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Amateur
02-08-2009, 06:51
This thread contains all of the general information about the mod. I'll break it down into categories titled as questions. Here we go...

What is it?

Clone Assault is a mod for Armada 2 that aims to bring the Clone Wars from Star Wars into Star Trek Armada 2. Now, it won't be the best mod out there; and the engine wasn't designed for much of the iconic stuff in Star Wars, but I'm going to give it a go.

Oh, and this mod will only require A2; not Star Wars Fleet Command

What's in it?

To start with, two races - the Republic and CIS. I plan a staged release with two races (good and bad) at a time. Originally I planned to have the Exchange, the Naboo, the Techno Union and the Corellian Navy but that may change...

In other words, Star Wars is 'in it'. I plan 25 combat ships for each race plus about ten map units. This is, of course, subject to change.

How close to 'canon' am I sticking?

Well for Star Wars I consider the films to be canon. That is all. No books, comics or anything. I might have a look at the Clone Wars series for designs but apart from that I'm extrapolating from the films themselves.

How long will it take me?

No idea. Sorry :)

What sort of ships are in it?

Eventually I'll be making a post about the techtree and unit list. All stuff like that will be there. I need to actually work some stuff out first though...

Amateur
11-08-2009, 08:23
And some more info...

Poly counts

Quite an important thing this - and I've broken it down as follows...

Fighters - Ideal: 1000
Upper: 1200

Corvettes & fleet ships - Ideal: 1500
Upper: 1750

Cruisers - Ideal: 1750
Upper: 2000

Capital ships - Ideal: 2000
Upper: 2250

The ideal limit is what I want. Anything that is this or lower is perfect. Obviously this may not be possible. That's what the upper limit is for. Anything above this (well...sort of. I won't moan if its 2251 or something) and I don't want that model and I'll either do a rebuild or restart the mesh.

Sounds a bit harsh but my main thinking is the following equation

Star Wars = large fleets
Large fleets + Armada engine/high poly = lag
lag=bad
_______
Large fleets + armada engine/low poly = fun
fun = good
Therefore, low poly= good

QED
:lol:

Majestic
11-08-2009, 09:57
A nice balance there, I like. :thumbsup:

Amateur
22-08-2009, 22:54
Thank you :)

Another small bit of info...

Will I need the Fleet Ops. Patch?

I thought about this for a while the realised that this is perfect for a mod like this, so really I should use it. When I though a little more however, I realised that not everyone can run it - and they'd have to trawl through and take out all the odf entries and such - plus have to do a lot of work. For that reason, I'm doing two versions. One that needs, one that doesn't

So, in short, if you can run it it'll probably work better - but if you can't/won't for whatever reason then you can still play the mod.

Majestic
23-08-2009, 13:54
That's quite a clever idea, I know many have had issues with the PP2.5 and this method you are introducing allows more people to play the mod and also allows you to introduce the new features of the PP. :)

Chiletrek
23-08-2009, 15:56
Hello:
I agree, the patch allows lots of things, but unless you really need the modular stations, then there is also the chance to make a non-fleetops patch version of your mod:).
Good luck with your mod and keep it up!