Planetary Annihilation Titans Mods

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Re: Planetary Annihilation Titans Mods

Postby Valki » 13 Sep 2015, 21:38

Zeldafanboy wrote:
Valki wrote:[...] FAF frankly looks much better than PA:T, meaning that to convert FAF to PA, the modders would need to create new models and detailed textures for all units which is a huge amount of work. (Work Uber itself was not willing to do, or maybe the engine couldn't even cope with good-looking units and terrain)

Frankly, FA is starting to show it's age graphically. The gameplay has aged well, but some of the units/effects have not. Especially some Cybran/ Seraphim units.

Simplistic, colorful art style=\= bad graphics

Realism=/= good graphics

Detailed Textures = good graphics

FA is definitely aging, and PA could definitely 'outshine' FA in graphics.
The only reason why FA looks better than PA is because FA has high-polygon models and especially high quality textures. I have no doubt that merely applying a few better textures to PA would solve this, but creating good textures is actually a lot of work.
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Re: Planetary Annihilation Titans Mods

Postby Zeldafanboy » 13 Sep 2015, 23:13

Valki wrote:Detailed Textures = good graphics


No, that's an oversimplification

FA is definitely aging, and PA could definitely 'outshine' FA in graphics.

Valki wrote:The only reason why FA looks better than PA


I don't even think that

Valki wrote:I have no doubt that merely applying a few better textures to PA would solve this, but creating good textures is actually a lot of work.


The art style is flat, simplistic textures that look crisp and clean. Adding a ton of detail would clutter the design.
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Re: Planetary Annihilation Titans Mods

Postby ZLO_RD » 14 Sep 2015, 04:05

does muticore support is really that of an advantage of PA?
i can't even load big maps/planets when i was trying to play...
while to play FA you just need core i3...FA seems to lag hard when you use alot of assisting engies witch people build a TON on big eco + naval maps, or when many t1 units streaming across weird paths (surprisingly, phenom map lags hard for me when i spam across) but overall it is not that heavy.

second problem that you will have to mod multiple factions, adjustency bonuses, different power prizes (i have heard that all units have same power to mass ratio in PA, not sure if it is still true), ACU upgrades, stealth cloak and shield mechanics, different vision layers for underwater units (torp bomber or hover tank can't "see" subs, but can locate them with sonar, so if they are stealth sub, only way to see them is to use a ship or underwater unit), preplaced reclaim on maps, stun... does PA terrain has ramps? hills? do they eve have TMD? Support coms? mobile factories? beams? fuel and refuel mechanics?

quite alot of stuff to mod :D
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Re: Planetary Annihilation Titans Mods

Postby AdmiralZeech » 14 Sep 2015, 14:12

How moddable is PA anyways? For total conversions, etc.

The very first requirement I have is the ability to ditch all the planets and use the engine to make a traditional flat RTS. Is it possible at the moment?
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Re: Planetary Annihilation Titans Mods

Postby Zeldafanboy » 16 Sep 2015, 22:33

AdmiralZeech wrote:How moddable is PA anyways? For total conversions, etc.

The very first requirement I have is the ability to ditch all the planets and use the engine to make a traditional flat RTS. Is it possible at the moment?


Why even play PA at that point?
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Re: Planetary Annihilation Titans Mods

Postby blutooth » 17 Sep 2015, 01:34

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Re: Planetary Annihilation Titans Mods

Postby Gorton » 17 Sep 2015, 02:57

Everfades : You can't mod in additional catagories for units, they're hardcoded
Goodbye a lot of mod potential
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