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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.;)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 21, 2019, 10:32:21 AM
Another video playing, searching things which they can be improved or fixed. Finally I found the problem with Crondre. It was a duplicated planet inside the GC, now fixed, you will not see the improve if I do not start another GC.

Now I am centering my attention in the Imperial Knights which they have several problems, their shuttle shadow or I should say all the type of vehicles like that, they have a problem with do not show the shadow because they fly in a big height. In time, I will improve these small troubles.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 25, 2019, 10:08:04 AM
I had published this video yesterday but........I was enjoying my time in the hospital with a little problem in my neck.........forturnately, today I am here. The biggest addition in this video, it is the death animations in ground fighters, look the TIE Reaper crashing in the Bothawui ground battle.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 25, 2019, 10:49:11 AM
If you do not know, you can follow what I make in the mod each following this.
https://docs.google.com/spreadsheets/d/1mBI0g5B6HyRG6RkPMVQFL8af-r39ULmPgYvQFTk2MSE/edit#gid=0
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on March 25, 2019, 10:53:49 AM
Quote
I was enjoying my time in the hospital with a little problem in my neck
Espero que no sea nada grave. Un saludo.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 25, 2019, 11:10:11 AM
Me atragante con un trozo de carne de una chuleta y me tuvieron que hacer una endoscopia con anestesia porque no podia tragar ni la saliva, un poco asqueroso hechando las babas en una bolsa.......y no me ahogue delante el pc de chirigota. ;D Por suerte no manche el teclado....... 8)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Slice on March 25, 2019, 06:06:57 PM
That’s unfortunate news, hope you’re good again now Nomada! Also nice work with the crashing Fighters
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 26, 2019, 02:50:54 PM
Thanks. I am fine now.

More improves, more death animations in more ground fighters and the Fel AT-ST weapons fixed/improved, the older model fired misiles and bad lasers when this design has not missile, just 6 more powerful additional laser guns.

In space I have improved a bit the Knight Destroyer with some new abilities.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Hulk Crsiston on March 27, 2019, 02:39:22 PM
will there be gog and 2dvd versions of rebellion i dont want to buy game again i have gog version!
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 27, 2019, 04:36:27 PM
will there be gog and 2dvd versions of rebellion i dont want to buy game again i have gog version!
I can tell you for sure that never I go to make a GOG or 2DVD version anymore. They have critical bugs and they are incompatible with some features.

Clearly you have a problem, I do not want make a version for them and you do not want buy the game again which it is fixed and without mayor bugs. What is easier? clearly you buying the game again.

The other alternative is pay me by a new version but if you can not buy the cheap EAW Steam, I do not see how you go to pay me.......:)

Returning to the mod. Not too much work today, just I believe how I have fixed the Imperial Knights problems but you will not see the fix in this video because I recorded it before.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Hulk Crsiston on March 27, 2019, 06:55:16 PM
will there be gog and 2dvd versions of rebellion i dont want to buy game again i have gog version!
I can tell you for sure that never I go to make a GOG or 2DVD version anymore. They have critical bugs and they are incompatible with some features.

Clearly you have a problem, I do not want make a version for them and you do not want buy the game again which it is fixed and without mayor bugs. What is easier? clearly you buying the game again.

The other alternative is pay me by a new version but if you can not buy the cheap EAW Steam, I do not see how you go to pay me.......:)

Returning to the mod. Not too much work today, just I believe how I have fixed the Imperial Knights problems but you will not see the fix in this video because I recorded it before.

can you just drop me a mod file ? no new special versions features just  folder with all data inside?
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 28, 2019, 01:13:27 PM
Sorry but no. It would crash you most of the times and I am not the mother teresa of calcuta. You can make a donation in my web site perhaps. But look the main point, I update the mod in EAW Steam, it has 102 updates added by the mod, I add one or more each month with new features and improves. Anything shared now would not add these new improves/fixes in the future.

Anyway I am not interested in lose my free time working in anything like that. Why should I lose my free time and money if you do not want make a donation or to buy the original game supporting this community?;)

For end, if you want a recomendation, you should make a good backup from your GOG games because there are many chances that the GOG store close its doors, they have several financial problems, they won only $7500 free of taxes the past year. They sold $34.000.000 but the taxes and price from servers and other things are making the store non-viable. ::)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 29, 2019, 11:47:44 AM
Continuation from the last GC with some improves and thinking in a few more, you can read the changes and future changes here https://docs.google.com/spreadsheets/d/1mBI0g5B6HyRG6RkPMVQFL8af-r39ULmPgYvQFTk2MSE/edit#gid=0
Now I am thinking in improve a thing which it has taken a lot of work in the past but by different problems I am tired of it, very tired. It is the the new grand campaign. It has a thing which I do not add, the mayor heroes which they are not removed after some mayor events and of course, it has several other problems causing crashes.

By this reason I am thinking in a fast but big change where I can remove for sure the mayor heroes. Probably it will add one big but simple change, if I make Vader and Palpatine, at essence all the heroes as generic heroes, I can remove them easily. the unique problem is how you will not see them in the top-right position from the galactic map. With other way, there is not a piece of code which they remove them for sure. However, I must study it slowly, I am sure how I will find a good solution. ;D

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 30, 2019, 11:10:27 AM
Time to upgrade the new grand campaign from the mod, it requires some fixes and improves. I have added subtitles explaining all my next improves and changes. So far it is the type of thing which it can take more time to create. I have been working in it all years for many years. Now I must fix somethings from the previous update in this campaign and I must try improve the change of heroes.

The campaign follow a story from Episode IV to the VI and following all the old UE from books, other games as the TIE Fighter and more. It is not a free will campaign, you can not maintain some units and planets after some point in the campaign. There are missions and after some of them as the battle of Endor, you will lose Vader and the Emperor. In fact, you can lose them if they are defeated in a battle. It is the key for to maintain a real history according to the sources.

However, it is a problem because the remove from heroes in the game is not exact and sometimes they do not remove, specially if they are mayor heroes. If my last update does not work well, I will need remove the mayor heroes and to create all them only for the campaign as generic heroes.

There are more thoughts in the video where I have added all with subtitles.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on March 31, 2019, 05:59:54 PM
Time for a test or I should say another big improve. Three months ago, I made some changes in the fighters resistance, now I have made another improve,  now there are not the wrong things from the previous version as bombers receiving a lot of damage without be destroyed and things like that. Now they can avoid the exact amount of shots which their armor and shields can avoid. Nothing more, nothing less and it is not the last improve......because there are more exact differences between type of fighters and more advanced units are more powerful, older units are weaker.

At the end, interception, superiority, bomber attack, these rules are better represented in the mod. In addition, I have improve the AI and it should choose better its targets in space battles, specially with fighters. When I say fighters, I say at the same time bombers.;)

But these are not the last improves because I have been working with shields and weapon damages from the starships. Now it is much more better, it is so good than the Supremacy in a big skirmiss battle is not destroyed easily, in fact, now it is the type of unit which you see in the other side and you start to scream. ;D

Other units seen several changes from this type and balance should be better. I say "should" because I have not tested it enough and very probably it will need more small tweaks. It is just a matter of play with them.

The unique thing which I am not sure, it is the difficult settings. The AI in the hard level adds some multipliers from damage, shields and health. I do not like them too much because they break my personal calculations for these things and when they are used, it has a advantage. However, I can add and it was added before with special abilities in some of its units as they were much more powerful veteran units. If It is used from this way, it can be good.

Anyway, my plans are harder level without AI cheats in these settings, normal level equal and easy level where the AI is a bit less powerful. I prefer increase the difficulty with other type of changes than to make the AI weapons, shields, health stronger.

About other changes, probably I will redesign the ground weapons damage. It is a matter of time.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Hulk Crsiston on April 01, 2019, 01:29:46 PM
Sorry but no. It would crash you most of the times and I am not the mother teresa of calcuta. You can make a donation in my web site perhaps. But look the main point, I update the mod in EAW Steam, it has 102 updates added by the mod, I add one or more each month with new features and improves. Anything shared now would not add these new improves/fixes in the future.

Anyway I am not interested in lose my free time working in anything like that. Why should I lose my free time and money if you do not want make a donation or to buy the original game supporting this community?;)

For end, if you want a recomendation, you should make a good backup from your GOG games because there are many chances that the GOG store close its doors, they have several financial problems, they won only $7500 free of taxes the past year. They sold $34.000.000 but the taxes and price from servers and other things are making the store non-viable. ::)

CAN I USE WORKSHOP IF I ACTIVATE GAME WITH KEY?
IF YES I WILL BUY KEY AND ENJOY MOD !
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 01, 2019, 03:26:05 PM
Obviously the answer is yes, just you need the game. But remember, you will need a Steam key. Other game key will not work.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 03, 2019, 03:37:05 PM
More upgrades in the new grand campaign from the mod, it will requires some more fixes and improves but now it runs better. I have added subtitles explaining all my next improves and changes. I found some troubles with videos and missions, I have improved many of them but I go to need a bit more. Specially testing the play of all the additional videos and adding a better balance in missions. Even if they look different to the original sources, I will make changes.

At the same time, the balance in space change and I need test it a bit more.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 04, 2019, 11:44:47 PM
It is taking a bit more of time but I needed test some of the mission and improve specially the play from the additional videos. The Airam shipyard was one of them, previously the final videos were not loaded at 100%. Now I could find how to add them in several missions.

When I finish this improve, I would like add at least one additional mission. Always I wanted to add some of the Zaarin missions from TIE Fighter. Probably I can add at least one. Create a mission take many time as you can see.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 06, 2019, 12:13:27 PM
Changes, improves and slower improves. Yesterday, I needed most of the day only for to convert as I liked some piece of records from the SW films, specially from the battle of hoth, the smaller video requeriments and the need from a conversion to different formats made the progress day bit slow.....but now I am playing again, testing my additions and changes.

One improve is the battle of Yavin. It has a big change, first you must destroy all the enemy units, even the fighters, it will happen in more campaign missions. By this reason perhaps you will be defeated by the Red Squadron.

About fighters/bombers. In this game, there are not veteran settings or some like that, just you can make some units better than others. But the mod adds a lot of different units and the chances of different features for each of them are lower. By this reason, the bombers cause less damage to other fighters/bombers. Just some units which they are more multirole as the TIE Defender can be good against bombers and fighters.

Next, depending from the unit and the tech level, some are better than others. Anyway, it is not a game where you can make a realistic dogfight, if you add a unit too powerful in shields/armor, you will have a groud of flies flying around the same place many time and it is not fun.

Now in these dogfights, usually the side with more units and more powerful wins. If the enemy has poor units and you very good units in good quantity, if you handle good the battle, probably you defeat them. TIE Fighters by example has not shields and they are defeated easily in a dogfight vs the same number of enemy units as the X-Wings, the TIE Fighters are more powerful in more quantity by this reason.

About ships. Now it is a bit different. Each type of weapon produce an amount of damage in a class of unit. But.......there are units which they have turbolaser and heavy turbolaser by example. The quantity of each type will give to the unit more power or less. These things will give differences between units, more realistic probably.

Other curious thing. The shields are a energy protection and probably will be defeated easier than the armor. Armor can support more damage against weapons.

There are many balance changes. I have changed almost everything. Probably by this reason, the next upgrade date is my birthday more or less.;)

Clearly instead from to add new units losing many time with them. I prefer test and improve things more. It will be better for all.

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5673.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 07, 2019, 10:08:17 AM
I added the briefing from the Xwing vs TIE Fighter in the begining of the mission. Probably I do not remove it but I should search a better way of show a small 640x480 video inside a big black box. I have made it with Powerpoint. I could made it from other ways but they were longer in amount of time.

I added the briefing but more than it, I would like to create a final video for this. I have some ideas. I can record the battle in the XvsT game and show the final part in a small video. Can be fun.

About other big thoughts, lately I was thinking in the creation from a bigger GC. I told you before about it. It would be a GC starting with the Clone Wars and finishing with the Legacy era. Always making it with missions as a campaign. I would make it as a test in a parallel mod because it would require these special changes:

-Remove all flags from landing positions and perhaps some more shared things.
-Create variants or the same units from CW and Legacy builded by the Rebels and Empire faction. The change between them would be with triggers in a sandbox. You would not build CW units in the Empire era.
-Probably share buildings between eras, space structures, starbases, ground turrets and some more things. But if it is well made, it can be very fun.

These would be the biggest changes. It is not too much but with the amount of units, it can be. I would not remove any faction, it would be only for a special New Campaign or Total War GC with two factions only. The reason is the addition of missions in a sandbox. Just it can be made from this way.

What do you think?

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 08, 2019, 03:20:57 PM
This is the final version from this campaign mission, there are several differences. First the balance, a lot better and finally the play from the victory video. Very fun.

It was not showed in the video but there will be other changes, the biggest ships turn slower and the small transports as the ATR in the battle show the squadron icon. It will not happen when they are just transports of troops.

About other things, just as a test, I have started the idea from a GC starting in the Clone Wars, it is just a experiment made as other mod where I can mix files if it is a success.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 10, 2019, 04:13:36 PM
It is not the final version but you can get a full idea about how the Battle of Hoth will look as the final changes. I have added several videos, removed Vader after the message from conquer Hoth because it is better for to avoid strange conflicts. I took a lot, specially the videos and you will not watch the final versions but you can get a idea.

About other things. I told how perhaps I would research about a all eras campaign but really after to study it, it would add problems, too troubles and time. I prefer increase the number of missions from the mod campaign and improve the older. Even I have installed the old TIE Fighter game and I go to search info making new missions based in this great old game.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 13, 2019, 10:20:00 AM
Soon I will release a new version. Even if I must make changes in the mod campaign and they are not finished. It would take many time of testing and I do not see the point from to wait too much. There are many improves in the last update, the Supply Ship which I have not showed yet in game, several fixes, several balance improves, the list is long, you can check future changes and last changes here https://docs.google.com/spreadsheets/d/1mBI0g5B6HyRG6RkPMVQFL8af-r39ULmPgYvQFTk2MSE/edit#gid=0

The last video is from a new mission added in the SW Grand Campaign. Based in the TIE Fighter game missions, you can see these missions in my last videos. I am playing the game and at the same time improving these campaign missions. I will add at least one mission from each TIE Fighter campaign, there are 13 campaigns. This for the Empire, there are some missions shared with Rebels but I will add in time missions from Rebels based in the games where you can play with these factions.

The final version is a bit different because the Empire has not a ISD. It will be more balanced. With the last balance the ISD is a bit powerful for these missions. Even I am improving these units a bit more now. The ISD MKI had a Ion gun automatic blast, it was good because it did not affect to the weapons range avoiding the ship from fire enemis if you did not fire the blast. This problem happened with the ISD MKII and by this reason, I am adding a different and automatic blast to these other ISDs.

This mission adds a video in the end, there will be more videos following a story in the New Campaign.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 14, 2019, 05:51:02 PM
The mission where you must conquer Javin represent the mission 3 from the campaign 1 in the TIE Fighter game. This is a long record, specially caused by a long ground battle. The Javin ground map is very tactic, as many other times, a very big ground force will not give you the victory and again as we could see in Hoth, if you wait too much, the enemy builds more ground defenses.

