Planetary Annihilation Titans Mods

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Planetary Annihilation Titans Mods

Postby Everfades » 08 Sep 2015, 15:30

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Hi guys,

PA:T has great modding potential! You have decent enough modding tools. (I made a couple of minor mods already) It is 64bit and has multicore support. This means no RAM limitations or massive slowdowns with too much new stuff added due to CPU cores not being used. You can check the forums of the game, there is a modding section. If you already made a Forged Alliance mod (you might know some of my rule mods and square shields mod for forged alliance ^^) you won't have a hard time creating one for this game. I already tried some basic stuff myself, but I'm not as good as you guys. :mrgreen:
https://forums.uberent.com/

I think this game has a lot more modding potential than SupCom:FA as it doesn't have the 32bit limitations and performance problems. There are limits what the modding tools can do but it has more than enough access to create new units, change the UI, add some new gameplay elements and new sound effects/graphical effects. If forged alliance was 64bit and had real multicore support I would still prefer it as a lot of work has been put into it already. But the potential for PA:T is HUGE and I really don't want to see it go to waste.

The game is still being updated and finalized - so you might want to wait a few more months until the final patchs come out before you start modding. But you should really take a look at it. ;)

I hope you guys will consider modding it. I'm especially looking at the guys who made the larger mods like black ops. ;) This game could be amazing with the help of some talented modders like you guys.

Have a nice day and I really hope to see some minor and major mods by you guys in the future! :)

Sincerely,
Everfades

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Re: Planetary Annihilation Titans Mods

Postby Valki » 08 Sep 2015, 16:04

PAF instead of FAF? - or is it PATF now, that sounds worse...


I don't think I (as humble non-modding user of FAF) would like it. 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)

Also I'm not sure about the spherical worlds for a competitive RTS. While FA was never an esport, it has come close. I don't think PA is at the level of FA.
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Re: Planetary Annihilation Titans Mods

Postby Everfades » 08 Sep 2015, 17:07

You should definitly try it out. You will adept to the art style quiet fast. The main benefit is 64bit (no RAM limit anymore which can crash the game) and multicore support which greatly enhances performance. And don't forget you have picture in picture mode (like in forged alliance) --> you can see both sides of a planet at the same time if you want to. I think the units are balanced out quiet good. (not that hard if you have only one faction but it is still worth mentioning as you said this might not achieve to be a competetive rts)
There are leadersboards and ranked matchs. You should see the spherical worlds as an additional layer of strategy. (always 4 sides to attack from, you can't hide in a corner with only 2 sides needing defences) The planets in the screenshot above have a 400 radius. That's why it looks quiet hard to keep track of the units. Larger planets go up to 1500 radius though which makes the game look much more flat and easier to see larger chunks of the planet. :)

The alert system works pretty good, too. Basically whenever something gets attacked or sighted (sighted only for larger things like titans or an enemy commander) which is not in your current cameraview you get an alert which you can hover over with your mouse to see a closeup picture in picture view of the place where the attack/sighting happened. If you click on it your camera switched to that position.
And think of the strategical possibilities this offers. You can flank someone and while they focus on defending there you can attack a side base on the other side of the planet to get some damage in before the other player reacts to your attack. All sides have this option and if you use the radar towers, scouts and picture in picture option effectivly you can outplay your opponents sneaky strategies if he tries to abuse the sphere map. ;)
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Re: Planetary Annihilation Titans Mods

Postby speed2 » 10 Sep 2015, 08:31

This scale of units is similar to game called Spore... it was a huge fail
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Re: Planetary Annihilation Titans Mods

Postby Voodoo » 10 Sep 2015, 10:55

Moved to Off-Topic.
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Re: Planetary Annihilation Titans Mods

Postby Exotic_Retard » 10 Sep 2015, 12:53

speed2 wrote:Spore... it was a huge fail

i really liked spore :' (
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Re: Planetary Annihilation Titans Mods

Postby Everfades » 10 Sep 2015, 13:03

Wish FA had multicore support and 64bit, but you know it will never happen. Planetary Annihilation has a solid foundation for many changes though. :) And as I said, the planets in the screenshot have a 400 radius size with the size going up to 1500 for normal planets, 3 times larger planets. ;) And don't forget that double radius means 4 times more surface area due to it being a sphere! O=4*pi*2² This means you get 8 times more space compared to the screenshots above to play on on the largest planets which is even larger than most common FA maps. And there are already mods which scale units down to 50% if this still is not large enough for you. :) One unit (even titans) never take more than a mere % of the map on large planets. And they are harder to build than in Forged Alliance and even there a large experimental takes 1% of the map spacewise. ;)

Most maps have more than one planet. I prefer playing with a large planet (max radius) and a small planet like the ones in the screenshot as a possibility for sidebases and sneaky orbital strategies. (all this can be countered - the game is pretty balanced unit wise. Every unit has a purpose and I normally build at least 70% of the unit types depending on the planet type in a normal one hour long match) For example there are some slightly more expensive tanks for their damage and health which can hover over lava. (only unit which is not air and can do that) And one ship type which is slightly weaker than the others but can hover over land. (which costs energy while it doesn't eat energy to move in water) And a real orbital layer opens up many strategic possibilities. I think it is a great game now that the titans expansion got us many more options and changed the balance around a bit. But it could be much more than "just" being great. It could be amazing. And mods would help greatly. :) Sure, adding too many units would destroy the great balance right now, but adding just a few in spots which are still missing (like a titan radar and adding some experimental stats to the titans for example shutting down for a few seconds after attacking if the HP is below 30%)
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Re: Planetary Annihilation Titans Mods

Postby dstojkov » 10 Sep 2015, 13:32

Hi



Has PA a lobby ? The like faf or mine ? Could incorporate it in mine if not :-)


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Re: Planetary Annihilation Titans Mods

Postby Zeldafanboy » 13 Sep 2015, 20:58

Valki wrote:PAF instead of FAF? - or is it PATF now, that sounds worse...


I don't think I (as humble non-modding user of FAF) would like it. 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)

Also I'm not sure about the spherical worlds for a competitive RTS. While FA was never an esport, it has come close. I don't think PA is at the level of FA.


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


And on the nature of spherical worlds, they're different. I don't think PA's problems have to do with the concept, more the exection. Just my two cents.
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Re: Planetary Annihilation Titans Mods

Postby Zoram » 13 Sep 2015, 21:34

to me the appeal of SC, graphically, is the atmosphere of titanic battles between cold hard steel machines. Same as it was with TA. Some unit design is fucked up, imo especially Aeon (navy ...), but I don't think it's dated, some of the game wasn't designed that well graphically from the start.

I wouldn't mind, eventhough I find it less appealing for a game with claims of epicness, a more cartoonish style, but I find that PA's style is just ... bad. Pastel colors and blocky units is not enough to create a style.
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