Star Wars: Battlefront II (2017)
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Mophead

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Mophead01

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About this mod

Doubles the playable gamemodes, adds new options, allows for cross era heroes and completely overhauls the AI Implementation

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Instant Action Overhaul:
Doubles the playable gamemodes, adds new options, allows for cross era heroes and completely  overhauls the AI Implementation


New Gamemode: Blast 
Blast is a team deathmatch gamemode featuring two teams facing off in small scale maps to achieve the greatest amount of eliminations.
  • Contains all of the maps in the Multiplayer blast mode
  • Adds the ability to play as Heroes in these maps for the player
  • Autoplayers can play as any of the trooper classes, reinforcements and Heroes that the player can use in each map, though AI Heroes can be disabled for players who want an experience closer to the multiplayer version of blast
  • AutoPlayer Behaviour has been adjusted for the gamemode. The AI will walk around the map searching for enemies to eliminate. Each map uses a navigation mesh DICE generated for other game modes. 
  • Includes 17 Maps:
    • Geonosis - Trippa Hive
    • Kamino - Cloning Facility
    • Naboo - Theed
    • Naboo - Palace Hangar**
    • Kashyyyk - Kachirho Beach**
    • Kessel - Coaxium Mine
    • Tatooine - Mos Eisley
    • Yavin 4 - The Great Temple*
    • Hoth - Outpost Delta
    • Bespin - Administrator's Palace**
    • Tatooine - Jabba’s Palace
    • Endor - Research Station 9*
    • Death Star II - Command Sector North
    • Jakku - The Graveyard
    • Takodana - Maz's Castle*
    • Starkiller Base - Command Center
    • Crait - Abandoned Rebel Outpost**
    • * - Includes areas not in unmodded game Arcade
    • ** - Includes areas not in unmodded game Instant Action
  • Also includes an extra WIP map, Endor - Ewok Village. This map is unfinished and does not use any AI pathfinding navigation mesh, so the AutoPlayers will sometimes run into objects.

New Gamemode: Heroes Versus Villains (HvsV)
HvsV is a Heroes vs Villains experience which has been adapted to best fit an offline Instant Action mode. Players will be able to select which specific Heroes that the AutoPlayers can play as through new options in the main menu.
  • Includes 17 Maps:
    • Geonosis - Trippa Hive***
    • Kamino - Cloning Facility
    • Naboo - Palace Hangar**
    • Kashyyyk - Kachirho Beach**
    • Felucia - Tagata
    • Kessel - Coaxium Mine
    • Scarif - Scarif Beach*
    • Tatooine - Mos Eisley
    • Yavin 4 - The Great Temple
    • Hoth - Outpost Delta***
    • Bespin - Administrator's Palace**
    • Tatooine - Jabba’s Palace
    • Endor - Research Station 9**
    • Death Star II - Command Sector North*
    • Jakku - The Graveyard*
    • Takodana - Maz's Castle*
    • Starkiller Base - Command Center*
    • * - Includes areas not in unmodded game Arcade
    • ** - Includes areas not in unmodded game Instant Action
    • *** - Includes areas not in unmodded game Arcade or Instant Action
  • Also includes an extra WIP map, Crait - Abandoned Rebel Outpost. This map does not use any AI pathfinding navigation mesh, so the AutoPlayers will sometimes run into objects.

New Gamemode: Extraction
In Extraction the Rebel Alliance must push a payload before the Imperials can stop them
  • Features unique AI logic designed specifically for Extraction
  • Includes 2 Maps:
    • Kessel - Coaxium Mine
    • Tatooine - Jabba’s Palace

Cross Era Heroes:
All IA gamemodes now feature cross era heroes across all maps with just a few restrictions.

Here is a full list of each Hero and any restrictions they might have.
Bold - Completely available 
* - Available everywhere but cannot use smuggler skin in prequel or sequel maps due to Frosty mesh limitations.
** - Have animation bugs on Kashyyyk, Kamino (Supremacy), Venator, Mos Eisley (Supremacy) and Hoth (Supremacy)
  • Yoda
  • Obi-Wan
  • Anakin
  • Luke
  • Rey
  • Leia
  • Han Solo*
  • Lando
  • Chewbacca
  • Finn
  • BB8**
  • Darth Maul
  • Count Dooku
  • General Grievous
  • Darth Vader
  • Kylo Ren
  • Emperor Palpatine
  • Boba Fett
  • Bossk
  • Iden Versio
  • Captain Phasma
  • BB9E**

