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merc mod forcemod 2

Page: 1 of 1
 mr_willie
02-25-2004, 2:33 PM
#1
Hey guys and gals

I am new here i am sorry if this issue/point has been brought up before
I think Jedi Academy is a much better game than outcast however me and my friends like outcast more because we where able to find forcemod .It lets you play jedis vs merc (scouts, heavy soliders, bounty hunters, hot shoots and troopers)
i was wondering if any mods have been released which allow you to play jedi vs merc on Jedi Academy.

Thanks for your help

JJ :fett:
 Tinny
02-25-2004, 4:47 PM
#2
i haven't heard of any so far :/
 Azymn
02-25-2004, 9:34 PM
#3
There's one on the way...
 rut-wa jodar
02-27-2004, 6:04 AM
#4
Originally posted by Azymn
There's one on the way...

That`s excellent news :D

JA is in dire need of a mod like ForceMod. I have gone back to playing JO+ForceMod 2,because I found JA`s gameplay very stale.
 Crow_Nest
02-27-2004, 7:30 AM
#5
Originally posted by Azymn
There's one on the way...

Really! Is there a site? :)
 Azymn
02-27-2004, 8:12 AM
#6
http://fm.mt-wudan.com)

it's just a filler page right now, it'll be a little while before i get a site up.
 Kurgan
02-27-2004, 9:01 AM
#7
You don't need any mods to play Jedi Vs. Merc in JA.

It's already in there, unchanged from JK2.

Just have the server enter this command:

g_jedivmerc 1

Boom, you've got Jedi Vs. Merc.

I warn you, don't use it in anything but FFA though, as it's got its share of bugs, and it's nowhere near balanced.

Just like in JK2 it was thrown in as a bonus fun thing to play around with, unsupported.

Once it's enabled all you have to do is go into your profile and you have the option to say "Jedi Yes/No."

Mercs have no force powers whatsoever (but they have mana so drain works on them) and instead of a saber they have Melee, plus they have BlasTech, Bowcastor, ST Rifle and a little bit of ammo.

They can pick up certain items that Jedi can't (and vice versa). Jedi can't pickup or use any weapons but the sabers.

Of course since JA doesn't include in the normal maps most of the "items" that were in JK2, you won't notice that much of a difference.

Basically Jedi = sabers & force, Mercs = Guns & explosives w/ no force


So again, you don't need Force Mod or any other downloaded file to play JediVMerc, it's already a JA feature (albeit an unsupported one), through a console/cfg file command.

(Of course it goes without saying that you can play as non Jedi in Siege mode as well).
 rut-wa jodar
02-27-2004, 6:31 PM
#8
Originally posted by Azymn
There's one on the way...



I hope ForceMod 3 has all the features that ForceMod 2 had, + more :D
 Amidala from Chop Shop
02-27-2004, 6:42 PM
#9
Originally posted by Kurgan
You don't need any mods to play Jedi Vs. Merc in JA.

It's already in there, unchanged from JK2.

Just have the server enter this command:

g_jedivmerc 1

Boom, you've got Jedi Vs. Merc.


ForceMod2 is a far more sophisticated version of class-based fighting than g_jedivmerc. It's g_jedivmerc done properly.

Readme File:
*****************************************
FORCEMOD II - JEDI KNIGHT II MODIFICATION
*****************************************

Title : ForceMod II - The Mercs Strike Back
Version : 1.0
Author : Azymn
E-Mail : ibidetalitis@yahoo.com
File Name : ForceMod2_install.zip
File Size : ~3.233 MB
Date Released : 6/7/2003


Overview:
--------------------------------------------

- Level 4 Force powers available, along with 5 new force ranks
- New Jedi VS Merc mode: Choose to play as True Jedi, Shadow Jedi, Dark Sith, Noble Sith, Scout, Bounty Hunter, Heavy Soldier, HotShot, or Trooper
- Enhanced lightsaber combat with dualblades and twin sabers and customizable blade types
- New Merc gadgets including jetpack, cloaking, dual pistols, and flame gauntlet, among others
- Includes Tchouky Model Scaling and customizable config files for bot classes
- Admin commands provided courtesy of cHoSeN-oNe and Mars
- See http://forcemod.aotctc.com) for more details.