If you want know, in the next version, the AI from Rebels, Empire and Black Sun do not build starbases and ground structures at one second, it requires more time. Another great improve in the mod. It was not the one.

Other improve is the movement from big ships told before. There are more small improves which I will show you in the next mission, the Lusla Attack. It was the last mission from first TIE Fighter campaign but........I added in the final video before the Lusla mission. A small mistake, easily fixed. I have been making most of the weekend the Lusla mission with many small additions and improving balance a lot.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 16, 2019, 12:51:09 AM
This is the recreation from the mission 5 and 6 from the first TIE Fighter game campaign. The TIE Fighter game divides big attacks in several missions, in EAW, I have made some similar in one mission.

The video does not show the mission at 100%, I have hidden some parts for you, perhaps you get a surprise with them ;) . But you can watch how I have added special Gunboats armed with missiles for the mission, a improve in the Stormtransport weapons adding ion guns, in fact all these small transports have been improved and even I have added new container models. Other changes are the power from missiles, now the basic version should destroy a TIE Figher with one missile. Other fighters can need more missiles, depending from their armor and shields.

Ah another addition in the mission, the MC40 is stopped, without engines, most better according to the original mission.

With few luck, I will release the next update this week.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 17, 2019, 12:37:44 AM
Before the next update (tomorrow), a small teaching. In the new campaign from the mod, playing with the Galactic Empire, you must conquer this planet as minimun if you want continue the missions after the Javin mission. In the begining, you can go to Hoth if you attack it and retreat, your ships will be moved to Eriadu but what happen when you want leave the sector? you must conquer it and it is one of the most heavily planets with others as Fondor, Sluis Van, Bilbringi, Mon Calamari, Kuat between others more. These planets have heavy defenses when they are controlled by the AI. Specially several Golan stations and the space hypergun/iongun cannons. These weapons can inmovilize and destroy most of you ships.

The video show one active tactic and other possible tactic. First launch units one after the other revealing more space, these heavy guns have not a big armor, just you need be close with a cruiser and you will destroy them.

The  second tactic could be the missile shield from a interdictor, with this, I could avoid these heavy weapon proyectiles but......it consumes too many energy, at least in a small interdictor and the Golans had destroyed it. However, some bigger units have it and more energy as the Tycon station. The Tycon station can even move with the missile shield active. 

Perhaps at this point from the campaign a Dominator Cruiser with the missile shield or three of them had been a better option. It will consume its shields but at least it has powerful turbolaser turrets and it can destroy many enemies in the process.:)

Anyway, now you know because I considerer this battle as a mission inside the campaign (small version).

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 17, 2019, 04:42:42 PM
Coinciding with my birthday as other years, I have released an update from this mod. The list of changes is huge. You can watch the Ozzy667 CIS Supply Ship model with the customized features from the mod running.
-Fixed Crondre duplicated in big Legacy era GC.
-Improved space and ground proton torpedo impact.
-Improved space and ground heavy rocket impact.
-Improved space heavy bomb impact.
-Fixed Ga Specforce turrets.
-Added ground TIE Predator death animation.
-Added ground TIE Neutralizer death animation.
-Added ground Assault Bomber death animation.
-Balmorra space legacy map light improved.
-Fel Knights Sigma Shuttle shadow improved.
-Improved space balistic proyectiles explosion effects.
-Improved Sabertooth Missile Frigate proyectile.
-Added moving sound from Fel Sigma Shuttle.
-New abilities Knight Star Destroyer.
-New abilities and weapons improved from TIE Reaper and Annhilator.
-Added ground TIE Reaper death animation.
-Added ground GA Crossfire death animation.
-Added ground Krayt Annihilator death animation.
-Fixed Fel AT-ST weapons.
-Improved some ground laser proyectiles.
-Added ground GA B22 Bomber death animation.
-Added ground GA X38 death animation.
-Added ground GA Ionizer death animation.
-Sigma Shuttle landing transport improved.
-Increased AA shield damage for the TBAA, AA Missile turrets and MDU rocket pod.
-Fixed pilot survivors faction.
-Fixed and improved the new campaign.
-New grand campaign Airam Shipyard mission final video recording improved.
-Fighters, bombers, space ships better shields/weapons balance.
-Fixed Bulkcruiser hardpoints.
-Rebalanced shields/armor values from faction starbases.
-Autoresolve values balanced for all the space units.
-Fixed Fel/GA space constructor hardpoints.
-Fixed Republic ISD1 hardpoints.
-Blocked some advanced Rebel RB teams in the early tech levels.
-Fixed hidden MC80 cruisers.
-Yavin Old space map defense structures position put farer from the exit position.
-Added SSD Shipyard defense structures positions in Corulag and Corellia.
-Anoat Asteroids made less dark.
-Added pirates in planets from grand campaign as Ylesia.
-Executor space battle of Hoth fixed.
-Reduced turn speed from bigger ships.
-Ga Twighlight made squadron.
-Improved Veers, Inmodet and Covel ground teams.
-Added Mylok IV mission in campaign, ground and space battles.
-Added several new videos in campaign.
-Removed TIE Fighter missions in Rebel Campaign, in time X-Wing missions and others will be added.
-Improved Lusla mission from the campaign.
-Added new space container models.
-Improved Assaulttransport and other small ships.
-Added Ozzy667 CIS Supply Ship model.
-Improved difficulty system.
-Advanced Construction ship can build Golan III, Capital Shipyards and Frigate Shipyards in all planets by a high prize.
-Tycon Station can build space hypergun and iongun in all planets by a high prize.
-Tycon Station can build some space units deploying a stardock in orbit.
-Reduced rotation speed in some space structures.
-Added new planets and trade routes in the small and large campaign.

Remember, it is a mod only for the EAW Steam.

Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on April 17, 2019, 07:40:15 PM
Quote
Coinciding with my birthday as other years,

Si es así, feliz cumpleaños Nomada.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 17, 2019, 10:47:48 PM
Gracias.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 20, 2019, 12:03:39 PM
I have improved a bit the mod again. Some of these changes/improves/fixes are under testing and perhaps I will change a bit more the things. But I hope how the last fix in the AI improves the perfomance from the game creating savegame files where you could see them with more of 100MB in the first weeks. It will need testing but it should be fixed.

-Fixed problems targeting the Hu Ugly LAAT.
-Improved Anti Fighter weapons power to fire ability.
-Damage Anti Fighter weapons improved.
-Fixed survivor Hutts Pilots.
-Fixed Ylesia problems with faction.
-Veers AT-AT at Sarapin has not any longer reinforces playing with the Empire.
-Increased armor in Death Star and other super station.
-Increased rotation speed from Golans and other stations.
-Fix preventing a loop with the amount of buildings builded by the AI from Rebel, Empire, Black Sun. It is a thing under testing, but I believe how it increased the size from savegames a lot.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 21, 2019, 10:10:18 AM
More improves and changes. I have been working a bit in the damage system and it will not be the last change.  The Airam shipyard is a good battle where I can test the resistance from ships. It is not the last addition, there is even one new hero. If you win this battle, you will get the Admiral Senn with his SSD. There is not a image from his face but I have some ideas about how get it.

The Admiral Senn and his ship, it has a special feature, it launchs all fighter squadrons in the begining and they have special weapons compared to others.

About the last update, from the past saturday, it was very neccesary because I made an error, one thing fruit from do not get a guide about what can be made or not and I made a loop where the Rebel/Empire/Black Sun AI was building groundstructures forever in planets, in time, it had overloaded the game and you would get a very big savegame file, I could see files with 140MB. It was so tedious opening/creating. But now it is fixed.

Other small improve was the rotation from some space stations. I increased it a bit more. Now, they do not rotate very fast but the AI has a chance from to target your units.

The Lancer and other AA ships were improved but probably it takes more time. I can not make these balance settings without test them a bit.

About campaign missions, I will add more new missions soon but with the Rebel Alliance will take a bit more of time because I want play them in their original games. I need somethings from them.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 22, 2019, 10:59:54 PM
The Bannistar station is the biggest refuel base from the outer rim. In the mod, you can find the station in system and when you defend it, you see it and an additional group of Imperial units. It happens only playing with the Empire.

About the mod, in addition to several improves more, I have been working in to find a good speed for the Golan and other stations rotation. They were too fast. Now I want a slow value, not too slow but not too fast. The final value will be a bit more slow than you see in this video.

Other new additions will be improves in the units builded by the Tycon station. This big and expensive station can build a special shipyard and when the station is in the planet, you can build some additional units, some of them as the ISD2 spawn advanced fighters as the TIE Avenger, TIE Defender and Missile Gunboat. There is a big difference between build the normal units and these. Yes, the normal ISD2 can be upgraded with them but it is faster.

In addition the Tycon station let you build the Hypergunspace/Iongunspace stations by a high prize in all planets.

Other new addition will be the Lancer Frigate, I was not very happy with this destroying enemy fighters and I have remade it with the last model made by Evillejedi and with its 20 turrets fully running. Now it is a lot more powerful, more or less as it should be.

I will uploaded this upgrade this week, soon.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 24, 2019, 03:15:19 PM
I will upload a new update soon, today or tomorrow. It has some additions. First a new heroe in the Campaign, the Admiral Senn seen in the game XvsT Balance of Power. The second addition is an improve in the Lancer Frigate with the last model from Evillejedi and the 20 AA turrets from the frigate fully running.

If I uploads it today or not, it depends from if I finish or not the additions from turrets in the Rebel stations and other plattforms. It can be considered a big addition and it fixes a crash in some battles.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 25, 2019, 12:46:07 AM
I have updated the mod few moments ago. This is the list of changes/fixes/improves. I hope everything runs correct.

-Fixed Death Star, Tarkin Station and Death Star II builded in the begining of the campaign.
-Improved torpedoes, rockets, missile damages, flak.
-Added new Lancer model with 20 laser turrets.
-Fixed missing hardpoints Hutt Jabba Cruiser.
-Fixed some hidden space units builded by the Tycon Station.
-Tycon station can build the Loronar Strike Cruiser II.
-Added the Admiral Senn and the Vengeance as new hero and a prize after the Airam shipyard mission if you win.
-Fleets Sullustan exit position Dauntless I and II.
-Space units builded with the Tycon station spawn advanced fighters.
-Fixed CIS Gunship.
-KnightHammer hardpoints fixed.
-Black Sun Nebulon B hardpoints fixed.
-Fixed Trandosha in Dark Saber 121 planets.
-Disband R Fleet Tech 4 Fixed.
-Disband New Republic Army Regiment fixed.
-Disband New Republic Heavy Army Regiment fixed.
-Disband Imperial Field Command 4 fixed.
-Disband Imperial Field Command 5 fixed.
-Starship reinforces amount from disband Imperial field commanders fixed.
-Disband Imperial Fleet tech level 2 fixed.
-Disband Imperial Fleet tech level 3 fixed.
-Disband Black Sun Droid field commander fixed.
-Disband Rebel Fondor fleet fixed.
-Disband Rebel Mon Calamari fleet fixed.
-Bakura can build now a shipyard.
-Remade all the Rebel Stations and the death animations. All the 7 levels.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 26, 2019, 04:35:48 PM
Finally, I have been working in a new ground weapons balance. I have been thinking about this a lot. The new system has been created in increment the survival from some units against some weapons. I do not go to explain how I have made it because a good modder must have some secrets. At the same time, the changes watched in the video are the first test from the first version, now after it, I can make some improvements.

The main goals are these:

-The infantry can not damage too much the heavy armored vehicles as a AT-AT.

-There are 5 levels of infantry, each of them can receive more damage. Infantry is better against infantry and lower armored vehicles.

-An AT-AT and another vehicles can not damage too much to the infantry. The infantry is fast and lasers can not target correctly.

-Artillery vehicles, laser and torpedo can make moderate damage in vehicles, depending from their armor and more damage in infantry. In the time from video it is not fully implemented.

-There are rockets more good against armored vehicles than against infantry.

-Infantry heroes are a bit better than the most powerful infantry but they are not invincible.

-Air units can survive more.

-Shields are not invincible, they add a plus of armor but nothing more.

Following these rules, I wait finish a very good balance this weekend. At least in this test, I could see how I could win to the AI playing hard and a complete batallion could enter the shielded enemy base without be destroyed all too soon. This is important because before you could not overload the enemy defenses.

Anyway, remember how this video is not the final version, there will be more customized tweaks from some weapons against some special units.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 27, 2019, 06:17:01 PM
I have recorded another video playing with the last new ground balance. It is awesome because the last changes are very promising. It will not be the last, it will take some more time, more testing from me working in these things but I am sure how the ground combat will win a lot of fun.

At this video, you can watch the battle of Hoth "again" and if you compare with the previously showed video from it, you will not the difference, it is in the end of the video, I am sure how you will be surprised, excited when you watch the last additions in the battle.;)

The video has subtitles in battle of Endor, I explain a bit the changes.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on April 30, 2019, 10:26:42 AM
More and more balance work. Balance weapons, armor and shield is a slow process. Now I am more working in customize some units. Fix some small problems and improve a bit other things. Even I am thinking what more I can add the next months.

I have a long list of possible things. Probably some space maps redone with more life and additions, there are space maps which they are very empty. In the original game and the 99,9% from the mods, space maps are empty. I do not like it when you can add a lot of new things.

There are list of some new units, most of them ground units, additional vehicles or infantry models for somethings added before.

The video can watch a bit strange in the middle because lately I do not record when I am saving the game, it is additional time and many times crash the external recorder because the frames down to zero for many time while the game creates the savegame.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 01, 2019, 04:45:12 PM
These days I made a big improve in the AI. For years one of the things which I have not liked in the game, it was the AI building thousands of units from the same unit. In space I could reduce it adding limits in the amounts of units builded by the AI. But in ground, the same piece of code did not work because the time that you limit the build from a ground team, it builds the limit and the unit lets from to be possible builded. It was a big trouble.

How can I avoid it? in the past I tried an AI building only generic heroes because I could make the limits only with this type of hero. But it had another trouble, the AI did not build them as normal ground units and the end without ground units, the AI does not conquer neutral or enemy planets. It was the problem in several mods without ground units.

Now, what have I made? I discovered how to tell to the AI, build this unit even if it is a generic heroe. Now I must make all the ground teams builded by the AI as ground generic heroes. It is good but it goes to take me a lot of days. There are many. At least if I want a AI building many different things.

Another change at relation with this told before, it is the Rebellion teams. They are special ground teams which they spawn several other ground teams. They will be again ground generic heroes by the reason told before. It is not a problem, I saved the code before.

However it has an addition when the AI and the human player use them. Previously when the AI defended a planet with them, these units added a limit where they could not spawn the additional units because the AI many times used them defending planets and if there were ten of these teams spawning 4 additional teams each of them.......well, the game could be overloaded. The same limit was for the human player but perhaps nobody have seen it because usually you do not build these units for nothing more than a fast attack.

Anyway. I added a better limit where the unit does not spawn the units with one condition based in the amount of friendly buildings and friendly units. If there are enough friendly units and structures, it spawns only a single unit. This is the reason because in the video you see several Rebel beautiful A5.

At the same time, defending as the AI makes in the video, it lets the spawn from one group of the additional teams. At least it works as I say in my testing and I hope it does not work different in any possible battle.

With these things, the AI builds more variety of ground units and it should not overload the galactic mode so much as it could make before.