New Options:
IAO features 6 brand new options and ports some base game options to new modes.
  • Prequel Trilogy Hero AI - Enable or disable the AI’s use of Anakin, Obi Wan, Yoda, Maul, Grievous and Dooku.
  • Original Trilogy Hero AI - Enable or disable the AI’s use of Luke, Leia, Han, Chewbacca, Lando, Vader, Boba Fett, Bossk, Iden and Palpatine.
  • Sequel Trilogy Hero AI - Enable or disable the AI’s use of Rey, Finn, BB8, Kylo, Phasma and BB9e.
  • Lightsaber Hero AI - Enable or disable the AI’s use of Anakin, Obi Wan, Yoda, Luke, Rey Maul, Grievous,Dooku, Vader and Kylo.
  • Ranged Hero AI - Enable or disable the AI’s use of Leia, Han, Chewbacca, Lando, Finn, Boba Fett, Bossk, Iden, Palpatine and Phasma.
  • Droid Hero AI - Enable or disable the AI’s use of BB8 and BB9e.
  • Added Friendly and Enemy count options to Missions Attack/Defend
  • Added Team 1 (Lightside) & Team 2 (Darkside) AI Counts to HvsV, Extraction and Blast
  • Increased maximum amount of Friendly/Enemy Heroes option from 4 to 11
  • Increased maximum amount of Friendly/Enemy Reinforcements option from 20 to 32
  • Increased maximum amount of Friendly/Enemy Vehicles option from 2 to 32


Autoplayer Overhaul:
Another major focus of this mod is to improve the implementation of the AI AutoPlayer system in bf2 to make their behaviour less predictable and force them to follow the same game rules that players do.
  • Autoplayers now use battle points to spawn as Reinforcements, Vehicles and Heroes. Rather than having Autoplayers use battle points like players do, DICE made it so that Autoplayers will be forced to spawn as special classes at particular intervals. For example in Supremacy IA, AI will be forced to spawn as Heroes exactly 90 seconds into the round, and will then have a cooldown for 180 seconds until the next wave is spawned. With this mod the wave system is completely removed and Autoplayers will instead accumulate battle points over time just like players do. Once a sufficient amount of battle points are acquired they will be able to spawn in as special classes, or save battle points for later just like real players. Now the AI will not spawn at special classes at the exact same time each round so rounds will be less predictable. They will also be affected by the same battle point modifier options as the player.
  • AI Option Changes:
    • Increased maximum amount of Friendly/Enemy Heroes option from 4 to 11
    • Increased maximum amount of Friendly/Enemy Reinforcements option from 20 to 32
    • Increased maximum amount of Friendly/Enemy Vehicles option from 2 to 32
  • AI Class Usage Changes:
    • Added First Order Jet Trooper AI
    • Added Finn AI to Ajan Kloss
    • Added Emperor Palpatine AI to Ajan Kloss
    • Added Boba Fett AI to Death Star 2
    • Removed the Wookie Warrior AI from all Clone Wars maps except Kashyyyk
    • Removed all individual Reinforcement and Vehicle class maximum amount limitations.
    • Removed default appearance battle droid AI on Geonosis
    • Kamino and Geonosis now use Phase 1 clone AI across all Gamemodes
    • Fixed inconsistent Rebel and Imperial Officer AI planet based appearances so that they match the player
    • Fixed missing Imperial Officer AI heads
    • B2RP AI now use the correct AI names
    • Uncapitalised names of all AI heroes except the BB units
  • AI Ability Fixes/Improvements:
    • Infiltrators and Republic Commandos can now use melee abilities
    • Emperor Palpatine will now use both hands to attack rather than just his right hand
    • Arc Troopers can now use the toggle weapon ability
    • Han Solo will now trigger Detonite Charge shortly after throwing it
    • Ovissian Gunners will no longer constantly toggle between different weapon attack modes.
    • Added each base class ability preset to maps that don’t have them
    • Assault can now use the Improved Thermal Detonator
    • Assault can now use the Acid Launcher
    • Assault can now use the Vanguard Slug
    • Heavy can now use the Supercharged Sentry
    • Heavy can now use the Explosive Sentry
    • Heavy can now use the Mobile Sentry
    • Heavy can now use the Rocket Turret
    • Heavy can now use Barrage
    • Officer can now use the Defuser
    • Officer can now use the Squad Shield
    • Specialist can now use Scrambled Infiltration
    • Assault can now properly use the Combat Heal
    • Heavy can now properly use the Improved Impact Grenade
    • Officer can now properly use Disruption
    • Officer can now properly use the Improved Battle Command
    • Officer can now properly use the Blast Command
    • Officer can now properly use the Recharge Battle Command
    • Removed the Specialist’s personal shield due to it constantly being triggered at bad moments
    • Removed Anakin Skywalker’s Passionate strike since it caused the AI to go flying across the battle
    • Removed the Wookie Warriors Ground Slam ability due to it constantly being triggered at bad moments
  • AI Logic Changes:
    • Increased Friendly AI in missions Attack/Defend from 9 to 18
    • Increased Enemy AI in missions Attack/Defend from 10-18 to 20-28
    • Added the ability for the AI to squad spawn on allies in Attack/Defend
    • Added the ability for the AI to Jump during combat
    • Reduced probability of AI doing a dodge roll from 0.2 to 0.15
    • Reduced respawn time of AI in Supremacy from 4 to 1 second
    • Decreased Sniper aim noise from 1 to 0 in order to make Specialists more threatening
    • Reduced minimum time a Saber Hero AI spends blocking from 2 to 1 second
    • Reduced maximum time a Saber Hero AI spends blocking from 4 to 3 seconds
    • Removed the AI’s ability to emote upon the killing player for all game modes except HvsV because of a glitch that caused classes without emotes to mindlessly stand around for a few seconds.
    • Reduced the amount of AI taken off the enemy team from 5 to 3 in Attack/Defend when one of their vehicles spawn in