--------------------------------------------


New Class System:
---------------------------
Jedi:
"True Jedi" - All Level 4 Lightside Powers Available
"Shadow Jedi" - Max Level 3 Lightside Powers
- Max Level 2 DarkSide Powers

Sith:
"Dark Sith" - All Level 4 Darkside Powers Available
"Noble Sith" - Max Level 3 Darkside Powers
- Max Level 2 Lightside Powers

Mercs:
"Scout"
Weapons:
- Pistol
- Disruptor
- Thermal Detonators
Equipment:
- Cloaking Module
- Optic Radar
- Bacta Tank
- Shield Regenerator
Abilities:
- Regenerate Powercell Ammo
- Max Soft Shields: 120
- Runs 10% faster
- Move w/ sniper rifle
- Resistance to other sniper fire
- Chance to hit Jedi with ForceSeeing on

"Bounty Hunter"
Weapons:
- Dual Pistols
- Flamethrower
Equipment:
- Jetpack
- Shield Regenerator
Abilities:
- Regenerate Blaster/Pistol Ammo
- Max Soft Shields: 150
- Runs 15% slower

"Heavy Soldier"
Weapons:
- Pistol
- Rocket Launcher
- Heavy Repeater
Equipment:
- Jetpack
- Optic Radar
- Shield Regenerator
Abilities:
- Regenerate Metallic Bolt Ammo
- Max Soft Shields: 180
- Multiple Sentry capable

"Hot Shot"
Weapons:
- Pistol
- Blaster
Equipment:
- Shield Regenerator
Abilities:
- Regenerate Blaster Ammo
- Max Soft Shields: 120
- Runs 10% faster
- Chance to avoid damage on any non-saber attack
- Chance to do critical strike (double damage) with energy weapons

"Trooper"
Weapons:
- Pistol
- Blasters
Equipment:
- Shield Regenerator
Abilities:
- Unlimited Ammo for Energy Weapons
- Max Soft Shields: 140

Lightsabers:
---------------------------
- Jedi/Sith can wield dualbladed sabers without cheats
- Jedi/Sith can wield two lightsabers simultaneously
- Unique lightsaber hilt models can be selected through menus
- Singleblade users can choose to use two additional one-handed stances (Green and Purple)
- Can lock lightsaber types throughout match (i.e. If dualblade chosen, must use dualblade til respawn)
- Backstabs and BackSlashes can be performed on cue: crouch + back + attack [S]
- Dualblade lightsabers can be split in half or destroyed
- Dual lightsaber carrier's 2nd saber may be destroyed
- Capable of destroying handheld weapons
- Can specialize in certain type of lightsaber (Pure Lightsaber User)
- Pure Lightsaber Users (No guns) can now:
- Block all incoming projectiles if attacker is in crosshairs
- Block Lightning and Drain attacks if attacker is in crosshairs
- Does 50% more damage with lightsaber
- 25% reduction from explosive splash damage
- Runs 10% faster with saber holstered
- Jedi will now try to block sniper shots with their saber before trying to dodge
- Multiple lightsaber blade types available
- Saber styles now selectable based on saber attack level.
- Eliminated blocking from behind


Gadgets:
---------------------------
Cloaking: - Allows Merc to become invisible for a short period of time
- Cannot be seen with Force Seeing
- Missiles lose lock on cloaked mercs
- Invisible to sentry guns
- Can attack while cloaked

Optic Radar: - Goggles send and receive radar waves
- Can see moving entities, even through walls
- Can see mindtricking Jedi in motion

Flame Gauntlet: - Flamethrower mounted on the Merc's left forearm
- Does constant damage to all engulfed targets
- Intense heat bypasses shields and damages tissue directly

Shield Charging:- Regenerate shields by drawing power from the battery fuel cells

AmmoCell Regen: - Replenishes weapon ammunition via the battery fuel cells

Jetpack: - Must hold jump while airborne to activate jetpack thrust
- Jetpack can be destroyed
- Jetpack sound may be turned off clientside
- Single, Dual, and Triple Exhaust types available
- Powered by battery fuel cells
- Restrictions on use (Fetts, Mercs, Non-Saber wielders, Everyone...)
- Toggle fuel usage
- Toggle whether flag carrier can use jetpack

