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-   -   Star Wars Mod - II (Sci-Fi Xover Mod) (http://forum.shrapnelgames.com/showthread.php?t=4655)

Raging Deadstar June 17th, 2003 08:22 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Hehe hey timstone, nice to see you around again

I changed my name along with Erax and Growltigger (now Jean luc Le Grand Chat) for the Bar Trek thread. It replaced the cantina, so drop in some time. Currently i'm the evil villain (hey there was a vacancy!)

But back to the disscussion, could andres post the events file. I have a few ideas for that which i'll check to see if are included, mainly just planetary events that lower populationa nd stuff

Erax June 17th, 2003 08:27 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Edit : RD beat me to it. Timstone, drop by the Bar Trek thread sometime, we still have several crew positions open.

[ June 17, 2003, 19:29: Message edited by: Chief Engineer Erax ]

Timstone June 17th, 2003 08:29 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
hahaha... you really are a special person. You lunatic... in a good way of course.
Jean Luc Le Grand Chat? You people really need a short lesson in French... it is LA chat, not LE chat. A cat is in French feminine. Sgh...

Now go ahead and be evil... be very evil... http://forum.shrapnelgames.com/images/icons/icon10.gif

Erax: Sorry, I don't have any time to stop by your wonderfull thread. Maybe in two weeks. For the moment I'm in my second most favorite country in the world; the Czech Rebublic. It almost makes me sad when I think that I'll home within two weeks time. http://forum.shrapnelgames.com/images/icons/icon9.gif But then I'll have time again to continue on the B5 mod 2.0 again. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 17, 2003, 19:50: Message edited by: Timstone ]

Andrés June 18th, 2003 01:30 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I'm having a little problem with the files I'm trying to test.
What kind of data/ai error is likely to generate an Access Violation error?

Andrés June 19th, 2003 06:45 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Just renamed the thread.

I have some other pics to add.
I'm downloading the imagepack so I know where to add them.
I should complete the mod and uplead it tomorrow.
I'm still getting some Access Violation errors, but if I can't find the cause I'll post the files anyway so you can help me find them.

Fyron June 19th, 2003 09:04 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Quote:

Originally posted by Andres:
I'm having a little problem with the files I'm trying to test.
What kind of data/ai error is likely to generate an Access Violation error?

<font size="2" face="Verdana, Helvetica, sans-serif">AI ship designs make lots of errors. Go ask this question in the B5 Mod thread, and I am sure you will get bombarded with a deluge of answers. http://forum.shrapnelgames.com/images/icons/icon10.gif

Erax June 19th, 2003 02:23 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
You could ask Master Belisarius or Mephisto to have a look at the AI files, they are the resident AI experts, or so I've heard.

jimbob June 21st, 2003 02:03 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Errr.. stupid questions, but where can I download the most recent Version of the mod?

1 post away from 600!!

Andrés June 21st, 2003 05:03 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
When you asked, nowhere? http://forum.shrapnelgames.com/images/icons/tongue.gif

Now all of you go here:
http://se4kdy.cyberwars.com/files/sc...ross/index.htm
and download the mod.

See if you can help me find what's making those acces violation errors.

[ June 21, 2003, 06:22: Message edited by: Andres ]

Erax June 21st, 2003 02:43 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
YAY ! But I won't be able to test it today. http://forum.shrapnelgames.com/images/icons/icon9.gif

I'll try to test it tomorrow (if my wife lets me). http://forum.shrapnelgames.com/images/icons/icon12.gif

civ2buf June 21st, 2003 07:05 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
After about twenty turns, I got an access violation when I put in an order for a colony ship to move and warp through one of those hyperlink jump markers. It didn't give me the violation until the ship got to that warp point and tried to jump.

civ2buf June 21st, 2003 07:10 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Err, probably need more information. I was playing as the empire. It was a standard game (not simultaneous). Trade Federation and some neutrals were in the game but I had not met them.

Maybe something related to the star system I was trying to warp into went wrong?

Andrés June 22nd, 2003 09:20 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Civ2buf, you're right that's seems to be the same error I was talking about a few Posts ago.
I am aware of this error, though I decided to post the files anyway.
So I don't keep you waiting do long and you can help me find the error.

Phoenix-D June 22nd, 2003 09:33 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
"What kind of data/ai error is likely to generate an Access Violation error?"

