Conquest of Elysium 4

Conquest of Elysium 4

Franknfurter 15 Jan, 2016 @ 4:29pm
FnF's Star Wars Mod v0.80
Contains four new races, each as a seperate module. Intended as the start of a Star Wars total conversion... because why not? (I still love the stock world and races, just having fun). All units have full descriptions... but I can't get spell descriptions working atm and some things I'll be able to do when the full modding manual is released. A Work-in-Progress, expect oddities, point out any you notice and I will try to fix them.

Dropbox link v0.80:
https://www.dropbox.com/sh/654yftjiq0a3c0e/AABQr6wb58cC2iyjIhh_H6xRa?dl=1

Contents:
Imperium Module
Land Units:
  • Stormtrooper
  • Speeder Bike
  • AT-ST
  • AT-DP
  • AT-AT
Sith:
  • Sith Lord of Blood
  • Sith Lord of Death
  • Sith Lord of Decay
  • Sith Apprentice
  • Force Sensitive Stormtrooper
Air units:
  • TIE Fighter
  • TIE Bomber
  • Imperial Star Destroyer
Buildings:
  • Imperial Base
Rituals: Lots of summons using gold+iron. Sith rituals use sacrifices and reducing towns.

To-do:More buildings, heroes and units, hopefully some capital ships (be nice to have them flying around the void but able to teleport to Elysium via spells... not sure how atm)

CIS Module
Units:
  • B1 Battledroid
  • B2 Battledroid,
  • Droideka P
  • Droideka Q
  • Droideka W
  • Ultra Droideka
  • Ultra-Sniper Droideka
  • AAT
  • Homing Spider Droid
Air Units:
  • Vulture droid
  • Droid Tri-Fighter
Buildings:
  • CIS Foundry
Rituals: Lots of summons needing gold+iron.

Rebellion Module
Land Units:
  • Rebel Trooper
  • Rebel Corporal (x3 variants)
  • Rebel Sergeant
  • ISP (Infantry Support Platform)
  • Speeder
  • AT-TE
  • T2-B Repulsor Tank
  • T4-B Heavy Tank
Air Units:
  • T-47 Airspeeder
  • X-Wing
  • Y-Wing
  • Mon Calamari Cruiser
Jedi Units:
  • Jedi Consular
  • Jedi Sentinel
  • Jedi Guardian
  • Jedi Seer
  • Jedi Padawans
  • Force Sensitive Rebel.
Buildings:
  • Rebellion Base
  • V-150 Anti-Orbital Ion Cannon
  • GenCore Shield Level I
  • GenCore Shield Level II
  • LNR Series I
  • LNR Series II
  • Anti-Vehicle Laser Turret
Rituals: Lots of summons needing gold+iron.

To-do: Balance work on costs / stats.

Jawa Traders Module
Land Units:
  • Sandcrawler (Broken)
  • Sandcrawler (Working)
  • Sandcrawler (Upgraded)
  • Sandcrawler (Upgraded-shield down)
  • Broken droid
  • Medical droid
  • Large medical droid
  • Repair droid
  • Astromech Droids (R1,3,4,5,6,7)
  • Large Power droid
  • Buzz Droid
  • Pit Droid Heavy Weapon Team
Rituals: Lots of summons needing gold+iron, most also require broken droids (like upgrading dwarf workers in the base game)


I obviously don't own the original art assets, but feel free to use any of the above files for your own mods if it helps you get started. Hope you enjoy.