Mobile Battery: - Serves as a power source for:
- Cloaking Module
- Optic Radar Goggles
- Flame Gauntlet
- Ammo Recharger
- Shield Regenerator
- Jetpack
- Charges over time
- Resistant to Drain attacks

Grapple:
- Utilizes Tercero's grapple model
- Now bindable to a button
- More realistic physics
- Retract grapple by holding jump, lengthen grapple by pressing duck
- Grapple line FX improved

Miscellaneous:
- Disruptor fire can dismember target
- Tazer now deactivates ForcePowers, reduces shields by %50
- Rolling and Wall-Flipping extended to gun wielders
- Falling damage increased for Mercs
- Merc Blaster Ammo maximum increased to 500
- Rockets do not lose lock from a Push or Pull [S]
- Respawned weapons may be picked up as ammo

Force Powers:
---------------------------
- Players can combine Light and Dark Force powers.
- Five new force ranks:
Sith Apprentice: 150 Force Points
Sith Lord: 200 Force Points
Jedi Lord: 250 Force Points
Ancient Master: 350 Force Points
One with the Force: 500 Force Points

Heal: - Heals over time now, instead of instantly.
Level 1:- Heals 10 points of damage.
Level 2:- Heals 20 points of damage.
Level 3:- Heals 35 points of damage.
Level 4:- Heals 45 points of damage.
- Regenerates 1 hitpoint every 2 seconds.

Jump: Level 3:- Jump 8x normal height.
- Reduced force cost
- Falling damage reduced to 1/2.
Level 4:- Jump 16x normal height.
- Reduced force cost
- Falling damage reduced to 1/4.

Speed: - Short, powerful burst of speed for 2 seconds [S]
- ForceSpeed costs reduced from 50 to 30
Level 1:- Sprint at 1.5x normal speed
Level 2:- Sprint at 2.5x normal speed
Level 3:- Sprint at 5x normal speed
Level 4:- Sprint at 10x normal speed
- Normal running speed is increased 10%.

Push:
Level 4:- Increased push strength over level 3.
- Knockdown range increased by 50%.
- Greater push resistance.
- Chance to break saberlock increased.
Pull:
Level 4:- Increased pull strength over level 3.
- Pulldown range increased by 50%.
- Greater pull resistance.

MindTrick: - Now Force Seeing will only reveal invisible jedi of equal or lesser rank.
(i.e. If a Jedi has cast level 2 mindtrick, it requires at least level 2 Force Seeing to reveal him) [Artifex]
Level 3:- Can attack while cloaked - each attack costs force points.
Level 4:- Can attack while cloaked - attacking cost reduced
- Duration increased to 40 seconds.

Grip: - Can turn off red grip hand extension
Level 4:- Can move around at 80% normal speed while gripping. (Normally %40)
- Grip range increased to 2x normal.
- Damage per second doubled.

Lightning:
Level 4:- Lightning mastery - other lightning attacks are absorbed by force power.
- Range increased by 10%.
- Fresh corpses now shockable on Level 4.

Dark Rage: - Run speed is 150% of normal speed.
- Increased lightsaber damage done by 25%.
Level 4:- Increased lightsaber damage done by 50%.
- Run speed further increased to 200% normal speed.
- Duration of 40 seconds.

Protect:Level 4:- Consumes force only when hit. [S]
- Regenerates shields at a rate of 1 point every 4 seconds.

Absorb: - Force maintenance costs are like v1.02 levels [Artifex]
Level 4:- Absorbs 25% more force than level 3.
- Absorbs and converts 25% of weapon damage into force.

TeamHeal:
Level 4:- Heal 1, 2, or 3 teammates for 65, 45, or 33 hitpoints.
- Regenerate 1 health every 3 seconds.

TeamForce:
Level 4:- Restore 1, 2, or 3 teammates with 65, 45, or 33 force points.
- Regenerate 3 additional force points per second.

Drain: - Drainer takes damage from a missed attack
Level 4:- Drains ~20% more than level 3 drain.
- Drains ammo from any energy weapons in use.

