KA2: The General War -1 reply

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#21 12 years ago

Admin please delete, double post (posting errors again!)




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#22 12 years ago

A little update for all concerned :) Federation Campaign Missions 1 through 5 are done, and I hope to have the rest of that campaign done by the weekend, god willing. The Tutorials are done, but relatively little use, then again they never were much good in my opinion. Still, they show the right vessels now, and I will do a voiceover for them, for what use it is! I have also updated the weapons to fire "KA-Style" that is one weapon at a time, as opposed to alpha strikes. Sound confusing? Let me explain Originally, a QuD Class Destroyer (armed with 4 Disruptors, a Photon Torpedo Tube and a FMPA Cannon) would fire all disruptors at the same time, perhaps with a torpedo or FMPA shot in the middle. Now, the Disruptors fire one after the other, occasionally firing in unison (typically when firing for the first time, all weapons will fire simultaneously, but that is realistic and works to certain races advantage). The Photon Torpedoes and FMPA shots will continue as normal, but if for example on the Constitution Class Refit, a ship has multiple torpedo tubes, they will also fire one at a time, as will phasers. Even the bigger weapons, like dual FMPA Cannons or dual CFDICs fire in sequence not in a single volley. Starbase and Mine mounted weaponry however, still fire en mass, since their power reserves allow them to do so. Makes the game more like KA, and more interesting I find. Also to quickly explain the ECM and ECCM features. ECM is pretty much like the stock Sensor Scrambler, and ECCM is a modified Death Chant that only effects weapon accuracy. They work in such a way that if the enemy uses ECM, and you engage ECCM, they cancel each other out. They can however be used seperately, the ECM making you harder to hit and ECCM making your vessels more accurate. Thats all for now folks! EDIT: Oh some old Tholian themed screenshots from a while back. Still pretty up to date though, although the planets now have glows.

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[COLOR="Red"]Spoiler Tags Added. Please don't forget these. - Ash[/COLOR]




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#23 12 years ago

Admin, Please delete, double post (had some major posting bugs)




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#24 12 years ago

Well, litttle update (make sure to read the A2files news post, fairly nice update there). I have nearly finished the voice overs for Federation missions 1-6. I have noticed mission 6, (haven't fully tested mission 5 but, should be alright) is likely to be very easy, since I cannot alter the starting vessels, and you get a crap load of Missouri Class Battleships and Ulysses Class Dreadnoughts. Still, since you'd ordinarily get quite a few Sovereigns and Galaxys, and the mission was originally meant to be fairly easy (hey, invading an unsuspecting Borg sector, can't be THAT hard, blast em to pieces). Oh, small note, I added an Orion Pirate colony on 4th Mission, guarded by several Orion Pirate vessels. I may add a few more once i've converted them. Also, in addition to the Merchantman Class Cargo Freighter that buzzes around trading on that mission, there is an Orion Cargo vessel. It is NOT classed as an enemy vessel, since some Orions are legal traders, and some are smugglers masquerading as Orion traders, so in the eyes of the Federation its best to leave them alone. I also plan to add the Star Class Warpliner from KA (the Altair Star) on some instant action maps. I've been debating something. While the second campaign is meant to be the Gorn defending the Federation from the newly resurgent and beligerent Klingon Empire under the control of the traitor Melkor, what would you, the people, want to see? Is playing that campaign from the Gorn perspective what you would want to play? Or do I try and fudge it into some sort of Campaign based on the Romulans, under attack by the Gorn, are defended by the Klingons, who attack the Gorn and later find out the Federation was supporting them? Theres only so many ways the campaign will work. The Gorn would NEVER have the Romulans supporting them, they are mortal enemies, ditto the Klingons and Federation. However the Klingons may protect the Romulans if the Gorn threaten to anihilate them, and I always felt that in his speech at the beginning of the Klingon Campaign, Martok was very critical of the Federation, so perhaps a similar speech by Chang (or Thok'Mak) about the Romulans may make sense. In the end it is up to you guys. I am happy to play it any way round, but perhaps the Klingons or Romulans are more well known and fun to play as. Then again, perhaps you feel the Gorn are an underated race, and some depth is needed and that a campaign from their perspective would be a big insight into their culture and ideals etc. So an unofficial little poll here Do you want :- A) Klingons attack Federation, Gorn defend and then the Romulans support the Klingons. (Player plays as Gorn Confederacy) B) Gorn attack the Romulans, Klingons defend and the Federation supports the Gorn. (Player plays as Klingon Empire) C) Gorn attack the Klingons, Romulans defend and the Federation supports the Gorn. (Player plays at the Romulan Star Empire) Also, the supporting player doesn't need to be a major race, since they only feature briefly. If you prefer, the Sha'Kurians (who often lend out their forces as Mercenaries) could be the supporting race, the Hydrans might also be a supporting player if it is a war against the Klingons or Romulans. Tis up to you people, what would you like to see?




Atlantis

The Confused Vorlon

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2nd November 2002

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#25 12 years ago

I wouldn't mind option A, really. All games and mods have the player playing as the Klingons or Romulans. Plus I don't think the Gorn would actually START a war. They'd retalliate from someone attacking them.




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#26 12 years ago

Mod DB Top 100




Majestic-MSFC

Majestic is thy Name!

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#27 12 years ago

Its entirely up to you James, first rule of modding, make a mod you the modder wants, the rest will fall into place. Oh and nice looking campaign menu you have there (in A2files news post), I like it. ;)




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#28 12 years ago

Thanks :) You speak the truth, I always make what I myself would like to play. Personally I think given the name of the mod and the strong Klingon presence (after all, klingon vessels would be the lions share of vessels in KA, clues in the name ;) ) perhaps a Klingon campaign would be good, but a Gorn campaign would be easier to assemble. I can make my voice sound gorn far easier than I can make it sound Klingon (generally, not to be racist, afro-american actors have played Klingons on account of their deep voice. My voice is deep, but not that deep, and just doesn't have the right sound).