About balance, I continue working in it, customizing some ground and space units. I made another good discover which it lets me customize units without too troubles. It is amazing how many features can handle this game!

Playing, you will not see a battle like that. This was a testing from several AI improves but perhaps you will see some similar with different units.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 03, 2019, 05:56:15 PM
Now is the time where I must test changes in balance and to make smal tweaks in the units.

I use my previously started campaign, clearly it adds some old bugs but it is enough and I must test the missions. I can not start a new campaign with each change.

The ground balance is not the last improve, there are another small graphic improve in progress. It will take some of time but you will note the change for sure when you see it in the next video.

Remember, tomorrow is the Star Wars day aniversary and by this reason, all the Star Wars games have a big discount, EAW Steam has a -65%. You will not get better price before Xmas.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 05, 2019, 11:47:05 AM
This is the mission in the Pakuuni planet where you must defend a new XQ station in the frontier. In the time from this mission, I was working in the movement from smaller ships and balance from some units. Being played days ago, I am now working in more and more things, even I balance more space units, specially the big units.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 06, 2019, 04:34:35 PM
Mylok IV mission is another of the TIE Fighter missions added in the mod SW Campaign. It adds a very good balanced space mission and a in development ground mission.

There are many changes in progress relationated with the balance in space and ground. In addition a mayor AI improve is under developing, it will prevent to see the AI building thousands of the same ground teams overloading the game.

There is other small bug big graphic improvement, I will show you it soon. With luck, before the month ends, I will finish the next upgrade where probably the AI improves is the best change.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 07, 2019, 05:42:37 PM
The first video shows the new balance in ground, the space will be different to the thing in this video. The ground would be the typical attack in a very well defended enemy planet.

I have worked more in balance, in fact I make small tweaks each day and when I release this new update, there will be more changes. In the final version by example, SSD are much powerful, in the Battle of Endor recorded in the second video, you can note it but.....the Supremacy by example is a lot more powerful than the Executor. The Death Star is another improve, it is more powerful.

Other things in progress are the movement from units. I am trying search the best. But I do not want a thing where units move very very very slow, even if clearly making so slow, you prevent strange movements because if they do not move a shit, at the end, you lose any tactical features. Small ships must be faster than huge ships, it must be by default.

In a non far future, tomorrow perhaps :) , I will improve the engines from some units and I will improve some more explosions.

At the end, many many improves. I can add new units but I prefer improve it to the maximun. In time, I will add some more, specially ground units. But in time, not now.

In the first video you can note how some unit icons look different, in the second there are more because I am remaking them with a lot more of quality. However, with easily more of 1000 different units, it goes to take a lot of time  ;D I do not know if I must laugh or cry, it goes to take a lot but.......the mod wins a lot with this small improve.


Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 09, 2019, 05:40:14 PM
Another time era, another mission in the campaign. Based in a story from the Rogue Squadron comics. After the Endor video, perhaps you noted how the game did not changed the heroes for the Rogue Squadron time era. There was a small problem where if you did not conquer Yavin IV (or destroy), you could not jump to the next era. Now it has been fixed. It is the main problem from missions, you must think all the possible options.

At the same time, I could see how the last changes remove without problems heroes. It is great because it was a problem before.

Now I continue working in the remake some of the unit icons, mainly from space units, perhaps from ground units. But I found another job with the mod, another longer than the icons but possible. I am make some improvements in hardpoints. There is a small feature which I have been developing the past months and now I can start to add in the mod. It would be the addition from turrets with movement in all the ships, perhaps you are thinking how I am crazy because there are a lot of different units. But not, I am not exactly crazy, perhaps I have a corrupt mind but nothing more far.

My idea is the replacement from the normal turbolaser/ion hardpoints by turrets with movement, but these turrets are not normal turrets, they are invisible. You can not see anything different when you compare them with normal hardpoints. What is the point here? a ship with these turrets has a different behaviour, its weapons can target more of one unit. With the normal hardpoints is very difficult set a group of weapons firing only the targets in one side. With this is easier.

Anyway, there are many units, replace one type of hardpoints by others can take..........better do not give a date. Just I have tested it at three units by the moment.

About the AI improve, it goes slow but sooner or later I will finish it. Just there are many different units. ;)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Sonki3 on May 10, 2019, 07:26:58 PM
I have a question about the skirmish. Something seems to be odd.

Why is it, when you play the Black Sun in a space battle and you upgrade your LVL 4 starbase to a LVL 5, that the amount of units I, the player, can build reduces instead of increases? :(

Oh and I think I found a bug. In the skirmish the Black Sun cannot build the Keldabe Battlecruiser Mk I.

Thanks  :)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 10, 2019, 11:15:24 PM
You can build less units but you can build the units in other stations.

But I must check the other thing.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 12, 2019, 01:05:17 AM
I have recorded a new video showing the last additions. The video has english subtitles but I go to resume you all.

As I said before I am making these improvements:

-Remade from all unit icons or at least the space icons.
-Improve from starship movement.
-Improve from ground units builded by the AI.
-Improve from the ground balance.
-Improve from the space balance.
-Improve from weapons behaviour in starships remaking them with new hardpoints.

Not all these things will be completed all in the next update, it is not neccesary the remaking from the hardpoints and it is a thing very slow. From the other things, I have almost made all with exception from the AI improvement and icons, both are slow things and I like test things.

About changes and what you will note first, when I release this update one day. The most significant change is the return from the older speeds from starships because at the end, I did not like the slower speeds, it does not increase tactics too much and it makes battles slower. But now the units, specially big units, they turn slower and they accelerate slower, at the end, the movement will be slower. I hope this fixs the strange movement problems. Who knows, some of these things are product from just a old game running in a modern computer.

Other big change is the space balance, I have tried several things and the last is the better. I am sure how some people will not like it because it remembers to the older settings from years ago where sometimes combats could be slow. But now it is better and different.

Now the torpedoes and other balistic weapons do not make a big damage, one single group of 3 fighters can not defeat the shields from a Star Destroyer, with the abilities perhaps they can get some shots but not as before. The enemy and you will need big groups of bombers if you want get some damage in a Star Destroyer. At the end, before the primary anti-starship was the torpedo and now I have reduced the effect from these weapons in the starships. It makes battles more fun where your units go losing hardpoints slower.

Anyway, I recomend you watch the video and do not be a fool as the user named Jan asking things which I do not go to answer because it is far away from my obligations. :o ::) ;D

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 13, 2019, 01:36:14 PM
There is a feature from the game lately which it is a big headache. I have told before about how it was a bad idea and I do not know because I tried it again. Perhaps I followed the opinion from others which they did not know a shit about what would happen and I ignored how unrealistic it was because there thousands of examples in SW films where we can see a ISD moving fast, they were not slow ships, in the Empire Strikes Back, the Millenium Falcon is pursued very close by the Avenger, an ISD. The SSD? more from the same, the Executor is not slower than a ISD. How fast a Corellian Corvette can be in comparation? The first scene from the Episode IV answer the question, faster but not too faster for to escape from the ISD weapons range.

In addition in the game, when you move a ship with a slow rotation and speed, there are big troubles, if you watch the video, you will see the biggest from all. The models make strange movements, very fast as if they could not select the correct direcction. Perhaps in a battle with two units does not happen it but here with thousands of units, it happens. You can watch the Bellator in video.

Other bad point. If the units are slower, at many situations, they do not go to move. They will be stopped. Other times, the change of direction  is so slow than you can die waiting or they start a long rotation, so bad. At the end, these things create lag and more problems.

Well, slow movement can be good for record a beautiful video with the camera mode but it has a zero point zero from tactical strategy, realism and really it adds a lot of horrible problems. By this reason, I do not go to use it. My older settings were very good.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 15, 2019, 10:13:41 AM
Time to show the new balance in action. I am sure how many players will be happy looking how many damage can suffer some powerful units without be destroyed. But they are not invencible, everything can be destroyed.

In the time from this video, I was continue working in the movement, the final version probably will be ships with faster acceleration trying avoid the stupid movements but with longer/slower turn. The balance in battles has not more big changes. Just remember how the ground battle in Toprawa is not realistic because the AI does not build anymore this amount of the RB ground teams. The ground battle in Sluis Van can be considered more realistic.

Now I am working a bit more in movement, some campaign mission, improve a bit the AI letting it to build more things because the previous limits were from the time era where the savegames crashed and clearly now they do not crash. And fixing some crashes, the stability in the next version should be better.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 17, 2019, 02:50:09 PM
More and more big changes, the list of big changes is so long that I will need several days if I want complete them.

The last change is the skirmiss mode where I have removed the fleets spawned by heroes and by fleet commanders. Now there are some units as a additional construction ship or the command frigate which they can build other special units. This change improves the stability but it will not be the last improve from skirmiss because I have improved a bit the things builded by the AI.

Now there these amount of things in progress:
-Hardpoints acting as real turrets, it lets starships fire more of one target at the same time and it makes combats more realistic becase each weapon has a better arc of fire.
-Unit icons remastered. You can see the difference in videos.
-Ground teams builded by the AI limited in amount, it prevents the AI from to build thousands of units from the same team.
-Better space skirmiss.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 21, 2019, 12:39:02 AM
This is the mission from the Star Wars Grand Campaign following the events from the Rogue Squadron books in Yagdul and played with the Empire. I have remade the mission at 100% and now it works better.

I find it funny because I recorded this video days ago but by several reasons, I forgot it. It is not the unique which I forgot, there are at least two other more impressive than this. I will put them in time. Lately I have been improved the space skirmiss mode a lot. I am working in building of ships for the AI a lot more balanced. It is curious but I have a lot of new features at progress, with lucky, I will complete some of them this week.

I am sure how you will be surprised a lot with these new features. The balance in everything is very awesome.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 22, 2019, 10:43:31 AM
After some missions in the campaign, you will lose planets but you can conquer them again if you want. However, perhaps in one moment, you will lose them again because the campaign is very close to the events from the UE. Attacking Thyferra, I recorded this video, I find it very fun and awesome by the space battle against a Colossus, in the early time from the campaign, the biggest unit from the Rebellion. In the time from the mission, the ISD were a bit faster than in the last version. The SSD are as you see, slow in their rotations but fast if they follow a straight line.

Weapons will be as you see, everything can be damaged but you do not lose units at few seconds easily against bombers. The Super Stations as the Tarkin Station are slower and better. Specially their secondary weapons are a plus now.

It will be interesting discover what happen when the campaign will be more advanced in combats with better enemy units and in the last part, the Black Sun will enter in action. In addition, the AI should be a bit more powerful with the last changes, at least in quantity from space units and better in ground battles.

In the time from this video, I was testing and I continue testing the speed from the starships, I am not sure if it will be bigger or slower, I want avoid the problem where the models blink between one direcction or another but I am not sure if it is a graphic problem or a game problem. This feature goes to need a lot of testing. Other point, when a unit has this slower turn, it can not change of direcction before trace a long circle in the space map and it is a problem in maps with asteroids and few space. It can look sometimes good but I am not a big fan from slower speed in this units.

The second video is the mission from the Star Wars Grand Campaign following the events from the Rogue Squadron books in Thyferra and played with the Empire. I have remade the mission at 100% and now it works better. Probably it needs a small tweak more, but few more.


Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 23, 2019, 06:01:44 PM
Progress..........a bit this week, I have completed the balance in the space units builded by the AI, I have remade the icons from CIS space units, a bit more of code, a lot of testing searching problems and more and more small but big things.

With the last balance changes in the units builded by the AI, it will come a space skirmiss harder, it is so hard than sometimes I have problems winning, but do not worry, I can tweak it a bit more. The point is how in the older version there were many abilities from heroes giving to them combat bonus and they increased units power with several multipliers, now these multipliers are a bit out place because the new damage system is different. Solution? remove them, at least in skirmisss mode. In galactic mode, you do not note anything of this too much because you do not play against all heroes at the same time. If you see in a space map more of one enemy heroe, it is not a balance problem, it is a plus, a challenge.:)

About what the AI builds, you can watch the video, almost everything, randomly, many heroes, many super units, it is very very very fun.

However, there are an unknow problems, sometimes, skirmiss mode can crash, I do not because it happens and I go to need test a lot of things. Clearly it goes to take more time. It is a random crash and the debugger does not show it. But I have fixed many other problems, the galactic mode in comparation is more stable. The unique good point, it is how save a skirmiss mode with the quicksave takes very few time. With some of lucky, I will find the problems.

About blink movement, I have a theory, perhaps even relationated in the same way with the random crash. I believe how it can be a graphics hardware problem, perhaps the fast sync option is not good with the game. I have been playing with the adaptable mode as before, limiting the game to 60 fps and it looks running better. I always knew how the game did not run with some graphic options.

And well, now I am running the game with the last Windows 10 update, the may update named 1903, no problems.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 24, 2019, 03:34:46 PM
Time to move ahead. I fixed the problems in skirmiss, so good now than I am thinking restore some small fleets from some units as the Relentless, these fleets do not affect too much to the game, specially if I make them where you or the AI can not use them if the maximun pop cap was reached.

About other changes. I have restored a old ability, in the past, not too far, the ability from some bombers firing torpedoes, missiles or rockets, it can cross shields. It will prevent some very powerful units receiving a lot of damage without effect, specially with the Legacy factions where the Pellaeon SD by example is very powerful.

And well, now I go to continue improving other things.  ;D

Title: Re: FOC Alliance Rebellion 1.0
Post by: Sonki3 on May 25, 2019, 12:15:53 PM
Hi.

Please do not forget to fix the bug with the missing Kedalbe Battlecruiser Mk I.

Thanks
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 26, 2019, 10:51:34 AM
Anything more? I am not close to release the next update, just I released a very tiny patch this weekend.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 26, 2019, 05:52:04 PM
Today I have for you an interesting video where we can watch in the Selaggis mission the Ironfist against the Mon Remonda fleet. It is good for to discover the changes in the space combat balance.

In the begining of the video are two battles in Carida, nothing relevant with exception from the amount of Colossus from the Rebels. It will change because I will limit them again to one builded by the AI. Without some limits, the AI builds many of them and one can be bored destroying these big things. The same happen with other big space units, everything bigger than a big battlecruiser must be limited or the AI will launch thousands of them against you again and again and you will not see an end in the AI power.

About the balance, you can watch how some weapons as the special abilities from bombers can cross shields, they are not the unique exceptions, some special units with maximun powerfire abilities can make the same. Other special proyectiles as the named by me as gauss can cross shields, the gauss is similar to the concept from the mass driver in the game but it is almost red and faster. The Secutor or Preator, advanced starships have these weapons.

But even if the bombers can cross shields with their abilities, a SSD can make a lot more of damage than before and reveice a lot of shots. You will note how there are changes in the hardpoints because now the ship has problems firing all weapons to the front and bottom but........it can shot the weapons from the right to the ships in the right and the weapons from the left to the ships in the left. At the same time, weapons from left can not fire to the right as you could see in previous versions.

This for the SSD. Other ships as the MC80/MC40 and more, they have weapons oriented to the left, right and back, you will see enemies making different movements and do not being straight in front of you so much thanks to this. Very similar to the normal turrets with movement.