Seeing:
Level 4:- Cost 50% less to activate.
- Duration increased 40 seconds.
- Automatically dodge sniper shots without ForceSeeing on
(even while jumping or using force powers)

SaberAttack:
Level 4:- Damage increased by 15% for all stances
- All stances available for dualblade or dualsaber users if f_skillMode is on

SaberDefend:
Level 4:- Blocking ratios increased by 50% for all stances.
- Increased chance of blocking lightning/drain attacks if pure saber user
- Quicker projectile blocking rate.

SaberThrow:
Level 4:- Saber throw distance increased 25%.
- Saber throw speed nearly doubled.
- Saber can spend more time airborne.
- Saber will never fall to the ground when blocked.


Other Features:
---------------------------

Tchouky Model Scaling:
- Scale speed of models based on size (bigger == faster OR vice versa)
- Scale damage reduction based on size:
(i.e. Bigger characters take proportionally less damage, smaller get hurt more OR vice versa)
- Scale saber damage based on how small a lightsaber is (Yoda's saber will thrash now)
- Scale knockback based on model size

Bot Improvements:
- Bots may wield two pistols simultaneously
- fm_classes.cfg allows configurable bot classes, etc..
- Bots will now use the jetpack
- Bots 'spam' certain force powers less
- Bots can use special hilts

Admin Functions: (Courtesy of cHoSeN-oNe and Mars)
- mshowmotd <clientnumber>
- mpsay <clientnumber>
- mkill <clientnumber>
- minfo <clientnumber>
- mstatus <clientnumber>
- mlockteam <clientnumber>
- munlockteam <clientnumber>
- mgametype <clientnumber>
- mkickban <clientnumber>
- mfreeze <clientnumber>
- munfreeze <clientnumber>
- msilence <clientnumber>
- munsilence <clientnumber>
- mslap <clientnumber>
- mrename <clientnumber> <name>
- mwomprat <clientnumber>
- munwomprat <clientnumber>

Bug/Balance Fixes:
- Lightsaber forward flip attack velocity increased slightly
- General Menu improvements
- Force Configs for Light+Dark Force Users properly saveable
- No Heal, Protect, Team Heal, or Team Force regeneration during duels
- "Emote Gripping" will no longer freeze characters
- ForceMod menus can now be properly disabled
- Level 4 Force Push and Pull range and strength are now at appropriate levels
- Level 4 Lightning now costs force to absorb, instead of replenishing it
- Level 4 Drain consumes slightly more energy ammo
- Level 4 Protect values have been adjusted
- Level 4 Lightsaber throw return speed has been scaled down
- Force Grip and Absorb may no longer be used simultaneously
- Seeing & Mindtrick now work correctly when used simultaneously
- Mercs take double falling damage
- Emotes can not be used while grappling/jetpacking/saberlocking
- Jetpack and Grapple are disabled during special lightsaber moves
- Bot dual saber colors now display correctly
- ForceMod server cvars are now pushed down to the client level

Miscellaneous:
- You can search for other ForceMod II games thru the internet browser "Game:" button
- Can increase Bot Force Power levels with cvar
- Adjust minimum forceJump level that kicks can be used on. [A]
- Speed at which player pushes off wall when flipping boosted
- Falling damage can be reduced or eliminated
- Set of 31 emotes available
- Multiple audio taunts for each character
 Azymn
02-28-2004, 10:00 PM
#10
Originally posted by Kurgan
So again, you don't need Force Mod or any other downloaded file to play JediVMerc, it's already a JA feature (albeit an unsupported one), through a console/cfg file command.
True true, ForceMod is just another spin on Jedi vs Merc. =]

Originally posted by rut-wa jodar
I hope ForceMod 3 has all the features that ForceMod 2 had, + more :D
Well, don't expect too much - but i just updated the website so you can see what it will basically be like. Almost no cvars this time around, to give a more consistent experience when playing online. And not all the classes shown on the webpage are guaranteed for the final version.

