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

openair June 30th, 2003 07:39 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
found the problem... some hulls too small for a mininium speed of 3... was running out of room b4 the supply generation solar got on... and just filled up rest with engines... mininium speed needs to be 2 for colony, poptrans, and trooptrans...

well that and a must have solar supply generation makes it work...

[ June 30, 2003, 06:44: Message edited by: openair ]

Andrés June 30th, 2003 04:33 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Some changes I've made but didn't upload yet.

Corrected superlaser tech requirements. They had a level 10 'turbolaser weapons' requirement, a tech I had removed but forgot to correct here, the curious thing is that this didn't give an error but instead made the requirement be ignored.

Removed the extra 's' in the description fo most engines (Generates 1 thrust points.)

Removed Boarding Defense ability from Bridge (& SW), Life Support (& SW), Crew Quarters (& SW), Auxiliary Control, Shield Regenerators, Point - Defense Cannons and SW Shield Recharger and Anti-Fighter Lasers and added it to SE4 engines, Supply Storage and SW reactors.
This should 'fix' ion cannons damage.

TH if you think your 'balancing' is worth it, post your changes.

AIs will not find the right weapon and not design attack ships.

openair July 1st, 2003 10:23 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
is there anyway to use a component on a ship (ie HyperDrive) that is in a fleet without pulling the ship out of the fleet?

its really pissing me off having to pull my fleets apart everytime i wanna go anywhere...

Andrés July 2nd, 2003 01:19 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Unfortunately there is not.
Also AI will never use those components so making them research and add them to their designs would be wasted research points and onboard space.

Erax July 2nd, 2003 01:57 AM

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

Sorry Erax... I knew that. Just testing you. BTW... I've been meaning to say... there's something... I dunno... 'sinister' about your avatar.
<font size="2" face="Verdana, Helvetica, sans-serif">You think so ? http://forum.shrapnelgames.com/images/icons/icon10.gif The original picture is a little less scary. http://forum.shrapnelgames.com/images/icons/icon7.gif

Andres, here are a few things I've noticed :

- When starting a full-tech game, the Empire had access to the following SEIV tech : phased-polaron beams (incl. the small Version), incinerator beams (incl. small Version), ripper beams, wave motion guns, gravitic sensors, solar sails, solar collectors and null-space projectors.

- The light frigate's description could be 'Lancer Frigate'.

- The Carrack cruiser is spelled 'Carrak'.

- The slugthrower rifle is spelled 'slugthrowing'.

- Small-sized ion cannon use the image for the bLaster rifle.

- Fighter-sized ion cannon and lasers may be mounted on troops, but their damage values are on a different scale so they become quite weak.

- The AT-AT uses an AT-ST image.

That's it for now, gotta get some sleep. Keep up the great work !

openair July 2nd, 2003 02:18 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
y not make hyperdrives like the Warpdrives from AST then?

they generate a only bonus movement points, like system bonus movement points, no standard, no combat bonus...

problem i see with this: by just swapping the Emergency Energy for movement bonus, its gonna bump up combat moves for even large ships to like 8...

EDIT: Nevermind! found out combat=/2 system is hardcoded... http://forum.shrapnelgames.com/images/icons/icon9.gif

i dunnno???? personally, i really hate the way its done now tho...

[ July 02, 2003, 02:40: Message edited by: openair ]

Andrés July 2nd, 2003 05:06 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Openair,
Traveling through Hyperspace ain't like Dusting Crops, Boy. Without precise calculations we'd fly right through a star or bounce too close to a supernova, and that'd end your trip real quick, wouldn't it?
It's supposed to be complicated.
Emergency movement is the only way to increase normal movements without increasing combat movements.
There is no opposed ability and combat movement does not work with negative numbers.

I want to mantain the contrast in speed between capital ships and fighters.
And the popular belief that trekkie capital ships are faster and more manuverable at sub-light speeds.

Erax,
Many SE4 techs are not researchable but capturable. Being available in a high-tech game is a side effect, but that should not happen after researching a lot in a long game.

At least in the .XLSs, I'm correcting all the other errors you've reported. I want to finish adding the basic techs of Outlaws before compiling the data files and star testing.

Erax July 2nd, 2003 03:05 PM

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

Traveling through Hyperspace ain't like Dusting Crops, Boy. Without precise calculations we'd fly right through a star or bounce too close to a supernova, and that'd end your trip real quick, wouldn't it?
<font size="2" face="Verdana, Helvetica, sans-serif">ROFLOL !!

Andres, I've been looking through the data files and have a few more suggestions/comments :

- I really like the way Imperial ship construction is set up, I feel it simulates the choices the Empire had to make in its weapons programs.

- I also really like the Rebel fighter sequence.

- I noticed that the TIE Bomber image is actually a TIE X1.

- Is there any reason why you kept the Caduceus Fighters tech area ? Fighters + Imperial Technology would work just as well IMO.

- The tech requirements for the Missile Boat could be raised a bit IMO. I suggest Fighters 2 + Missile Weapons 2.