More changes, I have restored the fleets in the skirmiss, they are not a problem and the game can handle them very well. Just I made some
balance changes in abilities as the concentrate fire, even some fixes in this, but the main tweak is remove the additional damage from this abilities gived to all the friendly ships in range, in combination with my balance settings, it could be too much powerful.

In addition I fixed the Legacy factions controlled by the AI from to build the stations in pads. The Kedalbe missing is fixed.

And well, I go to continue editing the icons, it is a slow work and the hardpoints in many units, another slow work, I do not go to give you a date. Sooner or later.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 28, 2019, 06:11:46 PM
While I add several improvements in the mod, I test the Star Wars Grand Campaign, now it is the time from the Dathomir and Obroa Skai missions.

More progress, more icons remade, more space units with hardpoint improvements and some changes in the Dathomir space mission from the campaign. The best visual change is the improve from icons, each day more edited but there are a lot and it goes to take a lot of time more.

The Dathomir missions receives some balance improvement with the Empire. The Obroa Skai mission is more than perfect.

As before I do not go to give you a date, it is a lot of work and I do not know when it will be finished. But almost I remade the space units.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on May 28, 2019, 10:43:44 PM
About other big thoughts, lately I was thinking in the creation from a bigger GC. I told you before about it. It would be a GC starting with the Clone Wars and finishing with the Legacy era. Always making it with missions as a campaign. I would make it as a test in a parallel mod because it would require these special changes:

-Remove all flags from landing positions and perhaps some more shared things.
-Create variants or the same units from CW and Legacy builded by the Rebels and Empire faction. The change between them would be with triggers in a sandbox. You would not build CW units in the Empire era.
-Probably share buildings between eras, space structures, starbases, ground turrets and some more things. But if it is well made, it can be very fun.

These would be the biggest changes. It is not too much but with the amount of units, it can be. I would not remove any faction, it would be only for a special New Campaign or Total War GC with two factions only. The reason is the addition of missions in a sandbox. Just it can be made from this way.

What do you think?
You said that working on this would add too many problems, but what if you were to split it up into stages like the old GC Grand Campaign was split a few versions back?

I imagine that it could be done like this:
Grand Campaign - Clone Wars
Grand Campaign - Galactic Civil War
Grand Campaign - Legacy Era

This would have each era into its own campaign and allow space for missions and the appropriate units being built without conflicting with units/missions from other eras. Once a player wishes to jump into a new era, perhaps have a special mission, maybe a final battle of the war in the era, or a switch, like jumping into the Unknown Sector to switch era like the old Grand Campaign by Stages had?

I'm not sure if this is possible or if it would be too much effort, but these are my thoughts into this.

Anything more? I am not close to release the next update, just I released a very tiny patch this weekend.
I have some bug reports, suggestions, and other matter related to this which I will post soon.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 29, 2019, 12:11:53 AM
Split the campaign would not avoid the problems. It would be the same. And at the end, to create a campaign with missions is a lot of work, thousands of hours, years, I prefer center my free time in the things which I can make without too many troubles.

I wait your bugs, suggestions and other things. I like people do not creating several different threads or sending them in private messages.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on May 30, 2019, 02:09:04 PM
Continuation from the Star Wars Grand Campaign with Myrkr mission. You can watch in action many space unit new icons, better balance, better unit behaviour, better weapons behaviour. A lot of good additions.

The progress goes as you can read here:

By the moment, I have remade more of 750 icons, from space units, I do not know if I go to make the same with the ground units, can be and can not be, perhaps only with the vehicles and never with the infantry. Perhaps with ground structures, I need test these things. I can be speaking easily from another 700 icons.

Balance in battles, I do not wait changes.

Space units movement, if there are problems, they happen mostly in skirmiss space battles with too many units involved. Perhaps I will make two or three tweaks more but mostly the movement from units is as you see in this video.

Ground teams builded by the AI, almost improved.

As you can see things go faster enough.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 01, 2019, 10:05:43 AM
More progress, more things improved/fixed. Time now for the Sluis Van mission. This mission is a bit special because it is more a cinematic action where all the movements are set before than a real campaign mission. In a future, I will add other special and better missions for each era.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 02, 2019, 10:53:47 AM
Between missions in the campaign, I played several good space and ground battles where you can discover most of the progress. There are some things which they must be improved but very easy things as some AA weapons ignoring some ground air units. At this video, it can be the most noted problem or the unique.

You can note too much the change in the firing positions in starships, each day I improve more models. Now by example, Mon Calamari cruisers are useful ships but they are inferior to their Imperial counterparts because the Imperials add more weapons and they can covert more space, many of the weapons from the Mon Cal are oriented to the sides or back, not too much as before to the front. In fact, most of the units fired to the front, now it does not happen and you can see more realistic and fun battles.

Before units with most of their weapons looking to the front, you could see turbolasers crossing the hull, it looked bad.And now a ship can easily target two or more enemy units. Depending from angles.

Movement, it is the most perfect that I can do. If there are problems, they are more from skirmiss battles and perhaps, only perhaps, I can improve them a bit. But in galactic mode, it is perfect. Ships do not change of direction without move.

Ground battles, a lot more balanced, you can continue watching too much Rebellion ground teams but as I said before, it is an error from to start a GC without some improves. After I destroy them, you will not see again these numbers.

About other improves in my mind, I was thinking the addition from some generic turrets. Because there are many units, I can not add turrets with movement for each ship, it would be a lot of work, a lot code, a lot of everything. But probably I can make some generic turrets used by several units with some changes between them. It can be if I make them in a color which it does not look bad in different units with different colors. If we compare with things seen in films, the turrets from Venators were darker than other parts of the hull. I can easily create some like that. In fact some units share turrets.

Anyway other work with turrets can be for future updates. Now I must finish what I started.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on June 03, 2019, 07:50:13 AM
Split the campaign would not avoid the problems. It would be the same. And at the end, to create a campaign with missions is a lot of work, thousands of hours, years, I prefer center my free time in the things which I can make without too many troubles.

I wait your bugs, suggestions and other things. I like people do not creating several different threads or sending them in private messages.
Sorry for the delay, I had quite the busy week and some problems with my computer. Anyways, that is completely understandable since doing that whole thing about the campaign would definitely take a lot of work.

You will note how there are changes in the hardpoints because now the ship has problems firing all weapons to the front and bottom but........it can shot the weapons from the right to the ships in the right and the weapons from the left to the ships in the left. At the same time, weapons from left can not fire to the right as you could see in previous versions.

This for the SSD. Other ships as the MC80/MC40 and more, they have weapons oriented to the left, right and back, you will see enemies making different movements and do not being straight in front of you so much thanks to this. Very similar to the normal turrets with movement.
While these changes are pretty good, especially for the Rebel ships since they have their weapons with more directional orientation compared to the Imperial ships. However, doesn't this leave Imperial ships like the SSD with blind spots in engaging targets in front of them, which is odd because Imperial designs tend to be focused towards frontal engagements. Watching the Selaggis mission video, the SSD seems to also have problems attacking units on top of it, and I would assume below it due to the firing arcs. Would this be able to be remedied with adding weapon hardpoints on the middle superstructure on top and below?


I'm going to post the rest of the bugs and feedback I promised:

1.) The Imperial Star Destroyer MK I seems to have a bug with one of the turrets on the port side. This turret does not move at all, and does not seem to fire compared to the others. This seems to be affecting all units that also use ISD Is as their ships such as heroes and special versions of it. I will post some pictures of it.

(https://i.imgur.com/qijnMly.jpg)
(https://i.imgur.com/QvikEhB.jpg)
(https://i.imgur.com/bF8S8Lw.jpg)

2.) On the topic of the ISD I, the Hapan version seems to have static turrets in addition to the ones with movement.

(https://i.imgur.com/s4IWW6Y.jpg/)
(https://i.imgur.com/qm8beiH.jpg)
(https://i.imgur.com/dc46Hot.jpg)
(https://i.imgur.com/6abYw8V.jpg)
(https://i.imgur.com/e3ZSCuA.jpg)
(https://i.imgur.com/ZCkUbV8.jpg)

3.) The Predator Star Destroyer also has some dual static turrets and ones with movement. I'm not sure if there are more of these double turrets than the pictures I posted or not because I took these some time ago. The static turrets are all grey and seem to be present mainly on the bottom of the ship.

(https://i.imgur.com/jIIvxd7.jpg)
(https://i.imgur.com/l3Bannm.jpg)
(https://i.imgur.com/34R7bSd.jpg)

4.) The Light Hapan cruiser seems to be missing some hardpoints. One on the starboard and another on the middle section on top it seems.

(https://i.imgur.com/nMHltQA.jpg)

5.) Now moving on from turrets and missing hardpoints, it seems there are two Heroes missing from the GCs. I have tried to find them in various GCs and have not found them. These are Captain Piett and his Accuser ISD I and Tarkin on his ISD I, of which I cannot remember the name but it would certainly be either the Sovereign or the Executrix as they were the names of his flagships. These two were present in previous versions of the Alliance Mod but now it seems they are missing and unable to be recruited.

For Tarkin, I imagine that once the Death Star I is built, his ISD would disappear as he would take command of the Death Star.

These are the bug reports that I believe to have found.

I will now post my suggestions and feedback:

1.) For the new stations built by the Tycon, would it be possible to add the ability to sell them? It also seems that you can repeatedly build them on top of one another and I'm not sure if this fills the space station limit or not.

2.) I believe we once discussed about how the Emperor can be upgraded into the Reborn Emperor on Byss because it made things easier and better than sending him to die in battle. We also discussed if it would be possible for this to be added to Thrawn because he also needs to be lost in battle to get the other version of him from the Thrawn campaign but I don't think it was ever done. This upgrade would be appropriate to be on either Nirauan, Csilla, or Bilbringi as it would makes sense I believe.

This is all I have so far, if I find anything more I'll either add it to this post or maybe post another big post in the future. Thank you for all these updates, fixes, and new features you are adding to the mod.
Title: Re: FOC Alliance Rebellion 1.0
Post by: AHerasI on June 03, 2019, 10:23:03 AM
Quote
... it seems there are two Heroes missing from the GCs. I have tried to find them in various GCs and have not found them. These are Captain Piett and his Accuser ISD I and Tarkin on his ISD I
Piett is the commander of the SSD Executor, in the films, he is promoted after the battle of Hoth.

About Tarkin,
Quote
For Tarkin, I imagine that once the Death Star I is built, his ISD would disappear as he would take command of the Death Star.
Yep, he is in the Death Star.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on June 03, 2019, 11:14:39 AM
Yes, I'm aware of all this but what I'm saying is that in older versions of the mod you could have built Piett in his ISD I, like the one in skirmish, in Galactic Conquest. Tarkin also had his own ISD I flagship in the mod as well. They're both missing from Galactic Conquest. I don't think I've seen Tarkin in his ISD I in skirmish either.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 03, 2019, 11:32:52 AM
The ISD MKI with one turret without movement is a game/hardware/software error, it is not a thing from the mod because I see it with movement. Others in the other screenshots can be models where I exported wrong the model.

The Hapan Light Cruiser has not missing hardpoints, just two are missile launchers and they are hidden.

I removed Tarkin from the ISD because I wanted the Death Star in the begining of several GC. His ISD was named Allecto. I do not go to use names from other sources than the old UE. Perhaps in a future I will add the ISD again, if I add a story starting before the Episode IV. But this year.........I see it very far. I am centered in what I am centered.

You can not build a station builded with Tycon more of one time per planet, it should be in the station description. There are nothing where I can prevent to build them but.......you can sell them and if you build a station more of one time, you will not build it two times, nothing will be builded again. Build stations with a space unit in orbit was not one thing possible with the normal code from the game.

Upgrade heroes is not a thing which it will run with everybody. I told you about it before.

(About suggestions, you can tell all what you want, I like read them, if I like one, perhaps I will add it but.........at this moment just I go to follow suggestions promoted and if they are possible. You can see the paypal link in the right menu.)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 03, 2019, 02:16:56 PM
Quote
While these changes are pretty good, especially for the Rebel ships since they have their weapons with more directional orientation compared to the Imperial ships. However, doesn't this leave Imperial ships like the SSD with blind spots in engaging targets in front of them, which is odd because Imperial designs tend to be focused towards frontal engagements. Watching the Selaggis mission video, the SSD seems to also have problems attacking units on top of it, and I would assume below it due to the firing arcs. Would this be able to be remedied with adding weapon hardpoints on the middle superstructure on top and below?
Ah you told about this. The blind spot is as some as Lando in the Return of the Jedi saying "engage these super star destroyes in point flank range" or some like that :) , always you will see positions where they can not fire. Adding more weapons firing to the top or bottom would not be fun because you lose all the tactical with this. Continue watching videos and you will understand how it is correct.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 04, 2019, 03:28:34 PM
Good news, I nearly finished the improves in balance, icons and AI improves. At the same I have added some improves in some space units, some of them were added years ago and I have added them again by several reasons.

These improves are the maximun power fire ability in some special units, a bit different than before and a lot better. With this units as the Hapan Light Cruiser or the Bayonet have this ability, even the Hapan Light Cruiser has turrets with movement, it will not be the last version from the mod with it. I have plans for more.

Other curious thing is the proyectile from the Bayonet and other ships. It is the drunken missile seen in the original game, at least the similar movement. I have added it because my computer can handle it without problems but I am sure how poorer computers can see lag with it. Nothing new, the graphics effects always have a cost.

And well, now I am working in the Katana fleet mission and the improve from AI ground units deployment. Sometimes the AI does not deploy a shit but it does not happen in all the ground maps, it is very curious. ::)


Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 07, 2019, 12:59:02 AM
The next update is very close. Just I want finish some missions from the campaign and I will upload it. It can be one day or a week, who knows.;)

I am sure how I will not add all the remastered missions from campaign, it is impossible because it is a slow work but many things are done. Tomorrow I will show you the Katana Fleet mission, I have made a lot of changes and now it is a lot more fun.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 08, 2019, 12:06:44 AM
I have remade at 100% the Katana Fleet mission from the Trilogy of the New Republic time era in the campaign. It has a lot of good additions. The video adds several different battles more. There are somethings which they must be improved in ground battles but everything are running mostly as it must be.

It took me at least three days remade it, most of the troubles by test it in a previously started campaign. When you play it, it will run even better.

One big change is the remove from all the combat bonus from heroes, they disturb too much the new balance. Perhaps in a future I will add some of them but now, better to run without these special multipliers affecting to all the units in the map. At least it will be in space, in ground, I have not removed them.

Probably looking the video, you will note how the ISD MKI Judicator can not defeat the shields from the Quenfis frigate, it happens because this frigate is more powerful. The new balance is very special, all the weapons are balanced with the shields from starships and fighters. But I am sure how some people will not like it or they will not understand it.

With a mod like this, with thousands of different units but many sharing weapons, my unique chance of a good balance was thinking the damage per shot from a type of weapon. Said this, when more turbolasers have a starship, better it will be against the enemy units.

By this reason, I told you before how the Imperial units had advantage against the early Rebel units. Because also the arcs of fire from all weapons have been changed but a while a MC80 fires to the back, left, right and front, a ISD fires more weapons to the front. This thing will create different combats. More realistic, you can note this in the videos.

In the video, if I do not remember badly, you can watch some new additions in weapons from some units.