Originally posted by Amidala from Chop Shop
ForceMod2 is a far more sophisticated version of class-based fighting than g_jedivmerc. It's g_jedivmerc done properly.
Hehe, thanks, that's quite a compliment Amidala...i do enjoy a good jedi vs merc fight and i hope i can capture the same feel in jka.
 Lathain Valtiel
02-28-2004, 11:31 PM
#11
Well, done properly instead of the Heavy Soldier.. that thing was a gamebreaker.
 Kurgan
02-28-2004, 11:37 PM
#12
That does sound far more extensive, thank you Amidala. ; )


Is this implemented the same way as Jedi Vs. Merc then?

Or would a Siege style interface (only one that works in FFA/TFFA) be better?

Sounds interesting, assuming it's well balanced of course.
 Tinny
02-29-2004, 12:23 AM
#13
hey Azymn, that looked awsome bro :). i just wanted to say that gungans should inherently have the ability to have atleast leve 1.5 jump :D and the yuzong vong should be force immunie, other than that everything looks mad awsome on your site!
 lionforce
03-02-2004, 2:34 PM
#14
Good News to here you are going to make a Force Mod for JA, it was by far my favorite mod for JO. I was a beta tester for all of your other versions. And I truly enjoyed testing them. What was so entertaining about your mod is that you could play Jedi for while and once you got bored you could switch to play as a Merc, which was a hell of alot more fun playing merc with your mod. All the xtra gadgets and weapons really added to the merc. I few question though. Can the grapple be used in JA? and have you been able to improve on the physics of it? Is it possible to use the grapple or simulate the grapple to be used as a weapon? For example: implementing some kind of animation to go with force push and force pull to simulate a grapple hooking someone and pulling them in or pulling or pushing them down, or use force grip with some animation that looks as if a opponent is being tied up?

Good to see you back and creating for the JA community.

Great Work!!!!!!!!!!!!!!!!!!!!!!!!!
 AIVAS
03-02-2004, 4:42 PM
#15
Originally posted by lionforce
Good News to here you are going to make a Force Mod for JA, it was by far my favorite mod for JO. I was a beta tester for all of your other versions. And I truly enjoyed testing them. What was so entertaining about your mod is that you could play Jedi for while and once you got bored you could switch to play as a Merc, which was a hell of alot more fun playing merc with your mod. All the xtra gadgets and weapons really added to the merc. I few question though. Can the grapple be used in JA? and have you been able to improve on the physics of it? Is it possible to use the grapple or simulate the grapple to be used as a weapon? For example: implementing some kind of animation to go with force push and force pull to simulate a grapple hooking someone and pulling them in or pulling or pushing them down, or use force grip with some animation that looks as if a opponent is being tied up?

Good to see you back and creating for the JA community.

Great Work!!!!!!!!!!!!!!!!!!!!!!!!!

That reminds me, is the creator of this mod looking for more beta testers? space combat is what's kept JA fun to me till now, forcemod2 is what is STILL making JO fun, and I'd love to test a forcemod for JA
 Azymn
03-02-2004, 9:13 PM
#16
Originally posted by Kurgan
Is this implemented the same way as Jedi Vs. Merc then?
Or would a Siege style interface (only one that works in FFA/TFFA) be better?

It borrows heavily from Jedi vs Merc mode stuff, but doesn't break the teams the same way. There's a few too many classes for the iconic siege interface, but the one that's up should be pretty accesible.
Originally posted by Tinny
i just wanted to say that gungans should inherently have the ability to have atleast leve 1.5 jump and the yuzong vong should be force immunie
The gungans will have level 3 jump, and the vong are force immune...assuming they make it into the final build.
Originally posted by Lionforce Can the grapple be used in JA? and have you been able to improve on the physics of it?
Yeah, the grapple's back - it's basically just like fm2's grapple.
Originally posted by AIVAS
That reminds me, is the creator of this mod looking for more beta testers?

Not right now, but there might be a short beta once i get enough things ironed out.
 AIVAS
03-02-2004, 9:56 PM
#17
Originally posted by Azymn


Not right now, but there might be a short beta once i get enough things ironed out.