Changlog:
v0.5 First release
v0.51 Bug Fix for mastery rituals (newrit was 1 instead of 1, 2 and 3 respectively)
Thanks to AGiantPie for testing
v0.52 Some Stat and Ritual Fixes for CIS and IMP, New unit AT-DP, new rituals for commanders: Construct Imperial Base and Construct CIS Foundry for a significant gold cost
v0.53 Added Imperial Star Destroyer, able to deploy troops and be generally quite scary
v0.54 Attempted fix for suicidal but *ranged* infantry.
Thanks to draco2million for testing
v0.60
Added Rebellion Faction with 14 units, 7 buildings and many rituals
Rebalanced and standardised all weapons - now blasters cannot affect large vehicles using the 'inanimate' function on weapon modding. But to compensate for the nerf all units either gain a melee 'point blank blaster shot' or have thier ranged weapon set to 'rangedweapon50' to give a 50% chance to use in melee. Also colour change- red lasers, white ion shots.
v0.61 Weapons lost the 'inanimate' tag as it made them unable to fight undead, changed blasters to piercing type with the 'arrow' tag, so that later on Jedi can have air shields deflect small arms fire. Also gave Ion weapons secondary paralysis damage type.
Thanks to draco2million for testing
v0.62
Fix for quad blaster still using 'inanimate' tag.
Fix for blasters being armour negating.
Updated Rebel Trooper. Now has a description.
Gave abilities to rebel foot soldiers. (some movement buffs. forest stealth and snow stealth too, but that seems to either not work or have no icon).
v0.63
Weapon particle change. blood boil to blood (line).
CIS Changes:
CIS Foundry gets a limited iron bonus of 2 since it's a big mine+factory.
Two new units. Ultra Droideka and Ultra-Sniper Droideka.
Art fix - 2/3 of the Smaller Droideka units gain a blue shield bubble.
Rebellion Changes:
Some rituals lose the 'free' tag and must be purchased through requisition orders.
v0.64
Fix for Linux users
Thanks to Marlin for detailed help... still got more to fix later
v0.65
Small Fix for Linux users - the swmod folder and all .tga files now lowercase, all references to them changed. (may have introduced other typographic errors but I hope that's done it).
Thanks to Marlin for pointing out Linux problems and solutions
v0.70
+Added Jawa Traders to the game
+25 new sprites, not all hooked up yet
+6 New Giant sprites for existing giant monsters (192x192 rather than 128x128)
+Rebalanced Weapons (mostly typo fixes)
+Small fix to sprite filenames for Linux users (I do hope they're all lowercase now)
v0.75
Added Sith Lords to the Imperials:
+Added Force Sensitive Stormtroopers, trained from stormtroopers or created by rituals
+Added Apprentices (Blood, Death and Decay) can cast magic and have many powers
+Added Sith Lords (Blood, Death and Decay) with increased magic powers and immortality.
v0.80
Rebellion:
+Added Force Sensitive Rebel that can be trained from rebel trooper or found by spells.
+Added 4 Jedi Padawan variants
+Added 4 Jedi
+Reduced Rebel Troopers/sergeant/corporal sprite size slightly
Jawa Traders:
+Reduced the spawn rate of broken droids significantly
Imperial:
+Gold cost of some spells updated
CIS:
+Added Vulture Droid unit and construction ritual
+Added Droid Tri-Fighter unit and construction ritual
Last edited by Franknfurter; 8 Feb, 2016 @ 12:56pm
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Showing 1-15 of 31 comments
AGiantPie 15 Jan, 2016 @ 7:58pm 
I think the mastery rituals might not be working properly. All three levels of mastery rituals only give lvl 1 rituals.
Franknfurter 16 Jan, 2016 @ 5:44am 
Originally posted by AGiantPie:
I think the mastery rituals might not be working properly. All three levels of mastery rituals only give lvl 1 rituals.
Thank you for spotting it, and taking the time to reply.
AGiantPie 16 Jan, 2016 @ 6:03am 
Originally posted by Franknfurter:
Originally posted by AGiantPie:
I think the mastery rituals might not be working properly. All three levels of mastery rituals only give lvl 1 rituals.
Thank you for spotting it, and taking the time to reply.
Np mate, the mod is quirky but interesting. Looking forwards to what you manage to do with it.
R.K. 16 Jan, 2016 @ 10:40am 
very cool, I'll have to try it sometime
Verro 16 Jan, 2016 @ 6:21pm 
Really enjoying the mod so far. It's going to be fantastic when it's done. I do have some questions about the setup of stormtroopers though. As it currently is, they rush forward enmasse to get into melee with the enemies, regardless of if they have a wall they can sit on and snipe from or not, and once they're in melee, they stand there and do absolutely nothing because they can't cast spells in melee (Aka, fire their blasters.) True, they annihilate things early, unless something reaches melee, but once three deer reach your stormtroopers, and you encircle them, the deer then rip your poor stormtroopers to shreds. What are your intents with the tie fighters? At current they are flying stormtroopers, description and all, which is alright, but I'm curious where you are going. :)
Franknfurter 16 Jan, 2016 @ 7:13pm 
Thanks for the feedback draco2million, just changing the rank to mid should hopefully fix that rushing forward problem (though that doesn't work flying units if I recall corretly so perhaps something different for the fighters...). I could also give them a melee blaster attack to stop them being so useless at close range against deer... will try to test tomorrow *Science!* but if you have a preference let me know.