And speaking about the new update, probably it will crash your previously savegames, there are many changes and some of them will not work at 100% with a new GC.

However I go to need more days, perhaps one week or more.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on June 08, 2019, 05:20:07 AM
I removed Tarkin from the ISD because I wanted the Death Star in the begining of several GC. His ISD was named Allecto. I do not go to use names from other sources than the old UE. Perhaps in a future I will add the ISD again, if I add a story starting before the Episode IV. But this year.........I see it very far. I am centered in what I am centered.

Upgrade heroes is not a thing which it will run with everybody. I told you about it before.
That's fair about Tarkin not appearing in his ISD where he already is in the Death Star. The Executrix name did come out in the EU, although it was around the 3D Clone Wars show, so it might be a bit too new. How about Piett, though? I know that he eventually transfers into the Executor but he was certainly around in his Accuser as a Captain.

As for Thrawn, that was mainly because it takes up time to kill his Empire Era version in order to get the New Republic Era version. It would make things easier and less time consuming to upgrade him, but I can accept your decision not to add the feature if it complicates things.

Ah you told about this. The blind spot is as some as Lando in the Return of the Jedi saying "engage these super star destroyes in point flank range" or some like that :) , always you will see positions where they can not fire. Adding more weapons firing to the top or bottom would not be fun because you lose all the tactical with this. Continue watching videos and you will understand how it is correct.
I think that was more because of the Emperor arrogantly ordering the star destroyers not to fire on the Rebels because he wanted the Death Star to pick them off one by one. Lando saw this and ordered the Rebels to engage them since they were easy targets and to do it at point blank range to use them as a shield from the Death Star's laser. There is one point where they show Rebel fighters in the Executors' superstructure and you can see some of their point defense weapons firing on them. I'm assuming that most of the ships followed the Emperor's order out of fear or respect but they either still used some of their other smaller caliber weapons, just not the turbolasers, or some of them ignored the order as the battle continued and turned against the Empire.

https://www.youtube.com/watch?v=0cS3zNDkaiA&feature=youtu.be&t=10
You can see what I was talking about here around 0:10
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 08, 2019, 04:38:42 PM
What to say, I do not go to change anyhing about weapons now. ;D But you have not the new version yet.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 08, 2019, 11:44:55 PM
Same mission than before but with one addition, the reset if you fail completing the mission. In addition, I added a trick, if you destroy the Peregrine, the Admiral Thrawn will enter in the battle with the Quimera and it can deploy his four destroyers fleet.

I will add the reset in some missions, not all, Endor and other several missions have two optional finals or they must finish with a type of end.

I told you how I would not add the reset but it was not very difficult and I saw how some missions deserve this feature. In fact, with this, it is more a real campaign.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 11, 2019, 03:53:26 PM
The Battle of Coruscant is another mission from the Trilogy of the New Republic time era in the Star Wars Grand Campaign added in the mod. I have been working in several improves for it.

This mission did not need big changes, just some conditions, now you will not win if you lose any of the Imperial Star Destroyers. More than attack, you must protect these ships from the enemies with a group of forces without any special anti fighter unit. A small challenge.

It is just one of the new improves. After this battle, there are a new Bilbringi mission with a new name, it is "Survival in Bilbringi". If you do not imagine the story, I go to tell you.

After be killed the Grand Admiral Thrawn by his Noghri bodyguards, his fleet was defeated in Bilbringi but Pellaeon was trapped in the retreat with the Quimera and you will need to save him. Your orders will be move the Chimaera to the jump point. It is a mission very similar to the concept of missions in the original game, very good and fun.

It is not the unique improve from the past days. In the Dark Empire, there are several changes. First from all, in the begining the Imperial forces are in civil war and you will need defend yourself against them. Next, you must attack the Rebel forces crashed in Coruscant. I have made a very special mission for it. You will see these thing the next days.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 12, 2019, 11:53:10 PM
This is the next and very new mission, Survival in Bilbringi, it is the name from the new Imperial mission focused in the never told events after the failure in the Bilbringi battle where the Grand Admiral Thrawn was assasinated. 

The idea from this new mission coming because the Battle of Bilbringi with the Imperials winning was not a great idea. I wanted some realistic according to all the events after this battle and I want some new, never done and much, much fun.

As I told before, it is the retreat from the Chimaera and Pellaeon after the Bilbringi events. This mission is very fun, I have made it as you watch in the video but probably it can be finished from another ways. You will be able to try all them.

This mission must be completed if you want continue the campaign and if you fail completing it. The game will launch the mission again. Equal to the system from the original game. It will happen with more missions in the campaign and it is not the unique mission remade at 100%. There are a lot more coming.

As always, probably I will release the next update a bit late, I must finish other things. Even the suggestion from Vionix telling how the SSD should add weapons targeting the top or down from some big units. I am testing it now with the Eclipse MKII.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on June 14, 2019, 03:10:35 AM
This is the next and very new mission, Survival in Bilbringi, it is the name from the new Imperial mission focused in the never told events after the failure in the Bilbringi battle where the Grand Admiral Thrawn was assasinated. 

The idea from this new mission coming because the Battle of Bilbringi with the Imperials winning was not a great idea. I wanted some realistic according to all the events after this battle and I want some new, never done and much, much fun.

As I told before, it is the retreat from the Chimaera and Pellaeon after the Bilbringi events. This mission is very fun, I have made it as you watch in the video but probably it can be finished from another ways. You will be able to try all them.

This mission must be completed if you want continue the campaign and if you fail completing it. The game will launch the mission again. Equal to the system from the original game. It will happen with more missions in the campaign and it is not the unique mission remade at 100%. There are a lot more coming.

As always, probably I will release the next update a bit late, I must finish other things. Even the suggestion from Vionix telling how the SSD should add weapons targeting the top or down from some big units. I am testing it now with the Eclipse MKII.
Very nice updates with the missions on the Katana Fleet, the Battle of Coruscant, the Battle of Bilbringi and the Pellaeon's survival in it.

Also thank you for taking consideration of my suggestions and feedback, it is greatly appreciated. I have been playing this mod for a long time, I believe since 2010 or earlier even, and am a big fan of it.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 14, 2019, 01:14:23 PM
Good suggestions which they are possible. They can be accepted. Impossible or bad suggestions, never. Of course, many times, it is a matter of tastes.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 14, 2019, 04:49:00 PM
This video shows how the Dark Empire begins in the campaign now. In this time line, there was an Imperial Civil War, you will see some traitors over Coruscant and they will attack your planets probably. If you do not defeat them fast, they will create a big headache for you because you will have two factions vs you.

The Coruscant mission is another big addition, it is a ground mission where with a small group of forces, you must take down the Rebels around a crashed ISD over the Coruscant surface. You have a officer and when you defeat enemies, it can get more units for you in different points of the map. This mission is very similar to the missions from the original campaigns.

I want create another new ground mission inside the Dark Empire era before I release the new update. I have some very good ideas. It will deserve the wait.


Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 15, 2019, 05:45:48 PM
I have been thinking and I go to update the mod today but I will set as work in progress the campaigns because it is the true, they are a work in progress and it goes to take many time more. But there are more than enough additional features/improves inside the mod update.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 17, 2019, 12:48:47 AM
I told you how I would update the mod yesterday but I want take some more of time with some things from the campaign. We will see what happen.;)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 17, 2019, 08:53:22 PM
This is my today work, a ground map simulating the inside of a World Devastator. It was in first place a replacement for the mission in the Mon Calamari planet but it will be a secondary mission in the same planet. In this missing, you must clean the World Devastator from enemies with mostly infantry, just you can find a small team of AT-MP as reinforce. Have fun.
(https://media.moddb.com/images/groups/1/25/24667/StarWarsG_2019-06-17_17-12-00-38.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on June 19, 2019, 05:55:08 AM
This is my today work, a ground map simulating the inside of a World Devastator. It was in first place a replacement for the mission in the Mon Calamari planet but it will be a secondary mission in the same planet. In this missing, you must clean the World Devastator from enemies with mostly infantry, just you can find a small team of AT-MP as reinforce. Have fun.
This is a cool idea and map. It makes me wish Petroglyph would have made more interior maps and more props for them so that it would look like the interior of a working factory ship. Like that mission where the Zann Consortium sneaks into Palpatine's museum, that was a really nice level with a decent amount of props.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 19, 2019, 03:51:42 PM
This is the video from the first mission from the Mon Calamari attack with the World Devastators in the Dark Empire time era. I should have showed it days ago but I was very deeply concentrated in the World Devastator mission. It took me two days discover several things. But now I can continue and with the knowledge learn in this mission, I made the New Alderaan mission in half of a day.

This is a simple space mission without too many difficulty. But very probably I will increase the difficulty in the final version because the AI is a bit weak or stupid, stupid is probably the answer because if you play with these Rebel units, you can destroy the World Devastator without problems.

The Mon Calamari part has three missions. The last is the mission from inside the World Devastator and you must be defeated in the previous ground combat if you want play it. ;)

In a future, I would like to make more missions, one in Dashoocha with the Eclipse, at least for the Rebels. A complete mission in Onderon with the Emperor and perhaps some more.

In addition in the campaign. The Eclipse I and II will not be builded, they will be the ships from the Emperor Reborn. At the end, the main idea from the campaign is not build everything in a Galactic Conquest, it is to play the missions and follow a story. Defend you agains the enemy and perhaps attack some planets.

@Vionix. Creation of props take time. The mission inside World Devastator adds some props, some of them very cool ideas, yesterday at night, I was a bit inspirated and I made some very curious things.  8)

Petroglyph people made what they made, enough for me and I can understand very well because they have not made more.  ::)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 20, 2019, 10:34:16 AM
I have improved the space map from Vladet. It will be the first from many more space maps improved with new space props. I do not like the empty space maps. Stations, asteroids fields, Nebulae, all the things can be added inside these maps increasing the fun a lot. Slowly but sure, I will edit more space maps.

In this battle, you can see how I have added several new features to the Eclipse. It has gravity well generators and other abilities. In a first moment, I wanted it with a automatic interdictor ability and I continue thinking how it would be the best but the usual code for this goes to need a lot of changes. This ability is a bit special.

About the update, there are chances that I release it this weekend. If I find some of time.......and I must finish other things before.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 21, 2019, 12:28:14 AM
Tomorrow I will update the mod but I will add in the campaign name the words "work in progress" or "alpha version" because it goes to need a lot more of work.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 21, 2019, 12:57:40 PM
Today I will update the mod in EAW Steam with all the big battery of changes/improves/fixes.

The list is big:

-Improved battle of Hoth.
-Ground mode re-balance.
-Ground turbolaser and bunkers will target everything.
-TIE Reaper death animation scale fixed.
-Disband Rebel Bakuran fleet fixed.
-Disband Black Sun Fleet fixed.
-Disband Black Sun Sullust fleet.
-Disband Black Sun Fleet II fixed.
-Fixed Nalhutta and Narshada in Emperor Reborn Big GC.
-Some of the space units builded by the Tycon shipyard can make a bombardement now.
-Conqueror can make a bombardement now.
-Vengeance SSD weapons/abilities customized.
-Senn SSD weapons/abilities customized.
-Veers AT-AT weapons damage customized.
-Covel AT-AT MKII weapons damage customized.
-Derricote Juggernaut weapons damage customized.
-Inmodet AT-BT weapons damage customized.
-Builded normal BF Darktrooper muzzle flash improved.
-Fixed Lancer space battles population value.
-Nebulon B2 Engines improved.
-MC80 MKI and II engines improved and abilities.
-Units icons improved (work in progress, there are more of 1000 different units).
-IA ground units builded improved.
-Assertor abilities improved.
-Bellator abilities improved.
-Space and ground balance improved.
-Torpedosphere builded by Tycon station fires heavy rockets.
-Eidolon Builded by the Tycon station fires advanced missiles.
-MC80a MKI and II engines improved.
-MC80b MKI and II engines improved.
-MC80C engines improved.
-Improved SSD MKI death animation.
-Liberator Carrier MKI and II improved.
-Multiplayer GCs improved.
-Pirate Fighter fixed hardpoints.
-ISD1 fixed hardpoints
-Fixed missing objects causing random crashes.
-Fixed powertoengines ability particle effect from the RandEcliptic.
-Fixed A-Wing Super shadow.
-Fixed Fondor duplicated starbase defense position.
-Fixed Mon Remonda Fleet description.
-Fixed Stealthship turrets.
-Fixed Sabaoth turrets.
-Fixed missing republic soldier death sound.
-Fixed imperial asteroid mine select sound.
-Fixed Botajef hardpoints.
-Fixed Droidbomber stereo sound when it must be mono.
-Skirmiss and Galactic Conques space units builded by the AI improved.
-Fixed Quasar Carrier radar.
-Legacy factions AI build structures from skirmiss pads now.
-Fixed Black Sun Scarab texture.
-Fixed Mandalorian Cruiser ver 02 Ion damage effect.
-Improved CR 25 transport engines.
-Fixed Rebel Shuttle space death animation.
-Fixed Corellian Gunship collision.
-XQ 9, 10, 11, improved death animations.
-Fixed KAAC FreeRunner turrets.
-Ranged Target Z Adjusted in the AT-PT, 1L and 1H tank.
-Added turrets with movement and different weapons/abilities in the Hapan Light Cruiser.
-Fixed Ninka build.
-Fixed Raddus filter.
-Reduced to the half the reveal zone from the ground sensor node.
-Improved default ground units spawned by the AI.
-Added Virgilio New Republic.
-Leviathan Dreadnought abilities improved.
-KDY MKII abilities improved.
-Rebel shuttle space death clone improved.
-AI ground units deployed in the begining improved.
-T5B model improved.
-Noval, Labansat y Boba Fett are mayor heroes in SW Campaign.
-Reduced TIE Tank box.
-Fixed World Devastator alternative disband.
-Fixed Rebel Fleet II updated disband.
-Fixed Rebel Fleet III updated disband.
-Fixed Rebel Fondor fleet disband.
-Fixed Rebel Corellian Fleet updated disband.
-Fixed Black Sun disbanded RB ground teams.
-Fixed Mon Calamari Fleet Disband.
-Fixed Saboteur regiment disband.
-Fixed Old Mandalorian Fleet disband.
-Reduced fleet disband to 1 credit.
-Clon Wars Golan can be builded again.
-Improved AAC hovertank default targeting priorities.
-Added in Eclipse I, Eclipse II and Imperium SSDs Interdictor Capabilities.
-Improved Vladet space map.

(https://media.moddb.com/images/mods/1/13/12466/AllianceShot5686.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 21, 2019, 03:21:32 PM
I have updated the mod in Steam few moments ago. https://steamcommunity.com/sharedfiles/filedetails/?id=1241979729

Remember, the SW Grand Campaign is a work in progress and it can contain problems. Other point is you and your previous savegames, they can crash or you can see strange things by the amount of changes in the mod from the last update.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 22, 2019, 09:18:18 PM
I will update again the mod. You can wait several updates this summer. A fix in the filters from Rebels and Black Sun, one improve in the mission map from Dark Empire Mon Calamari ground battle A, there are two battles in ground, the B is the battle inside the World Devastator. And a new battle in Dantooine with the Admiral Daala, playing with Rebels and Empire. I will show these things when I find time. Find time to play when I want edit is always a problem.:) Anyway, I want improve the Dark Empire at 100%, the Trilogy of the Jedi Academy and the Dark Saber in the next weeks. It is better for me to work in the campaign now that I have fresh in my mind all the knowledge for these missions. Even I go to make a mission with the Rebels fighting inside the Maw installation. It can be fun.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 23, 2019, 01:31:23 AM
The part from the Mon Calamari in the Dark Empire time line has three missions, one in space and two in ground. This is the first in ground where with a small group of units, you must destroy some Rebel landing plattorms launching fighters.