Ok, just remember, that I'm willing to test it if there's need (even if there isn't need I wouldn't mind) :rolleyes:
 Nemios
03-03-2004, 6:17 AM
#18
Originally posted by AIVAS
Ok, just remember, that I'm willing to test it if there's need (even if there isn't need I wouldn't mind) :rolleyes:

Me too! :)

And could I ask for a little feature? Could you switch client side to a trasparent skin if you set the cvar CG_FPLS to 1? Making trasparent skins is very easy, I could provide them if you prefer many of them but only one would be enought.
 jon_hill987
03-10-2004, 12:59 PM
#19
Cool, had a look at the website, looks really good. looking forward to playing that mod.

one thing though, I think the destroyer droids shouldnt be able to fire when running/rolling but i'm sure you thought about that already.

also are the droids compleatly force immune? push and pull worked on them in the films.

Keep up the good work!
 AIVAS
03-10-2004, 6:56 PM
#20
One thing I liked in forcemod was using the grapple hook and actually swinging with it and launching myself, I was thinking though, oculd you include an option to change the time that you can re use the hook with? or a merc class that can hook rapidly, but has little/no other specialties? he'd be able to swing rapidly like spiderman! but the disadvantage to this, is that it is EXTREMLEY hard to aim while swinging, and of course, the advantage, is that he's also very hard to hit while swinging, and it would take MUCH more skill to use than a jetpack.

Here's an example, I swing, and if I release the grapple hook, then I fall, but before I hit the ground, since I can use it as rapidly as I need, I send it to hook something else, of course, I couldn't just hook randomly, and I'd have to hook something before I land, so that limits the usefullness, and it's harder to aim at anything, whether shooting or grappling, while swinging/falling.
 Cosmos Jack
03-10-2004, 7:21 PM
#21
I brought this up when JKA was released and I was all but called stupid for wanting it... I even e-mailed "Azymn" about it if he remembers.:o
 TK-8252
03-10-2004, 8:26 PM
#22
- mkill <clientnumber>
- mfreeze <clientnumber>
- mslap <clientnumber>
- mwomprat <clientnumber> Wonderful! :roleyess:
 Cosmos Jack
03-10-2004, 9:13 PM
#23
Yeah they can do away without the "Admin mods" or what they should really be called "Lets make the game into an RPG mods."
 Azymn
03-10-2004, 9:41 PM
#24
Originally posted by jon_hill987

one thing though, I think the destroyer droids shouldnt be able to fire when running/rolling but i'm sure you thought about that already.

also are the droids compleatly force immune? push and pull worked on them in the films.
Yeah, the droideka won't be able to fire while running (rolling, if i get the model working).
ForceImmune currently only applies to: Heal, Mindtrick, Drain, and Seeing. Some classes are immune to push/pull through sheer bulk (Wookiee, Droideka).
Originally posted by Cosmos Jack
Yeah they can do away without the "Admin mods" or what they should really be called "Lets make the game into an RPG mods."
Yeah, this may make some people upset, but ForceMod III won't have any additional admin commands in it - only the ones that ship with base jka.

Yeah, i remember your email Jack - wasn't sure if i would be making a FM3 at that time... =]

Also, i just added a couple screenshots to the site: http://fm.mt-wudan.com) (it's in my sig)
 TK-8252
03-10-2004, 10:25 PM
#25
Originally posted by Azymn
Yeah, this may make some people upset, but ForceMod III won't have any additional admin commands in it - only the ones that ship with base jka. Good! :p
 AIVAS
03-11-2004, 7:52 PM
#26
another thing I just thought of.


http://fm.mt-wudan.com/images/icon%20(28).jpg)
Droideka
Health/Shields: (50/500)
Weapons:
- Twin Blasters
Equipment:
- Internal Radar
- Unlimited Ammo
- Shield Regenerator
Abilities:
- ForceImmune

Since push and pull still affect it, if the shield regenerator regenerates at the same rate as the jk2 one, you might want to try a bit higher health, around 70-75, because the jk2 shield recharger was slow, and you had to wait for the merc-force thing (not sure what it's called) to recharge a few times and use it again to regenerate 100 shields, let alone 500.
 Winduwt105
03-12-2004, 7:42 PM
#27
Could you send forcemod III to me to help test it or whatever.

Winduwt105@netscape.net
 AIVAS
03-12-2004, 8:14 PM
#28
Originally posted by Winduwt105
Could you send forcemod III to me to help test it or whatever.

Winduwt105@netscape.net

Same thing he said only pricebobby@hawaii.rr.com
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