That depends on where you're getting the error. If during an AI turn, the AI files..probably a ship design (creating ships with more than 255 Standard Move used to do this; not sure if it does anymore).

If when warping into a new system, like below..huh. Only thing I can think of would be an invalid system type, but that should show up during galaxy generation, at the start of the game..

civ2buf June 23rd, 2003 12:39 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Its definitely a specific system.

I tried warping in the same way to the suspect system, got the error again.

Then I went around and tried to warp in from a different system. Error.

I'm going to start a new game with omniscient view so I can check out the systems before I warp into them.

civ2buf June 23rd, 2003 12:42 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
If you set all players can view all systems you get the error before the game begins.

Phoenix-D June 23rd, 2003 12:45 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Makes sense, heh. Does the mod use custom pictures, backgrounds or such? You might try posting the save game (and the name of the quadrent type you used in setup) so we have a better idea just what system it is.

civ2buf June 23rd, 2003 12:56 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I actually saw the system a second before I got the error this Last time, and I think I have pinned it down to a 84 part system starting like this. I'm going to trim that system down to fewer elements and see if that fixes it.

Name := Newly Forming
Description := A newly forming star system.
System Physical Type := Normal
Background Bitmap := Starmap.bmp
Empires Can Start In := FALSE
Mask Background Objs := TRUE
Non-Tiled Center Pic := FALSE
Number of Abilities := 0
WP Stellar Abil Type := Unstable Warp Point
Number of System Objs := 84

civ2buf June 23rd, 2003 01:20 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
It didnt' end the problem by shortening that system.

But I did notice you have nebulae bmps specified in the systems file for 1 through 15, even though the pictures I have only go from nebulae1 to nebulae5. I checked the image mod too, didn't see any system pictures. So even if that isn't the main problem you have 10 extra bmps that can't be found.

Phoenix-D June 23rd, 2003 01:24 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
The image mod doesn't do system background pictures..just planet, component, combat and facility pics.

Try yanking that out entirely and see what happens.

Andrés June 23rd, 2003 02:05 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Oops, I have forgotten to include the picture/system dir into the corepics zip.
They're actually from the FQM deluxe.
Sorry but I don't have time to upload a large file right now.

I think I have finally found the error.
It was in sectortypes. When I had removed all odd color warp points I had also accidentally removed the only warp point with the setting "Unusual := FALSE".
Sicein systemtypes all systems have "WP Stellar Abil Type := Unstable Warp Point"
it is very unusual to find a non-unsusual wp. I think the only ones may be added due to the all systems must be connected option.
The map generated somekind of null warp poit that made the game crash if you started or warped into a system with one of them.

Alsom made some corrections to races that were not picking the "standard se4" racial trait.

Go to the link I had posted before and re-download the data zip.

[ June 23, 2003, 13:15: Message edited by: Andres ]

Erax June 24th, 2003 08:41 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
June 15 : Captain Kwok's HD (with the Star Trek Mod) dies.

June 24 : Pathfinder's computer (with the B5 Mod) fries.

June 25 : SJ's computer (with the P&N mod) refuses to boot.

Andres, back up your hard drive RIGHT NOW !!! http://forum.shrapnelgames.com/images/icons/shock.gif

PS - I downloaded the files Sunday night and updated the data files, unzipped and set up the mod directory Last night. I'll try to actually play it today.

Edit : Andres, if I could give you another 5 stars, I would ! This mod is incredibly cool ! So far, the only 'strange' thing I noticed is that the Empire can research Superlasers right from the start. Also, a nitpick : some of the engines' descriptions read "generates 1 standard thrusts", that should be 'thrust'.

Keep up the good work !

[ June 26, 2003, 12:39: Message edited by: Chief Engineer Erax ]

Erax June 26th, 2003 07:10 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andres, should I go and ask Atrocities and Kwok for permission to use their Star Trek mods' files when we move on to the Crossover project ? I could also ask SJ if we can borrow some concepts from his Pirates & Nomads mod (like I said before, the Black Sun would make a great P&N-style pirate race).

jimbob June 26th, 2003 07:50 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Erax: I talked a little with SJ about putting in a pirate or nomad race type in the cross-over mod. He suggested making a single racial type "Wanderer" that fuses both types together, so that the racial type is somewhat competitive with the "Normal" type (He did suggest that there may be a better descriptor word than "wanderer").