- The Spacetroopers have a requirement of Troops 1. It's a bit odd to get them before regular Stormtroopers. http://forum.shrapnelgames.com/images/icons/icon12.gif I suggest moving them to Troops 3.

- The 'available to all' fighters follow this progression : Toscan -> Pinook -> CloakShape -> R41 -> BLastboat. I personally feel Pinook -> CloakShape -> Toscan -> R41 -> BLastboat would be better, based on their effectiveness in combat. Maybe the R41 could come before the Toscan but this is debatable.

- The Torpedo Sphere and Suncrusher mounts could be moved up the tech tree (perhaps linked to Death Stars and Stellar Manip, respectively) so they won't show up in our design screens way before we can use them.

I'll be looking at the data files in a more organized manner now. First up is CompEnhancement. Keep up the great work !!

Fyron July 2nd, 2003 07:10 PM

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

Emergency movement is the only way to increase normal movements without increasing combat movements.
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, but it is a huge pain to use in the game when you have lots of ships. Relying on it is going to drive people away from the mod IMO because it will make playing it become very very tedious.

openair July 2nd, 2003 11:42 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
the Maintenace droids need balancing!

80% is way too high, a fully loaded DS2 goes from like 210k/turn to like 42k/turn... SSD from 43k to 8k... ESSD from 102k to 21k... <- cheaper then an ISD b4 maintenace droids!

OSD and Golan's can be free, with only the second lvl maintence droids... 50%+50% =100%

i think they should start at like 10% and only go up to 40%-50%... and shouldn't be allowed on bases...

[ July 02, 2003, 22:48: Message edited by: openair ]

Erax July 3rd, 2003 12:14 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andres, the mounts seem OK so far. I'd just change their names and descriptions to be closer to the standard SEIV naming scheme. Here's my suggestion :

Dual Ship Mount (instead of 'Ship Dual Mount')
Twin barreled mount which increases damage from the weapon by 2 times. Suffers a -2% accuracy penalty due to lower turret traverse speed. Can only be used on Direct Fire weapons.

all the way down to :

Massive Quad Battery Ship Mount
Massive battery arrangement of quad barreled turrets which increases damage from the weapon by 43.64 times. Suffers a -30% accuracy penalty due to lower turret traverse speed. Can only be used on Direct Fire weapons.

That's it for today, I'll look at scaling, planetary, troop and special mounts tomorrow. Keep up the great work !

PS - The second item might also be "Massive quad barreled turrets in a battery arrangement which increases", etc. It all depends on whether you imagine successive mounts getting more turrets or larger ones.

[ July 02, 2003, 23:17: Message edited by: Erax ]

Erax July 4th, 2003 09:05 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
OK, finished looking at CompEnhancement. Here's my suggestions / comments :

Special Mounts (Suncrusher and Torpedo Sphere) - OK as they are right now, except that, as I said before, they could be moved up the tech tree a bit.

Troop mount - Use the scheme suggested for ship mounts.

Satellite mounts - Same as above. Drop the 'accuracy penalty' bit because it's always 0%.

Planetary mounts - Same as above, with the following descriptions : "Twin barreled", "Four-barreled", "Six-barreled".

Scaling mounts - Use "1% scale component" instead of "1% component scale".

Have I told you how much I like this mod ? Keep up the great work !

[ July 04, 2003, 20:08: Message edited by: Erax ]

Andrés July 12th, 2003 10:41 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Some ideas on imperial troops, something similar can be made with rebels

starting - scout trooper
Construction 1 - stormtrooper
Troops 1 - speederbike - Spacetrooper
Troops 2 - ?
Troops 3 - ?
Walkers 1 - atpt
Walkers 2 - atst
Walkers 3 - atat

starting - Slugthrower Rifle
Construction 1 - BLaster Pistol
Troops 1 - BLaster Rifle
Troop Weapons 1 - Light Repeating BLaster
Troop Weapons 2 + ESW 1 - Heavy Repeating BLaster
Troop Weapons 3 + ESW 3- Light BLaster Cannon
Troop Weapons 3 + ESW 5 - Heavy BLaster Cannon

Erax July 14th, 2003 08:35 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
How about : Army Troopers -> Scout Troopers -> Stormtroopers -> Spacetroopers -> Speederbikes ?

Regarding troop weapons, I like the progression, but how about requiring ESW 1 for bLaster pistols and rifles, then 2 for light and heavy RB ?

Urendi Maleldil July 15th, 2003 03:05 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Breaking up the fleet to go into hyperspace is standard imperial procedure. It's a shame the AI can't use the hyperdrives.

Erax August 9th, 2003 06:12 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I've been meaning to post what follows for a long time - some additions to the Emperor Names, Emperor Titles and Empire Names files, mostly from the various Separatist organizations (and a few from the Thrawn trilogy) :

Emperor Names - Garm Bel Iblis, Talon Karrde, Finis Valorum, Dooku, Wat Tambor, San Hill, Shu Mai, Passel Argente, Rune Haako, Poggle the Lesser, Tyranus.

Emperor Titles - Archduke, Senator, Presidente, Foreman, Magistrate.

Empire Names - Techno, InterGalactic Banking, Corporate, