destroyer and I did not want send it to the trash, I thought how I could add it as a carrier, in fact, between the original and it, there are some hangars in the front which you can not see in both models. In addition, I have added the original turrets from the Saboath Destroyer.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcyf1g8-39545d31-6571-447e-ae7e-30ffd5d15e70.jpg/v1/fill/w_1600,h_1299,q_70,strp/saboath_carrier_by_nomadafirefox_dcyf1g8-fullview.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on January 31, 2019, 12:26:05 PM
It is the original design from the Destroyer, if you compare it with the previously added in my mod, it has not hangars in the front. By this reason one will be a Destroyer and the other a Carrier. Weapons will be a bit different between them.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcyi5iu-62524e0f-13dd-4771-bc84-ba9f9738696e.jpg/v1/fill/w_1600,h_1299,q_70,strp/saboath_destroyer_by_nomadafirefox_dcyi5iu-fullview.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 01, 2019, 12:34:29 PM
While I finish some other improves and additions, I continue playing the last Total War GC. At this video, you can see a long ground battle in Neimodia, full of good tactics, it was very fun because with the last changes some units can survive more time and you must search the best strategy attacking the enemy.

At the same time, the last improve in the artillery laser ranges gives a new defensive weapon. Very funny.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 01, 2019, 02:31:24 PM
Remember, if you want know the last changes, you can check https://docs.google.com/spreadsheets/d/1mBI0g5B6HyRG6RkPMVQFL8af-r39ULmPgYvQFTk2MSE/edit#gid=0
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 02, 2019, 10:08:26 AM
Time to finish the CIS faction,  first Commenor, a beautiful planet with a space port full of additional civilian units, yes I improve a bit their engines, they look a bit bad. When I find some time, they are not a priority. Another curious thing is how the AI does not use the LNR weapons in space, something must be broken because they used them in the past.

In the Commenor ground battle, you can see how the Defoliator can be very dangerous because it can shot enemy units from very far and its weapon disable them. Very funny.


In the next video is where I finish the CIS faction and where I tested another new feature, the addition from a death animation for ground fighters. By default, they have a spinoff default animation, one feature from the game but it is not used most of the times and these air vehicle just disappear in the air. With a death animation as you can see in the CIS Gunship, it is more fun. Of course was small trouble from share code between the Vulture and the Gunship but nothing which I can not fix easily.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 03, 2019, 10:21:10 AM
Yes, it is this, the last recording from this GC played with the Empire defeating in the last battles to the Rebels. There are not too much for to say, it is the conquer from Bastion where the enemy retreats the battle and I defeat their space foces in Muunilinst while I conquer the ground planet in a funny ground battle where again I show the new power with the artillery units.

Great map the ground map from Bastion added with the Legacy era. Now I was thinking start a new GC. Perhaps even I try two of them. One with Legacy era and other with the Black Sun. It will be difficult finish them but at least I can try play with them. Easily you can imagine some improves in these factions.;)


Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 04, 2019, 02:04:08 PM
A new unit, a special carrier from the Saboath Squadron. In addition, it will be a light missile cruiser. The Saboath Squadron will be completed soon and it will not be the last CIS addition this year.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcyv5gc-672d964b-e6d9-4be4-9400-ecdf894d5750.jpg/v1/fill/w_1600,h_1299,q_70,strp/saboath_hex_deployer_by_nomadafirefox_dcyv5gc-fullview.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 06, 2019, 12:20:27 PM
Time for another unit from the Saboath Squadron, the Defender Heavy StarFighter.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcz129j-4378f665-1800-485e-911a-cefb0a8252e5.jpg/v1/fill/w_1600,h_1299,q_70,strp/defender_heavy_starfighter_by_nomadafirefox_dcz129j-fullview.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 08, 2019, 10:16:19 AM
Another Saboath Squadron unit. It is just a small assault transport but heavily armed and it can have the role from a heavy fighter inside the mod. 8)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcz6ur3-e76bbc3e-ac47-4b13-af1f-1e42f0d45562.jpg/v1/fill/w_1600,h_1299,q_70,strp/saboath_assault_transport_by_nomadafirefox_dcz6ur3-fullview.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 09, 2019, 11:19:01 AM
This will be the last unit added from the Sabaoth Squadron. There was a special fighter but I have not the model. If I find it, I will add it but by the moment, I find all these additions very good. This small frigate has 4 turrets and one bigger main gun, it is a small escort unit. In addition the Sabaoth Destroyer and Carrier add several small turrets equal to these four in the frigate. The Hex Deployer gains two with movement.

Probably I will complete the addition the next week and I will release the new update. These will not be the last additions from the CIS faction, I go to add at least two units more and I am sure how many of you will like them a lot or more than a lot because at least one is very recognized by everybody. The other is another addition from a older game but very interesting. ;)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dcz9yet-6f88d368-7ec9-456e-8249-2c6572cc2daa.jpg/v1/fill/w_1600,h_1299,q_70,strp/sabaoth_frigate_by_nomadafirefox_dcz9yet-fullview.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 13, 2019, 09:57:56 AM
Soon I will upload a new update in the EAW Steam, it will add several improves, fixes and additions as the CIS Saboath Squadron units. If you do not know, I updated the mod in the EAW Steam Workshop each month or less. Now after I have finished the 95 planets Total War GC, I have started a 111 planets Legacy era GC. I have not played with these races for some of time and probably there are things here which they need be improved. I have not plans for any addition for these factions but who knows, my mind always is running.

Mostly it shows the changes from yesterday. I did not work too much, I was making a experiment, I wanted improve my 5.1 sound system but I did not want pay the 100€ or more from one new. I bought in Amazon a second hand (used) Trust Vigor 5.1. At theory it had just missing the remote control but after I tested it, it had a problem with the automatic disconnection and always it shutdown the speakers after 30 minutes, the button activating/deactivating this was broken or some like that. Anyway, I saw more bad things from them and I do not see these speakers as a very good quality speakers. If we compare them with my previous Logitech Z506, the subwoofer was a piece of shit and the speakers worse.

Yes, I had a Logitech Z506 and previously a very old Creative Cambridge Soundworks 4.1 bought 20 years ago and it continues running.:) But the Logitech has a problem, I did not discover exactle because it happened but it could not maintain the volume in the same level playing music. It was not some about the sound card Soundblaster Z deactivated or not, it was some from the speakers.

Curiously after try many things, I installed again the old Creative Cambridge Soundworks but I used only the subwoofer and I bought a Creative T20 only for the front, the back and the center were the speakers from the logitech z506. The speakers alone from this Logitech 5.1 do not need by default a subwoofer and they can run alone without problems. You can change volume in the Creative Soundblaster Z controls.

Now I have made the same but better with the Logitech Z506. I use the Creative T20 for the front right and left. The back speakers from the Logitech connected directly to the soundcard with a adapter. The center speaker to the logitech z506 subwoofer and the subwoofer to the soundcard subwoofer/center connection. I use the right speaker from the Logitech z506 because it has incorporated the power and volume button from this 5.1 system but the frontal speakers from the logitech are not connected. Have fun, now everything runs, no problems, I have positional sound playing the games with that as EAW, Battletech, the last games played by me lately. 8) Well, now I go to return the Trust Vigor, Amazon should give 46€ at return by this piece of shit. :)

This video has subtitles added explaining things.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 15, 2019, 01:42:09 PM
While you wait the incoming new update, I have recorded another part from the new Legacy era GC. I am finishing some small things, some of them seen after to play this GC. But probably I will update it today. Just I need finish a small thing.;)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 15, 2019, 04:33:16 PM
I have uploaded the new version today. This is the main list of changes.

-Improved some particles effects.
-Improved space battles IA.
-Gargantuan hardpoints can not be destroyed anymore.
-Para hacer KorribanK ground map sky
-Engineers and MDU ground companies have a population value zero.
-Fixed Imperial mix infantry unit 2.
-Fixed hidden Anakin ISD Solo upgraded.
-Fixed Stormtrooper EWeb animation.
-Fixed Black Fleet GC heroes controlled by the AI.
-Land base Missile Tower can not target air units anymore. At least not all controlled by the AI.
-Special AT-AA firing blue shots adds heavier armor.
-Improved ATSTAP AA Walker AA weapons.
-Fixed missing units RB Rebel Regiments.
-ATST Improved.
-ATST AS Improved.
-Bastion space map improved.
-SPMAT and other artillery ground units, fire range increased.
-AV7 Clon Gun improved.
-Ground artillery impacts improved.
-Fixed Imperial Golan sold.
-Improved Xwing colors.
-Improved ground Xwing engines.
-Added CIS Gunship Death animation.
-Added Saboath Carrier and Destroyer.
-Improved Saboath Fighter.
-Added Saboath Hex Deployer.
-Improved Imperial Explosions Huge.
-Chain explosions improved.
-REBELSMOKEDEATH improved.
-IMPERIAL_MIDSHIPSMOKE improved.
-Krayt/Fel Eweb animations.
-T1B size Red and Green proyectile improved.
-Garrison Artillery turret capturable by Krayt/Fel in some ground maps.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 16, 2019, 10:27:20 AM
Here you can see a skirmiss game playing with the last Sabaoth Squadron units, the most relevant addition from the last update.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 18, 2019, 12:37:41 PM
Well, the last upgrade was released and now I am thinking in more improves while I play a Legacy era GC where I could play a big ground battle at Tangrene, very curious battle because the AI attacked me with thousands of infantry units.