I was thinking that in the ST universe the Orions, Hirogen and perhaps the Ferengi could make good "Wanderers". In the SW universe the Jawa would make excellent wanderers! I'm not sure if the Hutt would fall into that Category though. In the B5 universe there are a handful of potentials too (most notably the Raiders).

It would be hip if we had an "Ancient" type of some sort too for the B5 cross over. Perhaps in the ST portion we could have some Ancient types too... the Q? the Organas (sp) from the original series? Well, okay, maybe the Q is overkill, but it would be fun! Perhaps a race of monsters could be the ancient race... they don't colonize planets, just fly through space and occassionally drop troops (Aliens vs. Predators anyone?)

I'd like to offer my services on the QNP part of the SW mod, but I'm uncertain if I'm up to the task... SJ is so much better at that sort of thing. I'd like to look at his method using mounts again too - it had a lot of potential, and I think it was able to avoid problems with RCEs. SJ?

[ June 26, 2003, 18:52: Message edited by: jimbob ]

Erax June 26th, 2003 09:50 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
The Organians would be an Ancient Neutral race (weird, huh ?). The Q... I see them as an event sort of thing more than a race ("Q moved one of your ships across the Galaxy." "Q has opened up a new warp point.").

Regarding 'wanderers', how about calling them Rogue Races ? The SW Bounty Hunters Guild and various smuggler organizations would make good rogue races. The Black Sun might be true P&N pirates. The Orions could actually be two separate races, one pirate race and one 'normal' race.

If you want to beef up the pirates/nomads/rogues, all you have to do is give them limited colonization capability.

I'm actually reading the back Posts on the P&N thread, I'll post some ideas there eventually.

Andrés June 26th, 2003 11:05 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
We don't need to copy too much from P&N to implement pirate-like races.
Every race or group of races has its own colonization techs and restricted access to other techs so that part is already made.
We don't need a "pirate" or "wanderer" racial trait unless we find that doing that actually reduces repeated components and techs.

jimbob June 26th, 2003 11:07 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Yah, a neutral Ancient race that demands you make peace with everyone, or it'll take it to ya! That would actually be quite cool. Do you think that's worth persuing later down the road? - I personally think that's sorta neat.

Space Rogues is nice enough. These are the words I got from the ol' Thesaurus:
Interstellar Vagrants
Travellers
Wanderers
Ephemerals
Nomads
However, I think that "limited colonization" ability = colonization. I guess I'd need to see a proposal on limiting colonization, but it just seems to me that a race that can colonize, will colonize. Besides, this will tie them down to planets, which we're trying to (mostly?) avoid.

[ June 26, 2003, 22:10: Message edited by: jimbob ]

jimbob June 26th, 2003 11:20 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Sorry Andres, I was evidently typing at the same time you were. Here's an extra post then:

If we want some races that do not have any colonization capacity, the only way to pull it off is to produce a trait that lacks colony ships (ie. Ancient races of B5). That means we'll have to produce another racial trait (ie Normal) that does have the capacity to colonize. Well heck, if we're at it, we could throw in a "Nomad/Pirate" race type while we're at it... and I personally think it would be a fun and worthwhile effort.

In the case of the SW universe, it seems from the movies and the books that "minor races" and Groups often have a huge effect on the balance of power between the major combatants (for example the Rebels and the Empire). Of course it would be hard to make an AI that would successfully affect major empires as the AI is not intelligent enough. However, there are many people who would love to play a minor race, and just go about buggering up things for the major races (wouldn't it be fun to play the weapons dealing Hutts - sure you're not going to "win", but you can have a lot of fun affecting the outcomes for the greater empires. Personally I'm all over playing the Jawa http://forum.shrapnelgames.com/images/icons/icon10.gif ). For those of us that love to be @%$# disturbers, we would love to have the tools available to do this, while maintaining some semblance of balance.

Edit: oh, and I read your post a little closer. I didn't realize that every race has it's own set of colonization techs! I just assumed it worked a bit more along the lines of the P&N or Proportions systems: one set of colony techs. I suppose that if you do it your way it would be fine too... and I guess you about break even on the number of components that need to be added:

three colonization components x # of races

versus

a separate couple of traits and 3 x ship sets.

[ June 26, 2003, 22:26: Message edited by: jimbob ]

Andrés June 26th, 2003 11:48 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Yeah but 3 more components for each trait wouldn't make much of difference.
And players would have to remember to select a 3rd racial trait: StarWars Tech, Imperial Tech, Normal Tech.

