Star Wars Conquest Mod for M&B 1.x and M&B Warband

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LoboRundas - nice screenshot but I think that kettle helmet or whatever needs to be removed from the next release.  :smile:

daerdevil - yeah, that was my thought with the high rating on jedi/sith equipment, I needed some way to simulate their force powers.  Now, I could make separate armor for the troops with high ratings, make it so they didn't drop after battles, and then the equipment you could purchase would have a lower rating. But then if somebody actually wants to play as a jedi/sith they won't want to use a robe with no protection... Some of this is up to the player, if they want to equip all their companions with lightsabers, sniper rifles, and mandalorian armor then I guess thats up to them.  :wink:

Draconis Topmen - mandalorians are mercs, you find them in town taverns. Next release their armor will be better and we may be switching the recruitment a little bit.

also, here some random screenshots.. It looked silly when you shoot a door and it fell over, so I switched it to slowly lower into the ground. Technically it would be better to have it move up or left/right, but that might block some stairs or other parts of a scene, so going underground was the best option. Other than that we're trying to globally replace a few scene props with items of similar sizes so we don't have to manually edit scenes.

 
HokieBT 说:

Sweet m8 that is seriously really good.  :mrgreen:

So..wait you blow the door down is a couple shots? or do you have to have a rocket launcher?
Brings up another idea. heavy rebel trooper- shock trooper ^^
 
Just downloaded this; it's very fun.  Surprisingly great work all around; it feels more Star Wars than it does M&B, which is something.  The space-combat emulator in the Training Room is very, very cool, despite the limited movements possible; it's a testament to the flexibility of the engine that it works.  And all the racial models are great; Gammoreans in particular tickle me, and it's fun to grab a Twi'lek head and stick it over Matheld's.

Anyway, a couple suggestions.  First, speeder bikes are awesome.  A bit too awesome; a handful of companions on bikes can rip through enemy lines like they were made of tissue paper.  As giddy as it made me to flank and then charge through an entire enemy spawn line (dealing 10-50 damage to each member thereof), that's a bit overpowered in a non-canon sort of way.  I'd consider dropping their hp down to 30-50 or so; in the movies, one solid hit pretty much ends the bike's utility as anything but a deathtrap.  That way they could still be used to get around on an enemy's flank, but you'd want to dismount (like Darth Maul did) once the actual fighting starts.

Secondly, would it be possible to give Force Lightning/Push a grenade-like aoe effect?  Right now, there's not much reason to use either excepting flavor; as it stands, hokey religions and ancient weapons are no match for a good blaster at your side.  Along the same lines, I think throwing lightsabers should be a bit more powerful and should travel at a speed more akin to the throwing weapons in Native; it seems kind of strange to watch an 500-mph lightsaber go flying out of my character's hand and into the gut of an enemy, who promptly shrugs off 20 damage.
 
patkelly - thanks for your comments and glad to hear you liked this mod.  There has been a lot of work done by me and many others trying to turn M&B into a Star Wars universe. While this has been a major pain sometimes it has also been quite fun to see what is possible. :smile:  The current version is good and hopefully the next release should be every better since we're adding or improving models/soundfx and trying to remove more of the obvious dialogs and scene props from the native game. MartinF is also working on some coding that is quite above my skill so we hope to have some new surprises as well.  In terms of your other suggestions:

speeder bikes - makes sense to me, I'll plan to reduce hit points and armor on the bikes for the next release

force push/lightning - These are very poor and currently just re-textured throwing stones.  :wink:  The main problem is the AI is pretty clueless when it comes to using non-native type of weapons, so if we gave them flame rifles or powerful force weapons that did area damage then they would most likely kill themselves or your own team more often than not...  I'm not saying its impossible to do this, and I definetely would like to add some better force powers (maybe even new keyboard hotkeys, etc), but we've been more focused on changing the rest of the game and will eventually come back to these and other heavy weapons.

thrown lightsabers -  makes sense to me, i'll decrease their speed and increase their damage

Anyway, as I've said before, I RARELY get a chance to play this, so please let us know of anything that could be improved, is annoying, doesn't make sense, etc....  Hopefully some of these issues will be improved in the next release, but we are always open to feedback.
 
Well, that all makes sense; not being a M&B modder myself, I don't know what your specific concerns and limitations are, but from prior programming experience I know that what seems obvious from the user end can be invisible or impossible to implement from the technical end.

Tell me, do you have a short-term plan for the companion/town vendor dialogue?  I assume you just haven't fixed them because that's so far down on the list of "things to change," but if you'd have use for it, I'd be happy to send you rewritten versions of their code to reflect a more Star Wars universe.  Don't need Marnid complaining about the Khergits and Ymira telling us how beautiful Veluca is, or to have the bike dealer tell us what a fine eye for horses he has.
 
patkelly - yeah, we've basically been trying to go in order with trying to do the major changes first (factions, world map, troops, models, etc) then trying to work on medium and lower priority changes (updated models, sound effects, dialogs, new functionality, scene editing, etc).  We're on the 2nd phase now which is getting into more of the details so could definitely use some help with dialogs and things like that.  I'll send you a PM.
 
Here's a Cantina model created by TakiJap and a Cantina bar and items created by Geroj.  I'm still working on adding more scene props, etc...

