KotOR-era Sides for Convo Pack

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Re: KotOR-era Sides for Convo Pack

Post by Guest »

glad to hear that you have decided to add an officer :bowdown:
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Re: KotOR-era Sides for Convo Pack

Post by XxDepredationxX »

The dual-wielding is interesting, funny how he runs like a ninja and is the second pistol working? Wow if this is released, Jango Fett would be perfect.
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Re: KotOR-era Sides for Convo Pack

Post by Maveritchell »

It's one weapon that looks like two. It shoots from the first pistol and then the second, but it's all tied into one primary weapon slot.
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Re: KotOR-era Sides for Convo Pack

Post by XxDepredationxX »

Wow thats genius! Even the way he shoots looks great. But is the running intentional? He really does look like a ninja. Not a bad thing, just quite weird.
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Re: KotOR-era Sides for Convo Pack

Post by Teancum »

I like the running too. He is a jedi after all I suppose.
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Re: KotOR-era Sides for Convo Pack

Post by Maveritchell »

XxDepredationxX wrote:But is the running intentional? He really does look like a ninja. Not a bad thing, just quite weird.
Yeah, it was intentional. It came out a little differently than I expected but I wanted him to have the Jedi sprint instead of the infantry sprint.
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Re: KotOR-era Sides for Convo Pack

Post by Achronos-117 »

Wait are there any vehicles in KOTOR Era? That might be a problem because of no rocket launcher.
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Re: KotOR-era Sides for Convo Pack

Post by Maveritchell »

Achronos-117 wrote:Wait are there any vehicles in KOTOR Era? That might be a problem because of no rocket launcher.
There are no vehicles, although I'm considering allowing hero Bao-Dur have an attack that "builds" a swoop bike. Besides, the repeating blasters and the charged shots of the disruptor rifle and the bowcaster will be extra-strong against buildings (turrets) and vehicles (just for giggles, since Bao-Dur's swoop would be the only one showing up).
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Re: KotOR-era Sides for Convo Pack

Post by MandeRek »

Wait, if i understand that right, you're planning to make Bao Dur CRAFT a swoop bike? Like summon? Or like repairing a turret? How would you do that? :? I'm interested :)
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Re: KotOR-era Sides for Convo Pack

Post by The_Emperor »

A dispensor class weapon, like the autoturret, except its a vehicle and not an autoturret? (I guess)
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Re: KotOR-era Sides for Convo Pack

Post by Hebes24 »

Where's Mav's post? (the Forum said he posted after The_Emperor)
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Re: KotOR-era Sides for Convo Pack

Post by Maveritchell »

Hebes24 wrote:Where's Mav's post? (the Forum said he posted after The_Emperor)
No idea why it didn't upload, it looked like it was almost queued up to be posted but was never actually posted. Odd. The contents of the post were:
The_Emperor wrote:A dispensor class weapon, like the autoturret, except its a vehicle and not an autoturret? (I guess)
More or less. I'm working through ways to make sure that it's not a broken or unrealistic ability.
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Re: KotOR-era Sides for Convo Pack

Post by Maveritchell »

I'm more or less done with the infantry and hero sides. I'm waiting to see if I'll be able to get the Sith Wardroid, T3-droid, Kreia, Bastila, and Sion models before I either cut them/use an older version.

I've done my best to set up the infantry (as well as the gunner heroes) as much like KotOR as possible, just like I've already done with the Jedi units. I've already outlined a bunch of this but a quick runthrough:

Blaster Weapons (By power, target range, and rate of fire)
Blaster Pistols: Medium power, short range, high rate
Blaster Rifles: Medium power, medium range, medium rate
Heavy Blasters: Short range, high power (increased against buildings/vehicles), medium-high rate
Bowcasters: High/medium power, medium range, low rate
Disruptor Rifles: Medium power, long range, medium rate (this is the closest you'll find anything resembling a sniper rifle, although it's more like a highly accurate blaster rifle)
Holdout Blasters: Low power, short range, high rate
Blaster Carbine: Medium power, medium range, high rate

Detonators
Fragmentation Grenade: Medium power, no effect
Sonic Grenade: Low power, knockdown effect
Plasma Grenade: High power, push effect
Thermal Detonator: Very high power, push effect
Fragmentation Mine: Medium power, no effect
Sonic Mine: Low power, knockdown effect
Plasma Mine: Very high power

I've also added in, for some of the blaster heroes, weapon "feats" like there were in KotOR. These are basically alternate modes for some of the weapons that do something special (although you must charge the weapon to do them).
Atton has the Power Shot feat (charge effect):
Image
Carth has the Sniper Shot feat (charge effect):
Image

I also nixed the idea of letting Bao-Dur "build" a swoop, it just looked sloppy and was too easy to be unbalanced. Instead he gets his Remote (as a buffed autoturret):
Image

I'm not going to rush it, but as soon as I can get the abovementioned hero/unit issues sorted I'll release a sides test map. Right now they're set on Mygeeto, but if ya'll think that there's a better location to test out both the infantry and the hero sides, let me know.
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Re: KotOR-era Sides for Convo Pack

Post by Caleb1117 »

Neat charge effects!
All looks good, I really hope you can get the Sith war droid I LOVE those guys.

BTW, is the remote a reskined grenade?
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Re: KotOR-era Sides for Convo Pack

Post by Maveritchell »

No, I had to remodel a sphere :roll: so that I could get the right hps in.
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Re: KotOR-era Sides for Convo Pack

Post by Grev »

First look into this thread. This is really amazing! Good to see a good modder overall like Mav doing this, and this looks really great so far.

Off Topic: My sis saw a pic of mav and is not drooling over him.
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Re: KotOR-era Sides for Convo Pack

Post by The_Emperor »

Wait, Bao-Dur's belt is wrong, Ì thought I'd fixed that


Anyway, nice work! Bao having remote instead of a vehicle makes more sense anyway.

Mygeeto is as good as any other a test map to me, I want to see the sides not the map :D
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Re: KotOR-era Sides for Convo Pack

Post by Maveritchell »

Went ahead and finished up (more or less) the "droid"-class unit for the Republic:
Image

T3 Unit, model by Taivyx. We were having some issues getting the hardpoints to work out so that the ordnance came from the blaster arm, so after a while of no results I just decided to work only with fatrays/emitterordnances, which are much easier to have "looser placing" with. Basically, it looks correct now. T3 units have a sonic blaster as their blaster arm primary ordnance, a shock arm as their secondary ordnance, and of course, they have a fusion cutter. It's not terribly strong offensively, but it has a droid energy shield that gives it a regenerative defensive boost. (Still working on balance with this guy, but he's more or less done.)

As soon as I get the Sith warbot model (or find a suitable replacement), I'll be done with the infantry sides. Hero sides should finish up soon thereafter, pending acquisition of Sion, Bastila, and Kreia models (or suitable alternative).
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Re: KotOR-era Sides for Convo Pack

Post by ARC_Trooper_phi658 »

I am really glad that you put Bao-Dur's remote in there. He is just not the same without it. And Taivyx has done a great job with the T3 unit.

You know, I wouldn't have thought to add in blaster feats like power shot, but that was actually a really good idea. Do they do anything different compared to just shooting with a rifle or blaster regularly?
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Re: KotOR-era Sides for Convo Pack

Post by MandeRek »

Yeah, this really looks sweet! I NEVER had succes with droid models to get weapons fire from correct places... Well done Mav' ;)
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