Anyway I was thinking to make a single trait for all minor starwars "outlaw races" instead of one for each one.

Fyron June 26th, 2003 11:56 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andres, please write a concise desription of the SW II mod so that it can be added to the mods list on MM's web site. Also, please indicate where you want the link to go. To this thread? Elsewhere? What "Version" should be listed? Alpha? Beta? Some number?

Andrés June 27th, 2003 05:11 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Jimbob, jawas aren't even neutrals, their worthless planet is controlled by a Hutt lord, and shared with Tusken raiders and humans. http://forum.shrapnelgames.com/images/icons/tongue.gif
Sandcrawler based ships? http://forum.shrapnelgames.com/images/icons/shock.gif Not likely, the Sandcrawler is a CEC design brought by Corellian miners.
Tough I may add Jawas as another outlaw race, http://forum.shrapnelgames.com/images/icons/icon12.gif using the same set of ships that Black Sun, Bounty Hunters and Smugglers will use.

Fyron here's the description you requested

Mod: Star Wars Mod II

URL: http://se4kdy.cyberwars.com/files/sc...ross/index.htm

Mod Version: hmm... Beta

SE4 Version: 1.84

Description:
hmm... the same description of the B5 and AST mod?
A mod under construction based on the Star Wars universe.

Perhaps I should expand a little...

Players have to choose between "Standard SE4 Tech" or "Star Wars Tech"+"Race Tech" e.g. "Rebel technology". (Note: so far only the Empire and the Rebels have their own techs working, other races will have to use Standard SE4 Tech)
Each race gets exclusive technology, that includes components, facilities, intel projects and vehicle sizes based on the Star Wars movies and the expanded universe.
All races research the familiar tree of stock SE4 (plus a few actually exclusive techs), but get different things. What makes trading or analyzing technology from alien races possible.

The StarWars Mod II is the beginning of a more ambitious project, the Science-Fiction Crossover Mod that will incorporate (adapting as necessary) things from other mods such as The New Star Trek Mod and the B5 Mod.

Erax June 28th, 2003 01:24 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Do you guys think all of the outlaw races should have P&N - style 'invisible civilian ships' ? I personally think they should, although they might be used for different purposes - the Black Sun would get early boarding parties for ship capture because they are more 'piratey' than the others, while smugglers and bounty hunters would use them for espionage.

jimbob June 28th, 2003 06:58 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
well, I think that it would be fun, but I guess I already said that http://forum.shrapnelgames.com/images/icons/tongue.gif

Andres: yeah, only 3 more components per races, but if you consider that the SW universe will have what, 8 major races? The B5 mod as it stands now has in excess of 10, and counting, and the ST(AST) mod could easily offer us 10 races too. Really, we're looking at 30+ races without making any major deletions to the three mods (but also not picking up too many new races either). = 90+ components. I think a type of heirarchy within the racial traits screen could reduce this significantly. Just my thoughts...

Also, I think it would be easiest to have the player choose their "Universe" as a racial trait. That way you can enter things like the "sheilding system" and "propulsion system" only once for each universe, as opposed to a) having the same shield systems and propulsion systems for all races in all sci-fi genres or b) having to enter a series of shields, engines, fighter engines, etc for every single race http://forum.shrapnelgames.com/images/icons/shock.gif

Anyhoo, keep on truckin' my friend, I for one am really looking forward to this mod. And as to the Jawa bashing... i't noonoo etni atnoo, podwai!

[ June 28, 2003, 18:00: Message edited by: jimbob ]

TexasHawk June 28th, 2003 09:12 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Hello all... new poster here.

First of all, I have been playing SE since its 3rd iteration, and I have to say that it's going to be hard to top 4.

A few observations about the SW-II beta...

Andres, this is officer work here. When completed, this is going to be an exceptional mod/game (why the hell couldn't Star Wars: Rebellion play like this??) Anyway, the ships and graphics are top-notch. Those SSD's look great!!!

Game balance: I find that overall, generally, the Empire has far superior technology (at least in my games) I think having the Heavy Command Vessel and the Death Star make it too easy for the Empire to insure late-game domination. Granted, it's HARD to build a DS (or even a PDS) but still... I think the minerals it should take to build should be absolutely momentous, both to reflect the immensity of the task and the maintainence it would take to keep it operational. (Oh, and you should give X-wings Ability: Destroy Death Star) http://forum.shrapnelgames.com/images/icons/icon10.gif

I agree with Fyron... it is odd that the superlaser tech is right there at the beginning (and cheap!) It was the first thing I researched, and then imagine my frustation at not having the requisite 15MT ship to stick it on...