In this battle, you can see how the air units does not attack infantry units by example if you do not give the order. I have changed it, they will ignore vehicles, at least some of them but not the infantry.

About what next, well I found the last Saboath Squadron unit and I go to add it. There will be other several updates from CIS faction. ;)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 20, 2019, 10:15:11 AM
Probably many of you do not note nothing different but I have been adding new sounds for some units as fighters or walkers as the AT-M6 or the First Order AT-AT. More will be added the next days.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 21, 2019, 11:48:27 AM
I continue playing the Legacy era GC. Some small improves and fixes but nothing too big in this video. Just some testings with the ion guns impacts but I must make some smaller and better. In the next videos, you will discover many changes in the explosion effects, I have added more different explosions and I have removed several just painted of blue explosions.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 23, 2019, 10:57:05 AM
Here a new Legacy era GC video. You can watch the last improves in the ground battles and the space effects. There will be more the next days. There are more things which they must be customized a bit more, fixed and improve.

In this video mainly you can watch how the better fighters are better against the better bombers in the legacy era. Because before the dogfights were too long.

There are some new explosion effects, better with the ion guns and other weapon explosions. For me the last proyectile and explosion effects are the best addition in the mod made never and they will be more and more better.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 27, 2019, 01:06:10 PM
My second attempt with the light effects is almost ready, I have improved thousands of effects, specially in space and I have added several new type of explosions, lights and other things. Watch by yourself, it looks different.

In addition, I have added several improves for the Legacy era units. Now I can think in a third particle upgrade witth more customizations.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on February 28, 2019, 10:35:49 PM
Another video playing the Legacy big GC. This time with the last fixes and upgrades fully added. There are several fixes from the Legacy era units and specially the last light particle effects improvement. The video has subtittles about it.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 01, 2019, 04:26:45 PM
I have upgraded the mod few time ago. This is the list of additions/changes.

-All anti-air units can target infantry units by default.
-Added TIE Scimitar engine sounds.
-Added TIE Interceptor engine sounds.
-Added TIE Advanced engine sounds.
-Added First Order AT-AT new walk, death sounds.
-Added First Order AT-M6 new walk, death sounds.
-Improving Fel Knights attacking the infantry.
-Fixed TBAA ignoring air units.
-Replaced and improved several particle explosions.
-Improved & fixed Galactic Alliance Sabertooht weapons and hardpoints.
-Added advanced missiles to the TIE Predator.
-Fixed CF9 Crossfire weapon colors.
-Increased laser weapons damage from most powerful fighters.
-Fixed Sabertooth cluster mines.
-Fixed Krayt Knight SD turrets.
-Added particle effects in the medium and small lasers.
-Fixed Ga_Twighlight hardpoints.
-Fixed XJ Xwing hardpoints.
-Fixed Xizor ground reinforces.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 03, 2019, 11:09:11 AM
The last update was released three days ago but here you have a fast view from a skirmiss battle where you will note easily the graphic changes. Now play with the normal view is more impressive probably than to play with the camera. :)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 07, 2019, 10:14:20 AM
This week, better do not wait too updates because I am a bit sick and tired. Lately I have been playing the old Close Combat and few EAW. But I have not abandoned it, I continue playing it from time in time and I am thinking in the next update.

I will add two big things and several other improves. The last light effects are very good but some of them can be improved and they will be made, it is time for check slowly one by one.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 08, 2019, 11:37:32 AM
I have added a new effect in the explosion from torpedoes, heavy rockets and more, just watch the attack in the station from the video.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 13, 2019, 12:17:33 PM
A new addition for the mod. The model from Ozzy667 added in his https://www.moddb.com/mods/star-wars-clone-wars mod with the typical changes/additions from my mod and a different bridge more than nothing. It will be in the next update, probably released in the end of the month with some more great thing probably.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dd1zxq1-cab1dd74-32bd-4ba8-a826-e41632cd929b.jpg/v1/fill/w_1600,h_1299,q_70,strp/cis_supply_ship_by_nomadafirefox_dd1zxq1-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI5OSIsInBhdGgiOiJcL2ZcL2RhYWI4N2M0LWQ3ZmYtNGEzMy1hOTc1LWNlNDVhNzFhOWUwYVwvZGQxenhxMS1jYWIxZGQ3NC0zMmJkLTRiYTgtYTgyNi1lNDE2MzJjZDkyOWIuanBnIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.Ca878eKHdz_1z6O90jyQpg8aZ5rrtlvssJskXsCsBCo)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 19, 2019, 05:31:01 PM
After a small parenthesis playing and editing the old Close Combat. I have returned to the EAW, I hope release soon a new update with some fixes, perhaps some addition and some improves.

At this video I have fixed the turrets from the GA Specforce and I am thinking in a small amount of improves which you will see in the next video.;)