I've been working on the rebellion faction today, currently got all the units descriptions/stats/rituals etc. in and a folder full of pictures to turn into .tga sprites. (19 units!! yikes that a lot of images to work on) Hopefully will get the sprites all in tomorrow and have a play at balancing weapons for all the factions after that (I want to change the flyspites based on faction/etc. and change the damage types and weapon loadouts so that Ion = shock and almost all vehicles are vulnerable to it -especially shielded ones )

As for the distant future (next week)... heroes/jedi/aliens! Eventmodding to add some StarWars neutrals to the world (rancors, tusken raiders etc.) would be nice, but it's a little confusing to me in the current form so the modding manual will hopefully help me get to grips with it.
Verro 16 Jan, 2016 @ 7:21pm 
Sounds like an excellent plan! Kind of surprised to get a reply so quickly! Thank you. If you are intending them to be used mostly with only other star wars factions, I'd say put them in mid rank and add a melee attack option (Something like Blaster smash or something) with a damage around 1-3, melee. On the other hand, if you want them to compete with current factions, I'd leave them in the front, add a similar melee attack, and add a seperate type that stands in the mid row without the melee attack, that would be more of a sniper for castle defending and such.
Franknfurter 17 Jan, 2016 @ 11:35am 
I've done a bit of both, added a point blank shot for some who should be able to attack close targets more easily (troopers and the like) while heavy vehicles have rangedattack50 to only give them a 50% chance of using their heavy weapons on melee targets. I do think it's probably silly to make any units front rank... as they''ll just ignore their ranged abilities.

When I add some pure melee troops (Jedi, Sith, etc.) they can get to go in the front rank.

Anyway thank you draco2million for the reply and playing it. With messing around with the modding stuff I haven't had a chance to play a full game yet so next up I'll be balancing the costs of units/rituals... (Most are placeholders at the moment, I could do with making a spreadsheet to better balance stuff to make sure nothing is useless/OP... but not today)
Verro 17 Jan, 2016 @ 12:47pm 
Definitely like the initial changes, barring the can't harm inanimate setup. Too many of the game's base units have the inanimate definition (Such as undead.) Just had fourty-five stormtroopers wiped out by two soulless. The point blank shot is working fantastic though, in general. I like the sniper rifles on the scouts as well.
Marlin 17 Jan, 2016 @ 1:26pm 
Linux user here: For several of your sprites you used names with uppercase letters, but in your mod file refer to them with lowercase letters. This means, on Linux, the game won't find those sprites. (I no longer remember all the cases, but you had for instance "xwing" in a file name, but "XWing" in your mod.) By the way, I have taken to the habit of using lowercase basically everywhere in my own file names.

In addition, I actually encountered a case that should cause problems on any OS: "rebeltrooper" was used in a file name, but referred to as "rebeliontrooper" in the mod.

Another, more nitpicky remark: Although for most of your sprites you stuck with the standard dimensions (width and height being multiples of 32 pixels), I noticed that some have nonstandard dimensions (like 52×81 for storm troopers). When I was myself messing around with sprites for CoE3 mods, I found that non-standard sprite dimensions made the sprites look a bit blurrier in the game than they need to. And I think that may still be true in CoE4 too. At least, when I tried changing the storm trooper sprite dimensions to 64×64, they seemed slightly crisper to me (although I might just be imagining things).

As for your mods themselves, my first impression, in a very quick test only, is they seem insanely overpowered, but also lots of wacky fun. :steamhappy: Again, only tested them very briefly, so I don't know how they play in the long run. Of course, the complete lack of melee capabilities of many units (it seems a frog or experienced rabbit is better in close combat than a storm trooper) can certainly cause them trouble if you don't watch out – which is kind of fun too. (I think I actually would prefer just simple 1 damage fist attacks to point blank blaster shots.)