I love the fighters. The fact the the TIEs are small, but hard to hit, and the Rebels are much bigger, but can have more weapons and shields, are excellent. Plus, the graphics are wonderful.

It's funny how the neutral races are always kowtowing towards the Empire when they first meet them. Don't know if this is wired in or just the fact that the Empire is so much stronger... but it's still funny!!

You might want to put a note somewhere in a Readme or something about the % scale mods. I had a frantic first few moments while I was trying to figure out what the hell to do with a bridge that was 6 times the size of my ship... but the idea itself is great.

I think Stormtroopers should be a little harder to build. As it stands, you can easily build 200-300 a turn. Are these supposed to be squads? Armies? Individual troopers?? The scale is nice, though. On a larger note, it took me a few games to get used to the various scales. I am sorry to say that the Eee, with their 'standard' SEIV weapons, chewed up my Frigates pretty nicely. The balance within the Empire and Rebels are nice, but having 'neutral races' that throw off the balance hurts it until the endgame, where the stuff the Empire can throw out can chew up anybody.

Great events. More of them, too. I lost 2 planets in 1 year alone Last game! Also, something I thought might be cool for an event is something along the lines of "The Emperor/Mon Mothma has requested several of your front line ships for reinforcements in an important sector." and then you lose a random # of ships. Just a thought...

I think having something like Kwok's captains would be awesome... kind of like 'Rebellion' where each person had different powers and gave an area/planet/ship bonuses, but were fragile. You could have Darth, Thrall, Luke, Han, etc... but a) is it possible to have only one of a 'component' at a time in play and b) would Kwok give you permission? This is actually an idea I had before I started reading the Posts and his ST conVersion, but still...

I like the damaging warp points, but I think hyperdrive is somewhat limited. The higher levels are worth it, but early on (.1, .2) it's not worth the space.

The Targeting computer is too powerful, IMO. 50 units at a time? I realize fighters play a much greater role in this mod but still... that should be something to work for, because that's a powerful ability especially on the Rebel side where you can have 50+ weapons on each battlecruiser....

Anyway, just some thoughts/suggestions. I really, really, really love where this mod is going and I can't wait to test each iteration for ya, Andres!!! Awesome, awesome stuff!!!

http://forum.shrapnelgames.com/images/icons/icon10.gif

Steve

Andrés June 28th, 2003 09:19 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
We already have a "universe" racial trait that sets things such as shields, propulsion and weapons AND a "race" racial trait that adds things such as ship hulls and some exclusive components. For example imperials have green firing lasers on their star destroyer hulls and the rebels get red-firing lasers on their mon-cal cruiser hulls.

As for the number of races, yes we don't want to have too much, I don't think we'll have more than 5-6 races (at least in tech means) in the SWmod2.
I think that by the time we get to star with the crossover part we may only pick the major races for each universe, plus perhaps an additional trait similar to the sw-outlaw trait for minor races.

I like the idea of 'invisible civilan ships', maybe even the Rebels should have some.

TexasHawk June 28th, 2003 09:41 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Basically, I guess what it sums up to is that while I'm cool with the Empire having better stuff (after all, that was how it was), it should be VERY hard to get it and build it. I don't care it the Empire spanned thousands of worlds, you didn't see 15 Executor-class SSDs looming around every battle. As for Death Stars, you're basically building a Sphereworld with a highly complex and infinately more massive interior with the most complex systems in the history of the galaxy, and think of how hard it is to build one of those in the 'unmodded' Version!! If the Empire 'can' get *a* Death Star, it should represent the pinnacle of their power, and should be treated as such within the balance. Also, is there a way to have one built affect relations with other empires? Really, that's what the DS was built for in the first place.. as the ultimate negotiation and diplomacy tool.

"What's that? You won't accept our generous Subjugation arrangement? That's fine. We've taken too much of your precious time as it is. We'll be leaving now."

"Oh, and good news!!! As a token to show no hard feelings, we will provide your ice world free terraforming shortly into a much warmer climate!! Enjoy..."

