Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Renegade Republik » ja2 renegade republic concept, features
ja2 renegade republic concept, features[message #126929]
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Thu, 13 April 2006 17:44
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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very cool, thank you for my own subfourm bearpit!
In this thread i would want to briefly introduce this new mod`s concept and very very basic storyline, plus advertise it`s features
Ja2 RR is intended to combine the (in my eyes) best features of the great ja2 1.13 engine, The great Ja2 UC mod and the last project to which i contributed, ja2 vengeance
We have the great AI changes, weapon additions, value externalization and additional features like a high resolution from 1.13, we have a large variety of NPC characters and quest alterations plus an unusuaql alternative setting as in UC and many of the maps and some of the characters (plus later on the weapons as well) from ja2 vengeance
But off course there will be a lot of new material, graphic wise in an unseen tileset versatility, lots of fun new characters, lots of new quests (watch out, they were not all just simply overwritten, there might be lots of changes)
Tactcal combat is still one focus, so the tileset alterations might influence your tactical combat experience, for instance an explosive gas pipeline leading through a whole sector, new ways of concealment, new large objects as locomotives, cranes or APC`s
the story...
The fictional story takes place in a real crisis situation, namely south russia and the caucasus area. The player will be recruited in order to assure certain people`s interest in the region, but will soon find out that various people have various quests to offer, which may or may not, lead to conflicting targets
the player may get to chose which job would get him farther, who can offer him more, who can he thrust in. Plus, we are looking to offer different endings but that will also be a question of editing the outro sequences
i know that the screenshots that i uploaded are a bit older, but be assured i got tons of new screenies and will sometime sooner or later add new ones
Does it sound interesting? what are your thoughts on this?
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Sergeant Major
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Re: ja2 renegade republic concept, features[message #126933]
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Fri, 14 April 2006 21:15
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Thank you guys. The metro concept is controversial i must say. This i am not quite sure whether to implement or not sorry bfg, this is a difficult topic as there are many pro`s and cons
there will be lots of urban maps, not necessarily all stolen from UC, some also from ja2 vengeance and new designs, industrial, railway, snowy towns, destroyed towns
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Sergeant Major
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Re: ja2 renegade republic concept, features[message #126935]
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Sat, 15 April 2006 03:19
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i can have banks using UC tilesets. Maybe need some bank director NPC guy too.
still got many options, due to early development stage of the mod
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Sergeant Major
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Re: ja2 renegade republic concept, features[message #126937]
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Sat, 15 April 2006 23:21
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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lol
there will be various ways to get money. Like solving quests and such...
however it makes sense to have a steady sorce of income because there will be quite a couple of characters that want daily salaries
I am looking to make traders a bit more versatile as well, so maybe you can sell drugs to the mafya or deliver guns to some terrorists to make money... this is not quite implemented yet but since i know that many people like trading and making money in ja2, i will have to put some focus on that
will be tricky when faction affiliation will determine whether or not you can still trade with them. i Gotta see to which extend that would work
atm i am still focusing on characters, then tactical combat/maps/guns will be another big issue as well
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Sergeant Major
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Re: ja2 renegade republic concept, features[message #126941]
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Sun, 16 April 2006 20:07
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kropotkin |
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Messages:47
Registered:May 2005 Location: lake titicaca |
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Sorry Scorpion I did not play your mod. Because, probabably the weakest point about JA2 mods is their size. It's not cool to replay the same game for the n-th time, just no time for that. For me a campaign needs a convincing storyline to carry it through. If there's any way to do that, try to cut the campaign into smaller chapters or missions that are playable separately.
As to the balancing, I've always considered something like a light assault rifle with 4-bullet burst more than enough to win the game. New mods should definitely cut short on "sniper rifles" as those are the most boring of all. Emphasis on SMGs and pistols seems natural for JA2's small sectors. And it's cool to have weakling mercs and pump them up through battles. The most unbalancing thing about UC2 were the numbers of enemies - when mercs get level 8 or 9 they're untouchable and the game is more or less over.
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Corporal
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Re: ja2 renegade republic concept, features[message #126942]
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Mon, 17 April 2006 01:14
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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well i must say that i hear this often. Maybe an add-on like ja2 UB would be cool for you. But if you want a mod with convincing storyline and you have 99 percent of the characters talking the same lines as before... doesn`t work
convincing storyline asks for massive size. However i was thinking about making a mod version where different quests, once completed, end the game and allow the player to have his victory in short time
the problem is, you will still have to install all of the mod otherwise everything looks ja2 except for one custom mission.
i ust say it is a difficult and controversial topic
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Sergeant Major
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Re: ja2 renegade republic concept, features[message #148745]
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Mon, 09 July 2007 18:55
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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finally had one of the more advanced end game scenarios working to a certain extend ;-(
it's kinda odd and even if i get adequate voice acting done, it's too much hassle considering that probably only a tiny fraction of players will encounter this particuliar end game version.
anyway, i'll see to it that the other versions will be easier, more straight forward and less prone to some apparently uncontrollable rolls-of-the-dice
there's some more problems, thus, the alternative game endings will still be limited quite much.
but as far as i see it, there are only some 2-3 very bottomn linish problems as far as editing the end game is concerned. so future modders only need to figure some details to allow for story variation in the prolongued end game stage of ja2
right about now, it's still quite crude, but once a way to work around some missing links is given, we might be able to allow for a more spectacular end game than now.
we'll see.
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Sergeant Major
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Re: ja2 renegade republic concept, features[message #148748]
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Mon, 09 July 2007 18:59
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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on a related sidenote, game outro videos seem a bit odd:
i get the skyrider flies us out video even if i've never met him. That's weird, as there are 3 outro vids, one with skyrider, one skyrider dead and a neutral one
can anybody tell me what to do to get the neutral one? the one complaining is obviously skyrider dead, the one with skyrider is cleary skyrider alive and escorted to his chopper.
what about the miguel outro vids?
the "nomiguel" outro vid is only used if he's dead? or as well if he's never been on the team/ never met?
can anybody confirm?
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Sergeant Major
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Re: ja2 renegade republic concept, features[message #148994]
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Wed, 11 July 2007 01:42
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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bah. fixing one breaks the other. gotta split it all apart to get it working. Da bag of trix soon be empty...
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Sergeant Major
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Re: ja2 renegade republic: a mod as proof or concept of another mod?[message #151465]
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Thu, 02 August 2007 13:03
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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during the entire development cycle of ja2 1.13 modmaking base "mod", we've been developing a mod specificly for this engine.
when soon the end of your development comes (regardless of how far we've come), it will be time to hold a detailed evaluation of how well this all went and for what must be paid attention for future mods. I've been saying this countless time, but it's still true, i expect kick-ass future mods basing on 1.13, having worked with this engine for a longer time now, an evaluation of possibilities is certainly a good thing, as i was asked by various modmakers how well feature x or feature y works beyond the vanilla conditions (a huge fanbase tests 1.13 on vanilla conditions, while only a smaller number of people test thorough changes to the vanilla scenario and usually do this for themselves or within a small development/ testing group)
I've done a lot of advertising for 1.13 in almost any (un)related community, plus i was following the (early) development extremely closely, yet still i will be trying to hold a detailed and also critical evaluation of the features in question. There are enough other fans for a stable, big community by now
i think i'll do this in a step-by-step procedure starting soon.
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Sergeant Major
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