In the past this mission had more Imperial units but I have reduce the numbers making ir more difficult. This is the type of mission which you must complete if you want continue the campaign. But do not worry, perhaps you sweat a bit but it can be finished from several different ways.

The mod is updated with this version now and with the new Dantooine mission. However, probably I will finish the campaign before you reach these missions playing. In a future, probably I will add a version from the campaign only with the missions and nothing more.

What about the new balance in combat, what do you think about it?

Title: Re: FOC Alliance Rebellion 1.0
Post by: Sonki3 on June 23, 2019, 07:55:16 PM
Hey there.

I seem to have found a bug.

I was playing Skirmish with the Black Sun against the Free Side.

I then tried to build a Lucrehulk Ship - suddenly the game froze and crashed. No warning or anything.  :o
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 23, 2019, 08:43:24 PM
I will check it. Thanks.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 23, 2019, 09:16:54 PM
Sorry but I do not see a problem. If the game crashed, it was by other reason.
(https://media.moddb.com/images/groups/1/25/24667/20190623210407_1.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Sonki3 on June 23, 2019, 09:27:31 PM
Oh ok. I see.

Well good to know that it is not this ship. :)

Then I am sorry - I do not know why it crashed.

Thanks for checking  :D
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 24, 2019, 04:50:25 PM
This is the Assault to the World Devastator played with the Empire. The third mission from the Empire in the Dark Empire era at Mon Calamari. 

At this mission, with a small amount of soldiers, you must eliminate all the Rebel forces. At some points, you can free additional troops. These additional troops are random and you can make the mission from different ways. Have fun.

Now I am working in an additional mission at Onderon where you must control Palpatine and some additional forces.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 25, 2019, 04:31:21 PM
Some news here. After the addtion from the Onderon mission. I am dividing the Dark Empire in three eras, Dark Empire I, Dark Empire II and the End of the Empire. I will use some special mission/animation and event messages. It will be fun. 8)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 26, 2019, 04:12:27 PM
If you have read the Dark Empire comics, you will know how they are three series, Dark Empire I, II and the Empire's end. Previously, there were nothing telling you abouit these in the campaign but now I have added a small mission-animation where the Eclipse I is destroyed by the Force Storm at Das Shoocha. Very simple but better than nothing, even fun. It is possible create similar things, a bit more complex in the future for other jumps between eras.

Now I go to continue adding other new missions or parts for the campaign. There are a lot of optional features. Probably I will add this and other improves the weekend or a bit more later because now thinking, I have bought a new computer case, a Phanteks Eclipse P600S, a big case with a tempered glass door. A very good replacement for my 11 years old Antec P182. I need replace it because the Antec is a very deteriorated and it is a bad tower for my next computer upgrade. I am thinking to buy a Zen2, one of the new incoming Ryzen from AMD, I do not know yet what model, it can be a 3600, a 3600X or a 3700X. Most probably a 8 core 3700X or perhaps I will save some of money and I buy a 3600X. Or nothing. I do not know when but I am sure about how I go to upgrade my old i5-4690K this year, probably after the summer or in the end of the summer, it is the best date for me. But who knows. I can make it at any moment.;)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 28, 2019, 05:03:24 PM
Well, I am testing my new computer case, a Phanteks Eclipse P600S, a big tower. All correct, probably in a not new future, I will add a new Ryzen inside it.

About the mod, time for to show you the battle of New Alderaan, it is another mission remade, it has several additions and a lot of improvements. It is the first attempt from the Emperor Reborn capturing the young jedi. If you do not know, I have divided the Dark Empire era in three parts, in the SW campaign only, the Eclipse I and II are ships from the Emperor Reborn, you can not build them and when the Emperor be killed, you will lose them. It can be considered bad but it is a realistic campaign and at the end, there are other similar ships, even more powerful. At the same time, the Dark Empire era takes more time. You can use more time playing with the Emperor Reborn.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 29, 2019, 01:27:52 AM
I have uploaded a hot fix for Winter stealing tech. But tomorrow more or less, I will upload another battery of improves. You can wait, week upgrades all the summer.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on June 30, 2019, 11:45:16 AM
Time for test some other things. I have not abandoned the SW Campaign but there are somethings which they needed my attention. At the same time, while I play the Rebellion GC, I can edit the campaign and enjoy my time.

This GC adds additional research tech level and it is very fun because it has a hard begining where you must play harder. A lot of small combats, some big , very fun.

I will update the mod soon again

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 03, 2019, 03:32:40 PM
Time to show the last Dark Empire time line mission. At least it will be the last from this time era by the moment. I continue improving all the missions from the campaign but in the future, I will add some more.

At this mission, the Emperor himself must reach the young Jedi. It is a easy but fun ground mission. For it, I have improved somethings as the Imperial guards. They had several problems and they were very weak. Now, they are better.

In the campaign now, the time era after this, it is the Trilogy of the Jedi Academy but I go to add a Crisom Empire I time era in the middle with some mission based in the comics with the same name.

At the same time, this week, I have been working in a new space unit, however, perhaps I can add it as a ground unit. It is a small unit with a powerful weapon, I do not go to say yet what it is. I want see if you guess what it is. Just a clue, it is red.:)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 04, 2019, 10:12:03 PM
While I work in the SW Campaign, I prefer to play another thing. I will show you the just campaign missions because my previous game was older and it did not show the last changes in the mod at 100%.

If you start a new Galactic Conquest, there is a thing which you will note in comparation with all the previously released versions from this mod. It is the size from the savegames, now, it is smaller, the half or less. Why? what is the difference? now the AI has limits in the ground units and it limits a lot the overload produced by to build thousands of ground units without any limit.

At the same time, if the AI spends less credits in ground units, it will build better other things. It happens as I say.

Other big point. The ground attacks from the AI are a lot better and even they happen more times.

About this GC itself, it is a new game than the video showed before because I improved some small things. It is very curious because if you look the end, you will think how I go to defeat the Empire easily because I have more planets. You will be wrong as you will see in the next video. Perhaps I made a bad strategy but the point it is how the game is not only build and attack, it requires a economic strategic and with the Rebellion options, it requires more strategic researching and building some structures.

I do not remember if it is video where you can see the new unit or the next.;) It is a Rebel unit.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on July 07, 2019, 10:34:41 PM
For it, I have improved somethings as the Imperial guards. They had several problems and they were very weak. Now, they are better.

At the same time, this week, I have been working in a new space unit, however, perhaps I can add it as a ground unit. It is a small unit with a powerful weapon, I do not go to say yet what it is. I want see if you guess what it is. Just a clue, it is red.:)
It's so good to see the Imperial Guards being made stronger. I always thought it was weird to see them die so easily when they are supposed to be elite units. Have you also thought about giving them abilities? I think giving them Han Solo's abilities would fit them, as ironic as it sounds. The stun ability to make them deal with enemy units and the sprint ability to quickly reach enemy units or retreat from them if they are too strong. Will there also be variants of them? With Jax's model you could make Imperial Sovereign Protectors. ::)
I do not remember if it is video where you can see the new unit or the next.;) It is a Rebel unit.
Damn, I thought the new unit was going to be Imperial Guard Red TIE Interceptors since they are small and powerful because of their pilots lol. I'm unable to think of what it could be then so I'll just wait for the reveal. 8)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 08, 2019, 02:49:02 AM
No, I have not given them abilities. But I would like to add them with other animations, more as a Jedi with a stick.

I show you now the continuation from the last GC played. Thousands of battles here. Difficult but very fun. I found some problems but I fixed them. Just for the record, the death animations from some ground TIEs are correct but I started this game before I made the change and you can not see them correct in the videos.

The Rebellion GC is a great challenge and now a lot more fun. About the new unit, it is the Rebel B6 Bwing seen in Rebels. A B-Prototipe, now spawned by the Rebel One. This fighter in game has a special ability firing a powerful ray as in the tv series, however, because it is very small, it is not watched very well but it runs. It will not be the last unit added and probably the next update take a lot more of time. I have lost my free time with other things.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on July 08, 2019, 03:40:38 AM
The Rebellion GC is a great challenge and now a lot more fun. About the new unit, it is the Rebel B6 Bwing seen in Rebels. A B-Prototipe, now spawned by the Rebel One. This fighter in game has a special ability firing a powerful ray as in the tv series, however, because it is very small, it is not watched very well but it runs. It will not be the last unit added and probably the next update take a lot more of time. I have lost my free time with other things.
I can't believe I forgot about that unit lol, and that's coming from someone who watched and liked Rebels for the most part. It's nice to see this unit brought to life and more content from the Rebels series, I can already see small Imperial corvettes and light frigates/cruisers being ripped apart by that mini super laser those B-Wing Prototypes carry. Great work as always. :)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 09, 2019, 04:06:46 PM
Continuation from the Rebellion GC. The beginings are too difficult, thousands of battles, many ground invasions. Not seen yet too much at this video but I am improving the ground units icons.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 10, 2019, 10:43:57 AM
Continuation from the Rebellion GC. This GC is the great challenge ever, playing in hard, balance is perfect. Many attacks, many ground attacks, enought for to give me a perfect match. At this video, you can see how I have started to improve the ground unit icons. By the moment, I have remade all the Rebel ground units, you will note it in the next videos. There are many changes with the ground infantry icons.

At the same time, the game in galactic mode is now perfect, thanks to the last balance and changes in ground/space construction from the AI, it does not overload the game building too many things and the savegames size by example has been reduced to the half with smaller load times.


These are some preview screenshots from the ground icons remade. The ground vehicles will look better, even the buildings. But The big difference is in the infantry where I use the heads from soldiers with some small indicators. Look down the Plex Soldiers indicator, the blue flash in the top right from the icon. I found it as the best solution.

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5691.jpg)

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5690.jpg)

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5689.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on July 12, 2019, 01:49:42 AM
These are some preview screenshots from the ground icons remade. The ground vehicles will look better, even the buildings. But The big difference is in the infantry where I use the heads from soldiers with some small indicators. Look down the Plex Soldiers indicator, the blue flash in the top right from the icon. I found it as the best solution.
It's good to see the ground unit icons being remastered as well. I really like the portrait icons using the heads from the infantry, it looks a lot better. Nice solution for the Plex Missile indicators as well.

Also I have some questions about old features that I have not seen anymore. I asked on ModDB, but I don't think you saw them.

(https://media.moddb.com/images/mods/1/13/12466/AllianceShot4829.jpg)
1.) I remember this super bunker that was for vehicles, but I don't think I've seen it anymore. Was it removed?

(https://media.moddb.com/images/mods/1/13/12466/AllianceShot5456.jpg)
2.) A vehicle that I have not seen anymore, the VT-49 Decimator. I know that the Mobile Command MDU replaced it but would it be possible to add it back to build them as some type of heavy assault transport/ship?

(https://media.moddb.com/images/mods/1/13/12466/AllianceShot5333.jpg)
3.) This Yag'Dhul group map was mentioned as being in development but I never saw it implemented. Was the idea abandoned? I think it is quite nice, maybe a bit too small and perhaps it would benefit to expand it a bit, but I would definitely like to see this.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 12, 2019, 03:53:29 AM
I removed the Super Bunker because the AI could not use it and it was not a good idea. When I remove anything, it is by a good idea.

Yes I remove the Decimator and others, it can be considered a mistake. I will add them again and one piece of new thing.

The station is the Yagdul ground map from Legacy era.;)

Continuation from the Rebellion GC. More and more battles, the begining is difficult. I must fix some problems with a few research but mostly the GC can be played without more problems than defend your planets with limited units. The most fun, the amount of attacks and ground attacks.

Of course the best is the smaller savegames and how to create one is faster, a lot faster.

Probably I will update the mod tomorrow and one day of the next week because I go to upgrade my computer. I have bought a Ryzen 5 3600X with a Taichi X470 mainboard/Gskill Ripjaws 16GB DDR4 3200 and as a CPU fan a be quiet Dark rock pro. Previously I bought a new computer case, a Phanteks P600S. All this is a big bet thinking in how probably in 3 years the next Ryzen generation will be cheaper than this 3600X. If something can see with AMD, it is how its CPU get big discounts when the new generations are released.

Anyway, while other people goes on vacation, I bought a new computer and I have been saving money for many time. Probably today I can make it and tomorrow no. Wait a year to one big discount was not in my plans. :)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on July 12, 2019, 06:33:58 AM
I removed the Super Bunker because the AI could not use it and it was not a good idea. When I remove anything, it is by a good idea.

Yes I remove the Decimator and others, it can be considered a mistake. I will add them again and one piece of new thing.

The station is the Yagdul ground map from Legacy era.;)

Probably I will update the mod tomorrow and one day of the next week because I go to upgrade my computer.
The Super Bunker makes sense if it did not work well. It was a pretty cool idea though, sad to see it didn't work.

Thank you for considering adding the Decimator and and other removed content.

My mistake about the map, I have only played Legacy Era on skirmish. Maybe I should play a GC of it.  ;D



I might have a few minor bug reports and observations that I'll post so that they can be made for the next update.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 12, 2019, 11:06:37 AM
Just remember one thing. You can not report bugs from a Galactic Conquest started before 21 Jun. Games started before will show several problems and never all the changes.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 12, 2019, 02:05:03 PM
More videos from the previously showed Rebellion Galactic Conquest. I have not time now for upload the next update but I will make it tomorrow for sure.



Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on July 13, 2019, 08:15:36 AM
Just remember one thing. You can not report bugs from a Galactic Conquest started before 21 Jun. Games started before will show several problems and never all the changes.
I did delete all my old GC saves and started new Galactic Conquests so all these should be after the update on June 21.


I found these:

1.) While the Predator Star Destroyer's duplicate turrets in the bottom of the ship were fixed and all of them are working now, there is still one more left on the top side on the port side. As shown in the pictures, one of the turrets has a static duplicate that becomes really noticeable when the turrets rotate.

(https://i.imgur.com/6f6YeCs.jpg)
(https://i.imgur.com/vtCuXWv.jpg)

2.) It seems that the Empire Hero Jerec is missing his animations because he is stuck in a static position even when moving or attacking.

(https://i.imgur.com/0Vzfv8G.jpg)

3.) It seems that Piett in the Accuser is still using the old icons. I would also like to note that I cannot find Piett on his Star Destroyer on any GC I have played so far. He's available to build in skirmish mode, but I am unable to find anyway to either recruit him or get him as I advance in tech level in Galactic Conquest.

(https://i.imgur.com/vXJPgZt.jpg)

4.) While playing the GC Empire at War - 221 Planets, I advanced to tech level 5 and saw that I was able to build the Tarkin and then the Death Star II, but it appears that the Death Star I is missing. I cannot find any way to build it or receive the superweapon.