Anyway, as I said, great, great mod. And good people who have good ideas for the mod. This stuff is what keeps a 3+ year old game fresh..

Steve

Andrés June 28th, 2003 10:27 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Sorry TexasHawk I didn't see your message.

Quote:

Game balance: I find that overall, generally, the Empire has far superior technology (at least in my games) I think having the Heavy Command Vessel and the Death Star make it too easy for the Empire to insure late-game domination. Granted, it's HARD to build a DS (or even a PDS) but still... I think the minerals it should take to build should be absolutely momentous, both to reflect the immensity of the task and the maintainence it would take to keep it operational.
<font size="2" face="Verdana, Helvetica, sans-serif">The empire should be the major race having better tech and more resources than anyone else.
They should have some happiness problems wihitin their own planets althoug I not sure if the's working.

Quote:

(Oh, and you should give X-wings Ability: Destroy Death Star)
<font size="2" face="Verdana, Helvetica, sans-serif">That would be cool, but it doesn´t look like possible.
Perhaps a special fighter torpedo that can not be researhed by bust be obtained by intel or analyzing captured imperial ships, and that haves some odd effect against adainst death start.
And it would be nice to have a sun-crusher that can actually survive the star destruction.

Quote:

On a larger note, it took me a few games to get used to the various scales. I am sorry to say that the Eee, with their 'standard' SEIV weapons, chewed up my Frigates pretty nicely. The balance within the Empire and Rebels are nice, but having 'neutral races' that throw off the balance hurts it until the endgame, where the stuff the Empire can throw out can chew up anybody.
<font size="2" face="Verdana, Helvetica, sans-serif">On my test games the standard SE4 AI races were ahead in the early game but if you managed to survive long enough you would turn the tide.
Balance would be a major issue specially when we get to the crossover mod part.

Quote:

I think having something like Kwok's captains would be awesome... kind of like 'Rebellion' where each person had different powers and gave an area/planet/ship bonuses, but were fragile. You could have Darth, Thrall, Luke, Han, etc... but a) is it possible to have only one of a 'component' at a time in play and b) would Kwok give you permission? This is actually an idea I had before I started reading the Posts and his ST conVersion, but still...
<font size="2" face="Verdana, Helvetica, sans-serif">We can't make Rebellion-like characters. I'd like to see how Kwok's captains influence the game before deciding to copy the system.
It wouldn't be nice to add a "Dark Lord of the Sith" in every ship.

Quote:

I like the damaging warp points, but I think hyperdrive is somewhat limited. The higher levels are worth it, but early on (.1, .2) it's not worth the space.
<font size="2" face="Verdana, Helvetica, sans-serif">I'd like hyperdrives to be a way to control the teleporting spatial anomaly event, with range and other rules to limit it. Instead of the emergency propulsion they are now.
.1 hyperdrive is pretty useless, but with .2 you get the motivator that allows you to use it every turn.

Quote:

The Targeting computer is too powerful, IMO. 50 units at a time? I realize fighters play a much greater role in this mod but still... that should be something to work for, because that's a powerful ability especially on the Rebel side where you can have 50+ weapons on each battlecruiser....
<font size="2" face="Verdana, Helvetica, sans-serif">The idea was that in sw weapons are not shot from the bridge, each weapon emplacement is manned by an individual gunner, or team of gunners and can target independently from any centralized system, often only recieving general orders from the command crew. Perhaps this ability should be moved to be built-in the hulls.

Thanks for the feedback.

TexasHawk June 28th, 2003 10:51 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Quote:

quote:
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The Targeting computer is too powerful, IMO. 50 units at a time? I realize fighters play a much greater role in this mod but still... that should be something to work for, because that's a powerful ability especially on the Rebel side where you can have 50+ weapons on each battlecruiser....
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The idea was that in sw weapons are not shot from the bridge, each weapon emplacement is manned by an individual gunner, or team of gunners and can target independently from any centralized system, often only recieving general orders from the command crew. Perhaps this ability should be moved to be built-in the hulls.
<font size="2" face="Verdana, Helvetica, sans-serif">Ah... good point. Makes sense. Then perhaps it could be called 'Centralized Fire Control System' or something like that...

