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ja2 renegade republic concept, features[message #126929] Thu, 13 April 2006 17:44 Go to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: ja2 renegade republic concept, features[message #126930] Fri, 14 April 2006 01:04 Go to previous messageGo to next message
DaViLLaN is currently offline DaViLLaN

 
Messages:12
Registered:October 2003
Location: CT
Quote:
Does it sound interesting? what are your thoughts on this?
Well, lets see... a new JA2 MOD,
based off 1.13 and,
made by the scorpion........
interesting???.....

HELL YEA!!!

Im drooling already....

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Private
Re: ja2 renegade republic concept, features[message #126931] Fri, 14 April 2006 02:27 Go to previous messageGo to next message
asmag is currently offline asmag

 
Messages:15
Registered:January 2006
I am sure that it will be great mod to play. I can only hope that it will be enough urban maps to make UC fan happy Smile I am big fan of metro concept - faster and more aggressive gameplay is possible.
I will play RR for sure.

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Private
Re: ja2 renegade republic concept, features[message #126932] Fri, 14 April 2006 20:59 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
i say woohooo. This i definitely wanna play.

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Master Sergeant
Re: ja2 renegade republic concept, features[message #126933] Fri, 14 April 2006 21:15 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: ja2 renegade republic concept, features[message #126934] Sat, 15 April 2006 00:48 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
what about banks and casinos? Very Happy i need to get some extra cash somewhere Very Happy

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Master Sergeant
Re: ja2 renegade republic concept, features[message #126935] Sat, 15 April 2006 03:19 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: ja2 renegade republic concept, features[message #126936] Sat, 15 April 2006 09:09 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
Great. Then if you can please do put at least 1 bank in the game. A director would be nice, but complicating with vaults (with super thick or even indestructable walls Very Happy ) and alarms isn't neccesary IMO Very Happy

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Master Sergeant
Re: ja2 renegade republic concept, features[message #126937] Sat, 15 April 2006 23:21 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: ja2 renegade republic concept, features[message #126938] Sat, 15 April 2006 23:35 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
i see.You've got it figured it out at least most of it. Hope you managed to get eveything (or at least the most important things) working. well keep us informed on the progress so we can comlain ... erm ... talk or suggest something Very Happy

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Master Sergeant
Re: ja2 renegade republic concept, features[message #126939] Sun, 16 April 2006 11:56 Go to previous messageGo to next message
kropotkin

 
Messages:47
Registered:May 2005
Location: lake titicaca
Well I actually stopped playing JA2 because of UC. Please use as little features from that as possible. Keep the transport vehicles intact, a nice adventure story without killing police, and don't do these ridicolous cheats for old men Mad

Then it might become a good mod, like Nightops...

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Corporal
Re: ja2 renegade republic concept, features[message #126940] Sun, 16 April 2006 19:15 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
suggestions are always welcome. whether or not i can/ want to implement them is written on a different piece of paper though Wink

@Kropotkin

the risk that this mod will be very similar than UC is small. The risk that it will become similar than ja2 vengeance is big Wink

so far i have no intention to have you fight civilians on a very regular base, they are annoying when they respawn and all

using the new difficulty settings in 1.13 there can easily be enough regular soldiers. But maybe i will find it appropriate to have a police special unit or armed militia force appear in limited scale

do not know yet

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Sergeant Major
Re: ja2 renegade republic concept, features[message #126941] Sun, 16 April 2006 20:07 Go to previous messageGo to next message
kropotkin

 
Messages:47
Registered:May 2005
Location: lake titicaca
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
Re: ja2 renegade republic concept, features[message #126942] Mon, 17 April 2006 01:14 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: ja2 renegade republic concept, features[message #126943] Tue, 18 April 2006 00:04 Go to previous messageGo to next message
kropotkin

 
Messages:47
Registered:May 2005
Location: lake titicaca
Yes I admit I've always liked the Deadly-Games style game better than the big campaigns. I'm perfectly happy with playing one well-made scenario at a time. Quarter hour, half hour game break.. I'm afraid old JA2 doesn't command enough libido for allnighters anymore Wink

Regarding the 1.13 project, a DG-style setup would probably be the crowning achievement.

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Corporal
Re: ja2 renegade republic concept, features[message #126944] Tue, 18 April 2006 00:10 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
exactly. This is what friends of mine also told me. Large scale mods are too much for those who don`t have the time (or libido, whatever Smile to spend hours finding that new NPC xy or item z that is required to unlock rpc A

this is why i am thinking about a mission or even smaller, quest based mod that would be set in the world of my new mod

the player would have all options to explore and conquer the whole piece but could also finish the game quickly by reaching sector xy and escorting NPC x to sector z safely. However atm there is not enough time for working on two mods parallely

but as soon as i start thinking about the concept and system in more deptht, i will open a thread here in the forum.

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Sergeant Major
Re: ja2 renegade republic concept, features[message #126945] Fri, 28 April 2006 20:27 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
opened a new thread concering mission- or quest based campaigns compatible or, "embedded" into large scale ja2 RR mod

another small bit of information: intensive work on tilesets is being done ATM, plus the voice actors are doing their job. It seems that the project will be ready to advance a bit faster very soon. However, if anybody felt he would like to support the project by e.g creating his own maps or graphics, i am here and will listen to him very carefully Wink

i am trying hard to create a fresh and innovative start into the campaign using new tilesets and new NPC scripts. Should be lots of fun.

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Sergeant Major
Re: ja2 renegade republic concept, features[message #148745] Mon, 09 July 2007 18:55 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: ja2 renegade republic concept, features[message #148748] Mon, 09 July 2007 18:59 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: ja2 renegade republic concept, features[message #148987] Wed, 11 July 2007 00:32 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
happy to confirm that more end game scenarios worked, at least in shape of sketches. had to really dig deep in the bag'o tricks for some of this Wink

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Sergeant Major
Re: ja2 renegade republic concept, features[message #148994] Wed, 11 July 2007 01:42 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: ja2 renegade republic: a mod as proof or concept of another mod?[message #151465] Thu, 02 August 2007 13:03 Go to previous message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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 Wink

i think i'll do this in a step-by-step procedure starting soon.

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Sergeant Major
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