Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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)
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.
(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.)
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.
________________________________________
List of file names that (still) can't be found when you try to enable these mods on Linux:
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.