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Author Topic: FOC Alliance Rebellion 1.0  (Read 5841 times)

Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #90 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.
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Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #91 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.;)

« Last Edit: November 08, 2018, 04:46:55 PM by Nomada_Firefox »
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Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #92 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.

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Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #93 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.

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Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #94 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.

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Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #95 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.
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Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #96 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.

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Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #97 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.

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Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #98 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.


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.

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Slice

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Re: FOC Alliance Rebellion 1.0
« Reply #99 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.


Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #100 on: November 25, 2018, 05:12:23 PM »
Thanks by tell me.
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Re: FOC Alliance Rebellion 1.0
« Reply #101 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.
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Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #102 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.


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Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #103 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.

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Nomada_Firefox

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Re: FOC Alliance Rebellion 1.0
« Reply #104 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.


« Last Edit: December 01, 2018, 10:49:29 AM by Nomada_Firefox »
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