(Making the standard weapons of your classes unable to hurt inanimate beings seems really tough, though. Otherwise I believe only effects like life drain has that limitation.)
Franknfurter 17 Jan, 2016 @ 1:55pm 
Thanks for the feedback. My intention was for the weapon secondary effect to still trigger (fire damage for a very small amount). So it's a bug to not kill soulless.

Some things are a little awkward to get into the game. For example making units vulnerable to fire or cold works but not shock as far as I know... which doesn't really work thematically for ion weapons. I can make the initial damage on blasters piercing with additional fire damage. Then vehicles at least have pierce resistance (and giving them high armour would work to reduce damage from light weapons), and some could be given a little fire resistance too, perhaps the shielded ones later on if they need a boost. I decided to leave the heavy weapons as magic damage for now so that they do full damage vs vehicles. But I'm open to suggestions for better ways to do it.
Verro 17 Jan, 2016 @ 2:27pm 
The reason your fire damage isn't triggering is it only goes into effect if the target is affected by the primary section of the attack. Since it does not affect inanimates, it therefore triggers nothing after the primary damage's attempt. Piercing is a good idea instead.
Franknfurter 17 Jan, 2016 @ 2:34pm 
Yeah, I had hoped that it would work like frost and fire brands in Dom4. There the secondary effect (small area fire or cold) hits the entire square/surrounding squres even if it misses or is otherwise resisted. In this case I hoped the first damage would be resisted but the secondary damage would do some scratch-damage. It obviously didn't work that way.
Marlin 17 Jan, 2016 @ 6:12pm 
This is the rule in CoE. For a secondary weapon effect to hit, the primary effect must first be realized. I don't think it has ever worked any other way. If a snake doesn't manage to slice open a wound with the slash damage of its bite, it won't deliver any poison either. (And a Fire Brand or Frost Brand will never have any effect at all on a Creeping Doom, since the Doom is immune to slash damage – well, a Fire Brand might, if you hit some other target, and the Doom happens to stand nearby.)
________________________________________

List of file names that (still) can't be found when you try to enable these mods on Linux:
  • imperialbase1.tga
  • "stormtrooper1.tga"
  • "stormtrooperGeneral1.tga"
  • "TIEbomber1.tga"
  • "rebeliontrooper.tga" (The actual file name is now "rebelIontrooper.tga", with a capital 'I' in the middle of it.)
  • "T2BTank.tga"
  • "T47Speeder.tga"
  • "XWing1.tga"
  • "pitarena1.tga"
Franknfurter 17 Jan, 2016 @ 6:38pm 
thanks for that Marlin,
Since it works on my computer (windows) I just didn't think about capitalisation. It's not so easy for me to test but I can easily fix those you mentioned. (the Rebel Ion trooper is actually different from a Rebel Trooper... one's got an Ion blaster, the capital 'I' was to help me remember once the space was removed so it didn't look like a typo).

Anyway now that I know the problem I can double check each individually when adding new units but since it doesn't give me an error on my end I may miss some unfortunately. I do apologise for that. Thanks again. (also checking was worthwhile, spotted that I'd mixed up the real ultradroideka1.tga sprite with a naff small version called droidekaevil1.tga that I was playing around with).

I do hope you can get it working this time. (and not have all three faction files throw up faults.)
Thanks again.
(also I missed your first post because I had my message reply open for ages while I was changing things so it got lost)

[Edit] Additional:
Marlin - Thanks again for the details. On the subject of the sprites themselves... I didn't know what would work initially, I had used full size files just to see if it would work. (like the banners). Obviously it gave me lots of strange graphical oddities for units i.e. everything looked slightly larger than huge and therefore overlapping strangely. But I didn't want to compress things too early on hence the strangeness.

It was only halfway through trial and error of shrinking sprite sizes that I sat down and read the manual again. I will go back and redo the sprites when I get a chance but other than looking a bit odd in scale I didn't think it was hurting anything to put off for a day.
Last edited by Franknfurter; 17 Jan, 2016 @ 6:55pm
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