Easy Red 2

Easy Red 2

"Beginning of the End" [Mission]
44 条留言
BrockKids1 9 月 8 日 下午 2:28 
Even if it isn't the highest of quality, i'd still want good reloading animations, Which Star Wars blasters don't really need to reload, But it's Easy Red 2 so yeah,
TheCalcMan  [作者] 9 月 8 日 下午 2:07 
@BrockKids1 I know, and I'm saying you are not going to get that quality with the Easy Red 2 modding tools (As of now. More tracers might be added in the future but walker functionality is likely never coming lol.)
BrockKids1 9 月 8 日 下午 12:42 
i just thought it would be cool to see on the ground combat, Rebels Vs Stormtroopers in Easy Red 2 with quality Star Wars Blasters mod and the equipment and all that stuff, Star Wars Battlefront 1 and 2 are fun, it just be cool to see in Easy Red 2, which isn't developed by Triple A studios like EA, the worst company
TheCalcMan  [作者] 9 月 8 日 下午 12:23 
@BrockKids1 I do the original Battlefront 2 quite often and they use plenty of thermal detonators lol. Also, you have the option to turn off heroes so that no one has force powers in that game as well (and if you need larger battles, there's plenty of mods for it).
BrockKids1 9 月 8 日 下午 12:02 
i just mean like Rebels vs. The Empire (Stormtroopers) not really Star Wars Force powers, i know battlefront 1 and 2 and possibly 3 exist and they're good 1 and 2, but i'd still at least like to see Rebels and Stormtroopers fighting with blasters and thermal detonators
TheCalcMan  [作者] 9 月 8 日 上午 9:21 
@BrockKids1 I've said this before but you are going to get a better experience in Battlefront than you will from a mod here. There are many limitations that just aren't in Battlefront:

- no lightsabers (there's one mod on the workshop but its essentially a stick with no special abilities or anything)
- no force powers
- good luck getting walkers (like the AT-ST) to work
- no space battles
- no red and blue blaster bolts (you can get green tracers for guns but that's it)

It just wouldn't be Star Wars at that point, in my opinion.
BrockKids1 9 月 8 日 上午 9:07 
I wish that someone could make a Star Wars Campaign that is high quality, i know you'll be done with modding after the Roadmap, but i think a Star Wars Campaign would work
BrockKids1 9 月 8 日 上午 9:05 
Oh i see
TheCalcMan  [作者] 9 月 8 日 上午 9:04 
@BrockKids1 No. Check the roadmap in the collection, I'm retiring after I finish all of that.
BrockKids1 9 月 8 日 上午 9:00 
Good morning, @TheCalcMan, so are you retiring from modding still? after the Ten Day war campaign?
TheCalcMan  [作者] 6 月 17 日 下午 11:44 
@Oxwillow Hi, thanks for the feedback. In response to the suggestions:

1. I did it purely because this is the first in a long list of upcoming missions, I wanted to make it cinematic enough for anyone who wasn't going to play music over it. That being said, most future missions will not have music (like the next one I'm making, will be released soon).

2. Many future missions will be set in the daytime, although just from testing, the daytime setting in this game is extremely bland so you probably will see lots of clouds to make the sky less bright and plain.
0xwillow 6 月 17 日 下午 10:11 
very very very very VERY awesome mod
1 suggestion: no music when capturing the first point, id like to listen to my yugoslav war playlist!!!
and also perhaps a day mode or a day mission. btw this is an awesome mod good job
TheCalcMan  [作者] 6 月 8 日 上午 1:45 
@Tora! Tora! Tora! Hi, thanks for the feedback, especially now after I spent many, many hours tweaking it. I solved it with multiple "AI Once" spawners in lines, with some non-stop spawners in between. But yes, I think ive gotten close enough to an adequate balance for both sides considering the randomness of the AI + I fear i might ruin something if I edit it more + many more missions to work on, so I'll leave it for now. I'm relieved that I've finally reached a good point for it, though, more than anything.
Li Kui the Black Whirlwind 6 月 7 日 下午 5:53 
jesus christ thats a lot of tanks. Looks like you got the tank waves working though! And throwing some infantry on the trucks seems to be getting them moving. I also noticed that the surviving infantry in that first wave go on toward the airport now.
Slovenians could be shored up a bit. They knocked out 28 vehicles by the end of the mission but that doesn't seem to dent the zerg rush much. You could probably cut down the vehicles by 30% and still have a pretty desperate situation for the Slovenes.