5.) I pointed this out already, but the stormtrooper squad's laser minigun trooper has an animation bug where he will sometimes stay running in the same place. It is very noticable when you order the squad to use its take cover ability.

6.) The Heavy Construction ship in skirmish mode is unable to build anything. I have tried to use it at all tech levels and it does not let me build the small Golans that it does in the GC mode.

These are the bug reports I appear to have found.

This is more of a question and perhaps a suggestion regarding the skirmish mode.

1.) When playing skirmish mode, ships that build other ships or fleets like the Arc Hammer, the Communications ship, the TIE Research ship, the Advanced Construction ship, the Supremacy, and others... I am unable to find ways to use their special abilities. For example, for the communications ship, I am now unable to retreat units into hyperspace or give attack orders ever since the ship now builds fleets. Similar things happen with other ships like the Supremacy's retreat option or the Advance Construction ship's build pad not being available in skirmish mode. Is there any way to use these abilities again? I have tried the alternative right click the ship to get the abilities but it still does not activate them.

Would it be more preferable to have all these extra units in another space station(s) like the Platform XQ3 and XQ6 instead to allow these ships to use their abilities again? I especially would like to see this for First Order units since you have to build the Supremacy in order to build the rest of their units, which means that trying to play the Empire as the First Order early in the match is impossible.

Ships that have no abilities like the Research Ship with Experimental TIEs could stay as they are and still build units.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 14, 2019, 02:53:40 AM
Thanks, I will check some of these things. Not all are problems.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on July 15, 2019, 06:30:46 AM
Thanks, I will check some of these things. Not all are problems.
You're welcome, I try to be detailed in these reports so that they can be helpful in locating problems or bugs. I can also provide saves if you want them as well. I know that some are not problems, but I'm really interested in the ships that can't use their abilities because they build stuff. I miss retreating ships into hyperspace with the communications ship to redeploy them for fast assaults and ambushes. Is there any way to use those abilities again or are they no longer able to because of the ships or fleets that they build?
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 15, 2019, 02:46:27 PM
I have not removed them. Communications ship is an upgrade.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 15, 2019, 08:02:19 PM
More videos from the Rebellion GC. More and more battles, the begining is difficult. I must fix some problems with a few research but mostly the GC can be played without more problems than defend your planets with limited units. The most fun, the amount of attacks and ground attacks.

The bigger improve lately, the ground icons. I have not made all them but most of the Rebels yes and there are many changes in the Infantry teams icons.



Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on July 16, 2019, 11:32:18 AM
I have not removed them. Communications ship is an upgrade.
I know that they are an upgrade on Galactic Conquest, I was talking about Skirmish mode, but perhaps that part of my report was too lengthy and did not express my point correctly. I'll upload photos of what I'm talking about.


While gathering the pictures, I found another small audio bug. When buying the ability to fire the Hypervelocity Cannon in Skirmish mode, it uses a Spanish audio file when the purchase/research is completed.


Here is also a photo of the Heavy Construction Ship not having the build pad ability in Skirmish mode:

(https://i.imgur.com/3DBbTAQ.jpg)


Here they are for each unit I was talking about. They are all ships that can build other units, but for some reason this seems to ruin the capacity to use their abilities:

1.) The Communications Ship and its abilities are shown, but the abilities aren't able to be used because of the unit now building fleets. Same goes for every other unit shown in this section, but out of all of them I miss using the abilities for the Communications Ship.

(https://i.imgur.com/oMqL0Hw.jpg)

2.) The Arc Hammer as well cannot use its interdiction field ability.

(https://i.imgur.com/L5ulm8L.jpg)

3.) The Advanced Construction Ship also cannot use its build pad ability.

(https://i.imgur.com/vYOsDT1.jpg)

4.) The Supremacy also cannot use its abilities, especially the ability to retreat starships into hyperspace. I've seen it use the tractor beam ability, which is probably because it is set to be automatically used like other abilities in regular units.

(https://i.imgur.com/G3dC2Qh.jpg)

5.) The Research Starship as well, except for the tractor beam sometimes, but it cannot use the other ability.

(https://i.imgur.com/p8cERQz.jpg)

6.) Admiral Galak Fyyar and his Doomgiver also cannot use the assault ability or the tractor beam manually. Once again the tractor beam is sometimes automatically used but not the assault ability.

(https://i.imgur.com/KWsQRCX.jpg)

This also happens to the stations that build stuff like the Platforms XQ3 and XQ6, but I rather it happen to the stations that let you build more units than the units that build units themselves. That's why in my other post, I asked if it would be more convenient to move the units that some units can build/buy and put them into stations instead. Even though the stations would not be able to use their abilities, I would not mind much. I should note that I was able to occasionally use their abilities by doing the right click prompt to see them but only from like 1 out of every 10 or even more tries. It only did that on stations and not units that build other units, I'm not sure if this is a limitation from the game or if the controls are wrong or if it is something else. But I would really like to be able to use the abilities from the Communications Ship in Skirmish mode again.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 16, 2019, 03:24:44 PM
Well, I will update the mod today and we will see.;)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 18, 2019, 12:19:51 PM
These are the last two recordings. The next after it will be recorded probably with my new Ryzen 5 3600X if everything run well. I am wait it now.


Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on July 19, 2019, 09:26:41 AM
Well, I will update the mod today and we will see.;)
I'm still grateful for the updates and that you fixed some of the bugs I reported and other stuff. I hope the rest is covered eventually. ;)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 20, 2019, 11:37:47 AM
Well, I am happy that you like these updates. More soon. But do not wait too changes the next days. I have upgraded my computer with a Ryzen 5 3600X mounted in a Asrock Taichi X470 with 16GB DDR4 Gskill Ripjaws. Because I needed resinstall Windows 10 and all the programs, I go to need days adjusting everything.

However, I have recorded a small video playing the Rebellion GC. The new CPU is not a lot faster (as a i5-9600K or a i7-8700) than the i5-4690K overclocked to 4.4Ghz. But it runs faster the game. However I have not replaced the i5 because the 3600X was exactly better. I had in mind to use the i5 as my secondary computer before it was too old and the 3600X was a upgrade more for new games/programs.

Anyway, it runs smoother but I am sure how I will see lag in the unit deployments. I told before how it can not improved. But battles run perfect and probably I will be able to load a bigger GC. This GC from video is a 121 planets and it runs without any trouble. Have fun.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 23, 2019, 03:21:43 AM
Another video playing the Rebellion GC. There are many things which they must be fixed, others are fixed but they are not reflected in this GC started before these improves.

The next days, I will add several improves, even I will add some new units. My plans are replace some of the units spawning the Rebellion ground teams by other ground vehicles. All new ground vehicles. Because if you did not note it, the LAAT and similar vehicles are avoided by the AA weapons. I must improve it from some way.

Other changes will be AA weapons less powerful against ground vehicles. A new starbase reinforce ship. Perhaps one special new model or some like that. It can be difficult because it can not be too powerful.

Other improve, the heroes, space and ground single heroes are too weak. The older values were better, a lot better even if you needed a lot of time killing them.

Well, now with my new computer mounted and most of my programs installed, I can continue this infinite work. Even I have saved my older i5 as my secondary computer. Very useful. This was one of the reasons from my last update. ;D

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 24, 2019, 11:04:20 AM
I told you how I will be adding new units, specially new ground vehicles. This is the Rebel A-A5-Speeder truck.

(https://www.firefoxccmods.com/cpg/albums/userpics/10001/AllianceShot5693.jpg)

I have added two more videos.


Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 26, 2019, 01:39:38 PM
Today I will upload a new version. You will see the Rebel A-A5 Speeder Truck inside it. It is just a new Rebel unit by the moment, probably in a future, it will be part from other thing. I go to add more ground units.

The new version add some new improves/fixes.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/ddck5hd-05c3358e-f7ca-4694-906c-62f7e3c130be.jpg/v1/fill/w_1600,h_1299,q_75,strp/a_a5_speeder_truck_by_nomadafirefox_ddck5hd-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI5OSIsInBhdGgiOiJcL2ZcL2RhYWI4N2M0LWQ3ZmYtNGEzMy1hOTc1LWNlNDVhNzFhOWUwYVwvZGRjazVoZC0wNWMzMzU4ZS1mN2NhLTQ2OTQtOTA2Yy02MmY3ZTNjMTMwYmUuanBnIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.bxauUt1Dk4BZhBZhlhy7lMnNzWAp1yK_O9DkAn9CkuA)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 29, 2019, 03:37:44 PM
Another video playing the Rebellion GC. For your information, because the Rebel A-A5 Speeder Truck has some mistakes, I will fix them today at night.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 30, 2019, 11:55:15 PM
Another video playing the Rebellion GC. I have been working in improve some small things, new icons for the Empire ground units and more in progress. Some changes in space maps and I have in mind more new features for the space battles. I have in mind restore some old features and improve somethings from space battles.

I remember you how this GC was started several time ago and somethings as the filters, some ground death animations and more can show errors when really they are correct.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Jovijuan on July 31, 2019, 02:09:27 AM
Es correcto que la IA me ataque todo el rato con SSD megator y Colossus? estoy jugando la GC de rebellion.

Me ha salido la investigacion del ISD conqueror, pero no encuentro donde construirlo.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on July 31, 2019, 09:58:26 AM
Creo que no es como lo ves, o no deberia ser como lo ves porque el Colossus, como el Megator, la IA solo los construye una vez. Asi que debo suponer que no los has destruido.

El Conqueror solo se construye en Mustafar o con la Tycon Station y su astillero especial que construye algunas unidades.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 01, 2019, 12:52:02 AM
Por cierto que me parece imposible que juegues el GC Rebellion y te ataquen con un Megator porque ese conflicto solo se juega con los Rebeldes y Imperiales. No hay otros bandos. No deberia haber IA del Sol Negro presente.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 01, 2019, 02:16:16 AM
Another video playing the Rebellion GC. 21 in game recordings and counting .

I remember you how this GC was started several time ago and somethings as the filters, some ground death animations and more can show errors when really they are correct.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Jovijuan on August 01, 2019, 12:38:56 PM
Precisamente porque solo se juega con imperio y rebeldes me parecio raro.  :D

Ademas, es injusto. Yo como imperial tb quiero el megator, que es mogollon de chulo!!!!

(https://steamuserimages-a.akamaihd.net/ugc/772849641569280501/DBE55D2897B80694B34F9A51D076C14F80BD0831/)

le acabo de invadir muunlist y el imperio tiene una flota suya sobre el planeta con un megator.  :o
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 01, 2019, 01:51:02 PM
¿Con cuantos planetas estas jugando?
Title: Re: FOC Alliance Rebellion 1.0
Post by: Jovijuan on August 01, 2019, 01:52:47 PM
Con todos, pero anteriormente con menos planetas tb pasaba.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 01, 2019, 02:11:44 PM
Para que suceda eso tendria que haber algun conflicto, quizas con otro mod. Sino es imposible.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on August 02, 2019, 08:31:01 AM
I can confirm that this also happened to me around May. Except in my case, it was the Rebellion that had built and used a Megator against me playing as the Empire. I can't remember exactly which GC it was, but I believe it was the Empire at War - All Planets one. I have never used other Steam workshop mods so it was really unusual. I thought it was just a feature that I believe you mentioned once or twice about implementing, about factions being able to use units from other factions if they captured specific planets or something like that. Was that feature ever implemented or is it only in Rebellion GCs? I think it would be cool if, via a special structure, the Empire could build Chiss space and land units for example.

(https://i.imgur.com/v7TFckJ.jpg)

(https://i.imgur.com/ROJyooU.jpg)



Another video playing the Rebellion GC. I have been working in improve some small things, new icons for the Empire ground units and more in progress. Some changes in space maps and I have in mind more new features for the space battles. I have in mind restore some old features and improve somethings from space battles.
What ever happened to the random pirate attacks that would sometimes happen in the GCs? Were they removed and if they were, are these one of the features you want to restore?
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 02, 2019, 02:06:05 PM
I do not know how it could happen..........perhaps by to play older savegames in the new versions.

I am thinking restore the random pirate attacks. But it can not be made at five minutes.

But today I added another ground unit to the Rebel Alliance. It is a ground transport.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/ddd3w6t-6525111a-95a1-48a5-a789-b9d3243dcdce.jpg/v1/fill/w_1600,h_1299,q_75,strp/rebel_cr20_by_nomadafirefox_ddd3w6t-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI5OSIsInBhdGgiOiJcL2ZcL2RhYWI4N2M0LWQ3ZmYtNGEzMy1hOTc1LWNlNDVhNzFhOWUwYVwvZGRkM3c2dC02NTI1MTExYS05NWExLTQ4YTUtYTc4OS1iOWQzMjQzZGNkY2UuanBnIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.c_VM_X11mBEjeonMCvBKaiFCe7QiGNydIaDaHBfQnzA)

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 04, 2019, 11:31:37 AM
Well, many changes lately but you will not see them yet. These are the list of last improve/changes:

-Two are the Pirate random attack and random spawn positions for the Enemy Reinforces. These two things require edit all the space maps.
-There will not be space maps without nothing, all them will add asteroids, nebulae or stations.
-Fixes in lights from space maps.
-The ground CR20 for the Rebels and the improve from the Rebel A-A5. Both vehicles have taken me a bit more of time.
-Ground icons, another big improve.
-New starbase reinforce. At least, there will be one new space unit in the reinforces from starbases. It can be a new unit or a modified unit, more possible because we are in the point where most of the space units from the SW universe were added for the mod factions and I do not go to add stupid things. This is not a mod from the type to add everything because you can make it.;)
-Improvements in some ground maps.

These are my last works. Lately I have been playing a lot with my new computer. A Ryzen 5 3600X. It runs very good. I recorded several videos but I have not found time for publish them. Now I go to show you them. In many of them you can see stuff in progress and of course the typical problems from filters because I am playing my older Rebellion GC with the Rebels.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 06, 2019, 11:57:33 PM
Another, a lot of small work in progress. Finally I finished at 100% the A-A5 and the CR20. Now I am thinking in a new unit. One small ship. Now I have many things in my head and I do not remember the name  :D ah yes, the Gozanti.  ;D Yes I should have added it several time ago. Probably it will come with some thing more.;)

At the same time that I am adding some new features for the space maps, I am improving some of them and adding new light settings. In the space maps, there are day and night settings, at my opinion, the night settings were too dark and I am making them with a bit more of light.                                               

Other addition is a neccesary new default reinforce unit for the starbases. In a first moment I added several different starships but I do not like it. I want a single special ship shared between all the starbases from a single faction. It goes to take some of time but I have clear idea about how it must be.

Other idea is a improve in the ground base walls. I have a very good idea for it if it is possible.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 08, 2019, 02:44:03 PM
As I told you before. I will add the Gozanti. I made a personal change in the texture from the Warb_Null model. It is a work in progress but after two days, it looks as you can see here.