Steve

Andrés June 29th, 2003 04:38 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
There is no damage type that matches how ion cannons are supposed to work.
That was the better way to simulate Ion cannons when we first introduced them.
Give bridges and life support a small boarding defense ability so they are targeted by an only ss damage type. When those components are destroyed the ship is supposed to be 'disabled' but with minimun damage.
Now with some changes in the hardcoded rules of the game, perhaps the boarding defense ability should be moved to the supply holding components (that is reactors, SE4 engines, sup. storage)

openair June 29th, 2003 08:29 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
about the scaling mountss:

i like the idea, but the AI doesn't use them at all... puts quite a crimp on the AI when they can't even colonize...

is there anyway to get the AI to use these kind of mounts?

Fyron June 29th, 2003 09:13 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
AI will use the Last mount in the list that is available to be used on any component. So, it would appear that some reordering may be necessary.

openair June 29th, 2003 10:42 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
hmmm.. it isn't the scaling mounts that are screwing the AI.. its the reactors... doesn't use em.. therefor no supply... and their ships go nowhere.... at least their colony/cargo ships dont... warships do...

the AI's have quantum reactors as the first misc ability listed in there designcreations...

looks like this should be supply storage... or Solar Supply Generation, as there are no quantum reactors for the SW sides...

[ June 29, 2003, 22:23: Message edited by: openair ]

Erax June 29th, 2003 11:29 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Hello Texas Hawk, welcome to the forums. Your experience playing the Empire is similar to mine (although I haven't moved into the middle game yet). Just a clarification - if the fire control system is spread out between the gunnery stations then it is a distributed fire control system, not a centralized one.

The superlaser comment was mine BTW, not Fyron's. http://forum.shrapnelgames.com/images/icons/icon12.gif

Andres : I'd say that destroying supply-holding components is a better way to simulate ion cannon damage because it will completely disable its target.

See you all later, I want to get another War for the Stars entry done today (yes, this is a plug). http://forum.shrapnelgames.com/images/icons/icon7.gif

Andrés June 30th, 2003 12:22 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
We didn't get to optimize AI for this mod yet.
AIs should use the standard SE4 trait to work for the time being.
Scaling mounts are the only mount available for those components so they should be used, but someone should add reactors and optimize other additional components, as well as research.
Does anyone volunteer to mod the AI?

[ June 29, 2003, 23:27: Message edited by: Andres ]

openair June 30th, 2003 12:40 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
well... im not too experienced, but i have started modding them for myself...

if someone could point me to a tutorial, i could probably do it...

civ2buf June 30th, 2003 01:28 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I've got well into a game with the new fix and discovered a weapon thats' off, at least I think so

Anti-Orbital Ion Cannons have target Security Stations only, is that what its supposed to be?

TexasHawk June 30th, 2003 02:41 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Quote:

The superlaser comment was mine BTW, not Fyron's.
<font size="2" face="Verdana, Helvetica, sans-serif">Sorry Erax... I knew that. Just testing you. BTW... I've been meaning to say... there's something... I dunno... 'sinister' about your avatar. http://forum.shrapnelgames.com/images/icons/icon12.gif

I have played with some of the techs to try and do a little personal 'balancing', especially the end-game Empire techs. I have also modified costs for certain large-scale ships. I'd like to do some AI stuff but I've never really messed with it... but what the heck.. that's what backup folders are for, huh? :-p

Andres... can you or somebody post a link where we can download the missing sector background files? I know you said something about FQM.. is that Fyron's mod??

Well, I guess I might *try* and do something with a specific Empire AI file. It's sure to suck, though, at least the first 10 Versions or so, but we'll see. Nothing like modding and playing SW while listening to a little Moby trance remix of Star Wars... http://forum.shrapnelgames.com/images/icons/icon10.gif

Steve

Fyron June 30th, 2003 03:39 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Quote:

Andres... can you or somebody post a link where we can download the missing sector background files? I know you said something about FQM.. is that Fyron's mod??
<font size="2" face="Verdana, Helvetica, sans-serif">You will need to get FQM Deluxe, linked in my sig. Isn't the name so clever? Fyron's Quadrant Mod? My creativity amazes me at times. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon6.gif

TexasHawk June 30th, 2003 04:00 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Also... probably a stupid question, and I'm sure the answer's out there somewhere, but I'm in a zone... How do you get an empire to use/recognize a specific AI file??

Thanks!

Steve

TexasHawk June 30th, 2003 04:01 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
NM... found it. RTFM, Steve!!!! http://forum.shrapnelgames.com/image...s/rolleyes.gif

Steve


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