 
HokieBT 说:
Here's a Cantina model created by TakiJap and a Cantina bar and items created by Geroj.  I'm still working on adding more scene props, etc...


Taverns are quite empty hopefully you'll be putting more people in? Any way to get people walking around in the tavern like when you got to the streets? good job so far.  :mrgreen:
 
HokieBT 说:
Here's a Cantina model created by TakiJap and a Cantina bar and items created by Geroj.  I'm still working on adding more scene props, etc...


Looks awesome, I'm really looking forward to the next release. Great stuff.
 
HokieBT 说:
Anyway, as I've said before, I RARELY get a chance to play this, so please let us know of anything that could be improved, is annoying, doesn't make sense, etc....  Hopefully some of these issues will be improved in the next release, but we are always open to feedback.


So true, I know exactly how you feel.  You spend so much time modding it becomes hard to even understand how the whole experience is coming across.  Anyway, nice work, and nice new models. 
 
HokieBT 说:
Here's a Cantina model created by TakiJap and a Cantina bar and items created by Geroj.  I'm still working on adding more scene props, etc...


Looks good, with little more chairs and tables
 
Hey guys, first of all, loved the Star Wars mod and excitedly await the next release.

It's been a couple of weeks since I loaded it, but one thing that bugged me was how the Imperial recruits were just guys in red tunics. Not so much that they just wore normal civilian looking clothes, but the fact they were coloured. Outside of the Imperial Guard, colour doesn't fit the deathly sterile look of Imperial armour. If I could request it, then this attire would be perfect for the low level Imperials:


250px-Scanner1.jpg


It's pretty much the same attire the AT-ST drivers use as well, which handily leads me to my next topic.

I'm working on some Star Wars helmets (not necessarily for this mod, but you're welcome to them) and thought I'd share/repost the ones I've completed to get some comments.

AT-ST Driver/Imperial Infantry
MBATST.jpg

Death Star Trooper
mbdst.jpg

Rebel Fleet Trooper
mbrft.jpg

I'm also finishing off a stormtrooper and Imperial Gunner, so I'll post those up as well.
 
The Happy Stormtrooper 说:
Hey guys, first of all, loved the Star Wars mod and excitedly await the next release.

It's been a couple of weeks since I loaded it, but one thing that bugged me was how the Imperial recruits were just guys in red tunics. Not so much that they just wore normal civilian looking clothes, but the fact they were coloured. Outside of the Imperial Guard, colour doesn't fit the deathly sterile look of Imperial armour. If I could request it, then this attire would be perfect for the low level Imperials:


250px-Scanner1.jpg


It's pretty much the same attire the AT-ST drivers use as well, which handily leads me to my next topic.

I'm working on some Star Wars helmets (not necessarily for this mod, but you're welcome to them) and thought I'd share/repost the ones I've completed to get some comments.

AT-ST Driver/Imperial Infantry
MBATST.jpg

Death Star Trooper
mbdst.jpg

Rebel Fleet Trooper
mbrft.jpg

I'm also finishing off a stormtrooper and Imperial Gunner, so I'll post those up as well.

They are very nice, good work maybe Hokie will use them, rebel helmet for soldiers and others...hmmm maybe some imperial troop variety, dont know
 
Happy Stormtrooper - nice work on the helmets!  I should be able to include all those helmets in the next release, feel free to send me a PM with a link to download or I'll send you my email address.    I also agree that the picture you posted would be better equipment for the imperial recruits, unfortunately I can't really model/texture at all, so it would have to be you or somebody else re-texturing some native armor if we wanted to add this.  Its probably easiest to re-texture native armor since if a new armor model is created then it has to be rigged...  Helmets don't tho, so those should be easy to add.  Anyway, please keep suggestions/comments coming, since a lot of this stuff makes sense to change but I may have just forgotten about it, etc.

edit:  I will switch imperial to use white tunics, red for rebel, and a different color for hutt.
 
I started to add some tables/chairs and managed to get town walkers to spawn in fixed locations but still want to see if I can make them walk around....  This table & chair is from TakiJap and I still have another table from Geroj I need to add in.  I also want to put some some of the glasses/food models that he made on the tables to make it look a little more active.  There is now background noise of people talking when you are in a cantina and hopefully I can get some music to play as well.  Anyway, its starting to look better but scene editing is a pain tho, so don't expect massive scene changes in a lot of the other area's in the game.  :wink: 



Edit:  if there are one or two scenes or scene props that are really obviously from native and hurt gameplay then let me know.  I switched the practice horse to a transparent model so at least we wouldn't see them around town.  I could probably globally remove/replace a few scenes or scene props to make it look better.  Geroj already did this with the torch model and that helped a lot when I've been testing.
 
Hokie, I'll upload the helmets in a batch once I've finished the Gunner. You just need the OBJ and DDS files, right?

Also, I've finished my stormtrooper helmet, so give me a shout if you ever need it for a sandtrooper or whatever.

mbstormfin.jpg
 
Stormtrooper - yeah, OBJ and DDS.  The stormtrooper helmet looks good, so feel free to include that as well.  TakiJap and Geroj did create an updated stormtrooper helmet, but I can also use yours as an alternative, etc.
 
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