General Improvements:
  • Heroes can now use squad spawn or spawn on command posts
  • AT-TEs can now be used by the player on Geonosis Supremacy and Attack/Defend
  • AT-STs can now be used by the player on Scarif Supremacy
  • Frontend displays Instant Action/Arcade maps in a chronological order.
  • Fixed incorrect level names and factions being displayed in Frontend
  • Fixed a bug that prevented battle point fast and slow options working in Attack/Defend mode
  • Supremacy and Attack/Defend end of round no longer gets blurred
  • Fixed a bug which caused the game to spam level up notifications in Instant Action

Credits:
Mophead - Mod Creator and Developer
Cade - IA Menu Appearance & Logic, Extraction AI Objective logic, Base HvsV game logic,
Zatomos - Ewok Village lighting tweaks
Dulana57, Victor & CosmicDreams - Moustache man thumbnail render




Frequently Asked Questions:
  • I got an error when importing the mod / opening FMM "Archive contains no installable mods"? - You need to update your Frosty to the alpha V1.0.6 version. Download link can be found here: https://www.mediafire.com/file/tpoycqy142tam52/FrostyToolSuite05092021.zip/file
  • I got an error when exporting the mod “The given key was not present in the dictionary” - You cannot run this mod with any mod that edits localisation (text) files using edits from previous Frosty versions.
  • Will there be more updates / Can you add X feature? - There will be no more major updates, only potentially small bug fixes and some addon mods. Not just because I don’t have the time to mod like I used to, but this mod has made Frosty reach an unofficial limit in terms of edits possible. The mod takes too long to export in order to test even the smallest of changes to, so adding anything new is impractical.
  • What happened to IAI / Why isn’t this in IAI? - IAI isn’t officially speaking cancelled but likely will not be receiving any more updates as Cade is incredibly busy updating Frosty and this mod proves that even if it were being worked on, Frosty probably could not handle the amount of edits required to get IAI working in one package. However, while IAI 1.23 may never come out as one module, in the future it may be possible to release all of the new Heroes, Reinforcements, Skins, Ai appearance changes and emotes as individual mods which would all be compatible through a plugin. These combined with IAO would effectively become IAI 1.23.
  • What’s the difference between this and Instant Action Tweaks (IAT) - IAO was built off IAT and contains all of its primary features + the new gamemodes and options. Due to the complexity of the new content, IAO is generally less stable and bug free than IAT but makes up for it in overall having more content. 
  • Why isn’t this option available in this mode (e.g. AI difficulty in new modes) - It varies from case by case but if I didn’t include it, you should probably assume I had a good reason for leaving it out and it was no accident. I tried to get as many options available in as many places as possible but sometimes doing so broke the game in ways which were unacceptable to release.
Bugs/Limiations:
  • You can’t double click on a Hero to spawn as them in HvsV before the round starts. You have to clear any selection made, press a hero once and then press “Start As” at the bottom left - Cause is unknown so can’t fix at the moment
  • No controller support for the IA menu - Won’t fix because I don’t have a controller to test with
  • Crait & Ewok Village have no pathfinding - Can’t fix unless someone in the modding community discovers how to make new pathfinding
  • Empire can’t spawn on Ewok Village until 20 seconds after the round starts and the spawn screen background is missing - Won’t fix because the map is clearly WIP and barely playable as is. Also I have no idea how to fix them
  • No language support outside of English. I don’t natively speak any of the other bf2 languages so I can't exactly add support for them. I have however released my localised strings file if someone wants to make a translation mod.
  • Multiplayer block doesn’t stop you playing MP - Will fix in a later update
  • Imperial AI get stuck in the last part of Extraction Jabba’s Palace - This is caused by the incorrect AI pathfinding generated by DICE, you can see this bug in Missions Attack/Defend and COOP though it is not as obvious there. There is no fix I can make