Nomads next steps

General Discussions about The Nomads.

Moderators: pip, Softly, Brute51, CookieNoob, JJ173, Moritz

Re: Nomads next steps

Postby Killer7007 » 25 Dec 2015, 03:31

it took 3 years for someone to reply? o.O
and yes nomads mod is broken I just tried playing and acu can't build anything
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Re: Nomads next steps

Postby Resin_Smoker » 25 Dec 2015, 11:25

pip wrote:FAF patches constantly break Nomads on FAF and Brute51 doesn't have the time nor the will to fix the new issues after each patch. Until Nomads code is included in FAF, this will happen and I don't see Brute or anyone else doing this anytime soon, if ever.



Sadly this is what kept me and Domino from supporting FAF with our mod releases.
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Re: Nomads next steps

Postby Resin_Smoker » 25 Dec 2015, 11:31

Softly wrote:As nomads develops I see two areas that can be worked on:

1) Development of units, textures, features etc.
2) Balancing of units and abilities so that the game fits right into FAF.

The first point requires our team of developers to keep up the good work, big thanks to them and keep it coming :)

The second point is something that everyone can, and I hope will, get involved with. It will require lots of input from as many people as possible and to that end I think we need to have a more coherent strategy for getting people on board.

Once we have something in place for application to nomads, we need people to apply. This means getting people excited about it, so that when they get here they also are motivated to actually play.

Then we need to think about public release. We want people to be excited about it, and we want people to enjoy it.

Feedback on how to achieve any of this is welcome, or if theres stuff I've missed then tell me that too :)


My suggestions at the moment are:
1) Get an application form going again.
2) Get some formal rules of use written up, so people don't unkowingly do something stupid. (And also to stop people who might knowingly do stupid things)
3) Open up a public discussion area in the nomads forum so others can get excited and pose questions together.
4) Get a nomads game casted to interest people. (perhaps play a bunch of 1v1s and select the one which best showcases nomad units)
Points 3 and 4 also would need to be implemented at the right time, so that we get interest when we need it, and not having interest generated tail off for public beta etc.

Also I like this idea http://www.moddb.com/mods/the-nomads/im ... m#imagebox


Once the faction gets integrated into FAF then it maybe possible to do something meaningful with it. Beyond that how do you plan to have a naval unit fly? Last time I checked the movement types are hard-coded and there currently isn't an easy way to force the transition without destroying / re-spawning the unit. If you need details on how this can be done, I can provide them along with a working example from 4DC.


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Re: Nomads next steps

Postby SYSTEM_FAILURE » 06 Jan 2016, 16:21

Its a shame that all the work has been for nothing, i hope it gets integrated at some point. I mean a new faction would be awesome and the new units are great, ACU is brilliant
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Re: Nomads next steps

Postby Softly » 07 Jan 2016, 00:26

There are barely enough people working on base FA to keep that ticking over, let alone supporting new work.

Also this is some serious thread necro, 3.5 years seriously?
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Re: Nomads next steps

Postby sturmadler » 11 Jan 2016, 21:52

I want to see Nomads go in at some point. Also, I expect the FAF community might grow. Planetary Annihilation was a disappointment for many, and Ashes of the Singularity looks pretty, but appears to lack the strategic depth of supcom.

Are you still looking for testers?
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Re: Nomads next steps

Postby Blackclaws » 17 Jan 2016, 18:11

Whats actually the current status aside from non-working of this mod?

If there are people that would like to continue this work are they free to do so? Basically is the mod up for adoption? Or is that out of the question?
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Re: Nomads next steps

Postby Softly » 17 Jan 2016, 21:47

Recent FAF patches have broken (from what I have heard) the UI side of this mod. I was also told that this should be easy to fix, so I guess "up for adoption" is the best description for nomads right now.
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Re: Nomads next steps

Postby Blackclaws » 19 Jan 2016, 19:52

Well who is the one that is the current maintainer of this mod? I thought that Brute51 was the original author and also current maintainer, but I'm not sure he even reads this anymore.

So the question is whether there would be an interest for someone to go and try to fix whats broken right now (which if what you said is true shouldn't be too hard but merely time consuming). I've not really done a lot with Supcom modding but I am a solid programmer and I would be willing to take a look at it. But only if that isn't against any of the devs wishes regarding this project.
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Re: Nomads next steps

Postby Brute51 » 19 Jan 2016, 22:41

I do!

Still plan to get it all working again. Time is the problem, as always.
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