(https://media.moddb.com/images/groups/1/25/24667/AllianceShot5694.jpg)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 09, 2019, 12:51:14 PM
Another video playing the Rebellion GC. 31 in game recordings and counting . This time showing the first try adding the new additional reinforces from the starbases. Each faction will have at least one new AWACS ship as a reinforce, this ship avoids the communications blockade from the enemy and destroy it in the begining can disrupt these starbase additional reinforces. It will add some special abilities.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dddnrel-4483e204-1ad4-41ab-b3bb-88028112841c.jpg/v1/fill/w_1600,h_1299,q_75,strp/profundity_awacs_by_nomadafirefox_dddnrel-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI5OSIsInBhdGgiOiJcL2ZcL2RhYWI4N2M0LWQ3ZmYtNGEzMy1hOTc1LWNlNDVhNzFhOWUwYVwvZGRkbnJlbC00NDgzZTIwNC0xYWQ0LTQxYWItYjNiYi04ODAyODExMjg0MWMuanBnIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.Qr3atTWvM-OOz9AT827WV7z-kQSw6x57HkU-kjG2YNI)

This is the first version from the Gozanti in game and it will not be the last.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dddnq57-6622cda8-b7b4-4a0a-bb58-b4195941ddb3.jpg/v1/fill/w_1600,h_1299,q_75,strp/gozanti_carrier_by_nomadafirefox_dddnq57-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI5OSIsInBhdGgiOiJcL2ZcL2RhYWI4N2M0LWQ3ZmYtNGEzMy1hOTc1LWNlNDVhNzFhOWUwYVwvZGRkbnE1Ny02NjIyY2RhOC1iN2I0LTRhMGEtYmI1OC1iNDE5NTk0MWRkYjMuanBnIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.42iEujtEeoTQGDGHo6sJGoZzRhhDIluYKDkzwP3DNCE)

I remember you how this GC was started several time ago and somethings as the filters, some ground death animations and more can show errors when really they are correct.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on August 11, 2019, 08:49:45 AM
This is the first version from the Gozanti in game and it will not be the last.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dddnq57-6622cda8-b7b4-4a0a-bb58-b4195941ddb3.jpg/v1/fill/w_1600,h_1299,q_75,strp/gozanti_carrier_by_nomadafirefox_dddnq57-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI5OSIsInBhdGgiOiJcL2ZcL2RhYWI4N2M0LWQ3ZmYtNGEzMy1hOTc1LWNlNDVhNzFhOWUwYVwvZGRkbnE1Ny02NjIyY2RhOC1iN2I0LTRhMGEtYmI1OC1iNDE5NTk0MWRkYjMuanBnIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.42iEujtEeoTQGDGHo6sJGoZzRhhDIluYKDkzwP3DNCE)
Ah yes, the Gozanti, used by the Empire, Pirates, Black Sun, Separatists, and even the Rebels. Kinda like the Nebulon-B being used by everyone. I really like it for some reason, maybe because it has so many uses and variants like the AWACS, Communications, carrier for TIEs, and transport for the All-Terrain Walkers. Thank you for adding it, I was always waiting for this ship after you added some Rebels TV show land units to the mod. Do you also plan to add the Arquitens Light Cruiser? I know you already have it in game as the Corellian Light Cruiser for the Republic and for the Empire for the Tech Level 0 Fleets, but a proper updated Imperial model is missing. Especially since there are some visual differences and changes that the Empire made to retrofit them for Imperial service. I think that would pretty much be all the Rebels content. ;D

(https://vignette.wikia.nocookie.net/starwars/images/d/d2/Repligcru.jpg/revision/latest?cb=20110918193841)
(https://vignette.wikia.nocookie.net/starwars/images/c/ca/SWBII-ImperialCruiser.png/revision/latest?cb=20171030172526)
You can see some of the changes I mentioned in the style of the bridge and the engine area, which is now more armored and a bit extended it seems.

Each faction will have at least one new AWACS ship as a reinforce, this ship avoids the communications blockade from the enemy and destroy it in the begining can disrupt these starbase additional reinforces. It will add some special abilities.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/dddnrel-4483e204-1ad4-41ab-b3bb-88028112841c.jpg/v1/fill/w_1600,h_1299,q_75,strp/profundity_awacs_by_nomadafirefox_dddnrel-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI5OSIsInBhdGgiOiJcL2ZcL2RhYWI4N2M0LWQ3ZmYtNGEzMy1hOTc1LWNlNDVhNzFhOWUwYVwvZGRkbnJlbC00NDgzZTIwNC0xYWQ0LTQxYWItYjNiYi04ODAyODExMjg0MWMuanBnIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.Qr3atTWvM-OOz9AT827WV7z-kQSw6x57HkU-kjG2YNI)
The new AWACS ships and their abilities will be awesome to see. At first I was going to ask why the Rebels would use such a large ship for an AWACS like the Profundity compared to the Imperials and, I'm assuming, that Gozanti AWACS that came out in Rebels, but it's logical that the Rebels would need a larger ship because their AWACS technology would probably be outdated and require more space and power so it makes sense that they would use such a large ship for it. Great work! 8)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 11, 2019, 10:02:10 PM
The last work is a fix/improve in the Imperial Tyrant heavy missile cruiser. It had bad things which they could crash the game.

Yes I want make a Arquitens but I must make it at 100% because Nawrocki is out the net. Do not wait the same good work.

The Empire will have more of one different Awacs ships and probably the Rebels.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on August 12, 2019, 07:59:28 AM
Yes I want make a Arquitens but I must make it at 100% because Nawrocki is out the net. Do not wait the same good work.

The Empire will have more of one different Awacs ships and probably the Rebels.
Is Nawrocki's situation temporary or more of a long term problem? Also thanks again for considering the Arquitens Light Cruiser. It makes sense the Empire would have more AWACS ships like a communications ship, but refitted to be an AWACS. The Rebels with something similar but maybe not able to do it on small ships because of their technological disadvantage.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 12, 2019, 10:43:37 AM
Yes I want make a Arquitens but I must make it at 100% because Nawrocki is out the net. Do not wait the same good work.

The Empire will have more of one different Awacs ships and probably the Rebels.
Is Nawrocki's situation temporary or more of a long term problem? Also thanks again for considering the Arquitens Light Cruiser. It makes sense the Empire would have more AWACS ships like a communications ship, but refitted to be an AWACS. The Rebels with something similar but maybe not able to do it on small ships because of their technological disadvantage.
I do not know. Perpetual or not. One way or another real live reachs to everybody.

Personally I prefer modify the Disney ideas........the Disney universe is very small. The Gozanti Awacs is a model and probably you can find other type of awacs because the Empire has a lot of credits. The Rebellion has not the same amount of resources.

I told you before how I would add the good additions from the Disney SW inside the old UE.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on August 12, 2019, 11:02:26 AM
I do not know. Perpetual or not. One way or another real live reachs to everybody.

Personally I prefer modify the Disney ideas........the Disney universe is very small. The Gozanti Awacs is a model and probably you can find other type of awacs because the Empire has a lot of credits. The Rebellion has not the same amount of resources.

I told you before how I would add the good additions from the Disney SW inside the old UE.
Yes, sometimes unfortunately life becomes too demanding of our time and we can no longer do things we like to do. Understandable.

Also very true, some people might dislike or hate the Disney Canon, but I'm of the opinion that we must accept that it exists and work with what we have. It will take years or maybe even decades before the Disney Canon can fill its content like the EU. The EU was great, but it also had it flaws, so I would say we must take what is best from both universes. I remember you telling me about adding the good stuff from the Disney Canon into your mod some time ago, and I'm glad to see that you're taking the best of it and combining it with the old EU content in your mod. ;D

Yeah the Rebel Alliance in its early years would not have the resources for the types of AWACS the Empire would have, at least at first. Maybe once they become the New Republic and reach that tech level, then they might have the power for better AWACS.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 12, 2019, 12:24:09 PM
I do not agree in take everything created by Disney as good and correct. Most of the stories published by Disney are bullshit. They were created by people which they did not know a shit about Star Wars.

Looking what is making Disney in the SW universe, even in 30 years, they do not go to make good stories. Just bullshit. Most of the Marvel comics are bullshit, with exception from Rogue One, the films are all bullshit. In 30 years, people will continue looking as very good the films from George Lucas and they will forget the other films from Disney. They do not go to be cult films. Because even if they add small good things, they add bad stories and they kill everything told before from SW.

What about the Rise of Skywalker and the Death Star holocaust in Endor? it kills the final beautiful moment from the Return of the Jedi and probably from Yavin because if a piece so big from the Death Star II crashed in the surface from a planet, where was it in the other films? I have not been the first thinking in this stupid addition from JJ. One man who I am sure how he has not read a shit about SW.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on August 12, 2019, 12:59:06 PM
Yeah, I'm not the biggest fan of what Disney has done with the films and a lot of the new novels and comics. To be honest, I liked the spin-off films more than the Sequel Trilogy like Rouge One and Solo. I agree that the films, even the ones I liked, are pretty forgettable and not something that would become a cult film. The only thing I can really remember from Rouge One is the Death Star scenes and Darth Vader's lightsaber massacre. For Solo, only the trench warfare scenes where Solo is an Imperial Army Trooper that were very obviously inspired by World War I, and Darth Maul's cameo. The comics have also not really gained my attention, only the two Darth Vader series were the ones I kinda liked more or less. I did like Rebels for the most part also, but that's probably because I liked TWC and have a good opinion of Filoni's works.

However, I accept that Disney owns Star Wars and there's pretty much nothing we can do about it. Sure we can avoid the content they put out, but they'll still make a profit from it and even if they didn't they have more than enough money to keep the franchise alive. Hence my position to take the good parts from the Disney Universe and combine it with the good parts from the EU.

The Death Star scene in the Rise of Skywalker is wierd. If it is supposed to be Endor... where are the big trees and why didn't the planet end up more devastated when a giant part of a moon sized object crashed into it?
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 14, 2019, 11:44:43 AM
Today I read a interesting news. It was based in a theory and some unknown sources about Lucasfilms. It says how Disney is killing all the characters created in the George Lucas era because Disney does not want pay more to Lucas. According to the source, Lucas sold the Star Wars franchise but he did not sell the characters from Han, Leia, Chewi, Luke, C3P0, R2D2 and probably many others more. By this reason, he receives additional money when Disney uses them in films and other things. In fact, it says how in the Disney park (Star Wars edge), there are not these characters. Very curious.

For me, this news can be very true. I always said how they had not the rights about all the Star Wars universe and it was the reason because we did not watch many other things.

I believe how they can create new stories and characters but.......what I have seen by the moment is a piece of shit. Perhaps with the Mandalorian we watch a good thing or perhaps it confirms how the SW universe was send to the trash.

The same problem happens with ships, vehicles and more. All the new designs are very different from the things seen before and some of them are bad.

I let you one video, I have not made too work lately (the summer) but I fixed some Rebel tech in the Rebellion GC.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 16, 2019, 11:43:55 AM
Another video playing the Rebellion GC. 34 in game recordings and counting . As perhaps you note, this video was recorded with the i5-4690K instead of the new Ryzen 5 3600X. I have not edited the mod too much this week, things from the summer. But I have improving somethings from this GC.

With the exception from the playing/recording resolution, between the i5 and the Ryzen 3000, there are not difference playing this game. The virtues from the Ryzen are more from other things. At the end, we are in the point where this game does not ask more power playing at 1080p resolution with this amount of planets. Even probably with more planets and if you play with a more powerful CPU, you will not see a any difference because EAW does not use any of the new technologies in the CPUs.

Let's say how the if I add one or two units per month these days, it is more than enough. I must improve other parts from the mod and as you know.

Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 17, 2019, 10:39:46 AM
Another video recorded in the older i5. Mostly it shows how the Rebel Alliance has some advantages in comparation with the Empire. The Rebel B-Wings in ground are one of these. Instead of big and powerful units, the Rebel units are smaller but effective.

I remember you how this GC was started several time ago and somethings as the filters, some ground death animations and more can show errors when really they are correct. The missing textures from soldiers in video are strange because I am not sure because it happens in this computer when both computers share the same files.

Pd: Vionix. I do not go to change the textures from vehicles from other games. You are free to help me making it, it is more constructive than launch non-constructive critics. You have won ten points of "I do not go to follow your suggestions". But nothing new, as always people asking more and more without give enough in exchange and when the mod has a very very very big difference of quantity against others. This is the main reason because I do not follow suggestions.;)

Sometimes I think how if I had not added any new unit to the mod, I had got more positive stars.....

Title: Re: FOC Alliance Rebellion 1.0
Post by: Vionix on August 19, 2019, 05:57:12 AM
I'm uncertain as to why there is a hostile or offended tone towards a simple suggestion. Especially since previous suggestions, feedback, and reports of mine have been well received. I simply mentioned that the unit has a very noticeable difference in the texture and its more cartoonish style (because it's from a mobile game) compared to other units. I still think it is really nice to see you porting and using those units and their models in your mod, and I can accept if it doesn't look the same as the others. I won't berate your mod or give it a bad review over a simple unit that might be a little different. I know that at the moment Nawrocki might not be available to create a texture for it, but my feedback, which is constructive as have all my other posts I have made, is meant for something in the future if he returns. As I have said before, I have played this mod for a long long time, in fact, it was the first mod I played and made a big impression on me that I have not really played any other mods as much as this one. This is why I always strive to give as much details in my reports as I wish nothing but the best for this mod in terms of bug fixes, improvements, suggestions, etc. If I knew how to mod I would have gladly offered my aid, but life commitments do not leave me with enough time to properly learn such modding techniques. At most I can offer a more accurate translation to English for the mod.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 19, 2019, 11:09:04 AM
To find a tone inside a sentence is down in a mistake most of the times. Just I have said the true, as always I do. ;D

I find very few constructive people loading my hands with more work, specially when there are a lot added than the others. At the end, you look as if you were playing the mod only by the new additions, perhaps creating your own mod with it.;)

Quote
At most I can offer a more accurate translation to English for the mod.
Promises and more promises. I have read it before. Do it or do not it. I do not go to make e exchange by this or other thing. ::)

I appreciate the bugs reports here but I must not reward you. Instead I must fix the problems, improve things instead of to add more things.
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 20, 2019, 01:36:32 PM
Some new here. The Gozanti IGV 55. I know, it does not look exactly as the unit seen in the Rebels episode but it is a modification from the model created by Warb_Null and it can be accepted as good.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/daab87c4-d7ff-4a33-a975-ce45a71a9e0a/ddegqo7-00886f1e-0610-4493-b208-8c46c13e3776.jpg/v1/fill/w_1600,h_1299,q_75,strp/gozanti_igv55_by_nomadafirefox_ddegqo7-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI5OSIsInBhdGgiOiJcL2ZcL2RhYWI4N2M0LWQ3ZmYtNGEzMy1hOTc1LWNlNDVhNzFhOWUwYVwvZGRlZ3FvNy0wMDg4NmYxZS0wNjEwLTQ0OTMtYjIwOC04YzQ2YzEzZTM3NzYuanBnIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.aKQ6bfbMGcfgIckF0_C31rOn9u7GZMHw3DnqI4kB1Bw)
Title: Re: FOC Alliance Rebellion 1.0
Post by: Nomada_Firefox on August 21, 2019, 12:02:41 AM
I do not know if I must be happy or I must be unhappy because I must send all the Gozanti work to the trash. Fortunately or unfortunately, I discovered the Gozanti from the BF game in my hard drive............I should have checked before........well, these things happen. Now I must repeat again the changes from the IGV 55 version, not very difficult at least. Have fun. ;D

(https://media.moddb.com/images/groups/1/25/24667/ejemplo01.2.19.jpg)