Anyway, looks like you've pretty much nailed the mission. I think it's a solid introduction as it is - can't wait to see what maps you've got planned next.
The Unknown Calcium 6 月 6 日 上午 1:49 
holy peak
TheCalcMan  [作者] 6 月 5 日 下午 10:03 
@Sino Unsubscribe and re-subscribe to the mod. You're probably still on the version where I was fixing the vehicle spawns due to renaming most of the vehicles.
Sino 6 月 5 日 下午 8:51 
Tanks aren't loading when I play Yugoslav
TheCalcMan  [作者] 6 月 4 日 上午 1:09 
Ok, forgot to announce but said issue has been fixed. Also, two new uniforms (1 for each side) are coming soon and will be added to this mission even though they're meant for the next one.
TheCalcMan  [作者] 6 月 3 日 下午 1:18 
IMPORTANT ANNOUNCEMENT: I am aware that the gunner view on the M-84 is broken, I think it was something with the new update. It will be fixed later today
TheCalcMan  [作者] 6 月 1 日 下午 4:34 
@Delta_ Thank you, I'm glad to hear it and more will come (working on the next mission now, will be a lot smaller but hopefully just as fun). Although "make" is a bit of a strong word as I mainly pull models from elsewhere (usually sketchfab) to speed up the process, but I do prepare them and such for the game. I guess "using" custom assets is a better term.

However, you will see far more things modeled wholly by me when I make navy boats and improvised guns for Dubrovnik (after Slovenia)
Delta_ 6 月 1 日 下午 12:21 
Genuinely impressed by the level of detail and commitment to this project by making all of your own custom assets! can see this mission only getting better & better. The Firefights tend to actually feel like a legitimate battle too especially when you're defending the Airport - all around congrats this is brilliant and i hope to see more! :steamthumbsup:
TheCalcMan  [作者] 5 月 31 日 下午 9:54 
Okay, found the issue. Tanks just dont spawn for some reason without the AI Once option if there's too many bots already (i think). Testing is going good and the fix is coming very soon.
TheCalcMan  [作者] 5 月 31 日 下午 9:16 
Also, little can be done with the initial convoy. Scripts for path finding do not work on vehicles specifically, so they are guided by the fences on the sides. Sometimes the tank will just reverse for no reason, and sometimes it'll break through the fence. I'll make a new indestructible fence model to use soon + add fences to the back that should hopefully correct this, but I'd have to remove the player's tank spawn (I wanted to give the player the option to flank either side with the tank to allow for more options, but that's not doable if all the fences are indestructible)
TheCalcMan  [作者] 5 月 31 日 下午 9:16 
@Tora! Tora! Tora! Hey, thanks for the feedback, and I'm glad you do enjoy it currently. It's a really weird case with the 2nd phase, though: When I start the mission right at the 2nd phase via the editor, all the tanks spawn just fine and its a serious challenge to hold them all back. But when I start it from the campaign menu and it reaches the 2nd phase, they spawn extremely slowly. I don't know why, and I've tried everything from increasing ticket counts to adding even more tank spawns to reducing the number of AT guys to correct this. I assumed the closest possible problem was a RAM issue but that also didn't sound right in my head. I'll look back and try to revise it again.
Li Kui the Black Whirlwind 5 月 31 日 下午 9:00 
Also the amount of Slovene defenders seems fine, you just need to get the Yugos to actually attack. I love the chaotic feeling of random ordinance flying across the map in every direction and it's a lot of fun trying to pick out the little Slovene AT units hiding in the grass.
Li Kui the Black Whirlwind 5 月 31 日 下午 8:58 
Like someone else mentioned, the Yugo faction stops attacking after some point. Also the initial vehicle convoy at the beginning doesn't seem to know where its going and gets stuck trying to drive into the forest.

It's a very cool premise & I enjoyed running around the airfield scavenging equipment after my tank blew up. Just go fucking crazy with the scripts. I play this game on an old laptop and haven't had trouble running even some of the biggest and most complicated Chinese mods on here.
TheCalcMan  [作者] 5 月 30 日 下午 10:31 
@Patrick Dixon Much thanks, Im very glad to hear that. I 100% will.
James Birdfield 5 月 30 日 下午 9:50 
Best mod to me for ER2
Keep going mate
It's a damn masterpiece
TheCalcMan  [作者] 5 月 30 日 下午 4:55 
@Dash+ No problem, and noted. I am very hesitant to reduce the number of Slovenian bots on the field because I think I have the right amount to make the mission a challenge for the JNA, but I am making changes.

If you're interested in how testing is going, the tank count in the 2nd phase has been largely increased + I have added jets + BOVs (fast APCs) with .50 cals which seems to be making it much harder for the Slovenians as I playtest it (I also increased spawn times a bunch for some of the Slovenian spawns, just for the player). I am still figuring out what to do for the last phase as of this comment.
Dash+ 5 月 30 日 下午 4:30 
@TheCalcMan Thanks for the reply, what I meant by "too many defenders" I meant that the numbers on both sides were way too equal which is kind of a problem on a offensive map(though I was using full campaign which may of been the issue)
TheCalcMan  [作者] 5 月 30 日 下午 1:51 
@helmet_man头盔人 Oh, 100%. This is but the first of many missions.


Also, I'll tie in my announcement: testing to revise the last two phases for the Slovenians is underway, including the addition of planes for the JNA (!!!!).
helmet_man头盔人 5 月 30 日 下午 12:23 
Looks like there's still a lot more to update ,can't wait to see them!
BrockKids1 5 月 29 日 下午 10:41 
Yugoslavia shall be undefeated
TheCalcMan  [作者] 5 月 29 日 下午 9:22 
@BrockKids1 Wrong war, get outta here.
BrockKids1 5 月 29 日 下午 8:43 
Death to the soviet union!
TheCalcMan  [作者] 5 月 29 日 下午 6:14 
@BOLT These are the kinds of comments that make my work completely worth it. :steamthumbsup: Enjoy your wanking session.
BOLT 5 月 29 日 下午 6:05 
im gooning to ts rn
TheCalcMan  [作者] 5 月 29 日 下午 5:56 
@MontagnaxX Thank you. This is the first mission I've made so future ones I make for this project (and this one, once I release a big overhaul update) will be even better and more refined.
MontagnaxX 5 月 29 日 下午 12:46 
this is one of the coolest projects for the modding on er2
TheCalcMan  [作者] 5 月 29 日 上午 9:00 
Announcement: the Yugoslavs will be getting the BOV very early on top of the promised G2 Galeb as an apology for not realizing that playing on the Slovenian side was this easy.
TheCalcMan  [作者] 5 月 29 日 上午 7:49 
@Dash+ Hi, thanks, your comments have been noted and this WILL be refined. I will try out the Slovenes more intermittedly as I work on the next mission and see what I can do to make it harder (i'll definitely try adding more tanks, and i think i can make them attack the actual positions in the middle using more scripts but apparently more scripts can lag the game. We'll see. Also, the yugoslavs will get 2 planes which should shake up things more)

Also about the "too many defenders", many of them only spawn once. If thats not what you mean, tell me where.
󠁳⁧⁧󠁳⁧⁧󠁳󠁳 5 月 29 日 上午 7:36 
BRO THIS IS THE PERFECT YAVIN IV TAKODONA MAP FOR SW
Dash+ 5 月 29 日 上午 4:46 
It's way too easy to win as the Slovenes. The tanks are easily destroyed and there aren't that much tanks. There's way too many defenders as well. After the attackers capture the first objective the game kind of ends as the AI just kind of stops and stops attacking. Overall, this is a really good mission with some flaws, if it was more refined this mission would probably be the best in the workshop.
Schnell_Scheisse 5 月 29 日 上午 3:03 
Nice mission! Looking forward for more Yugoslav war content.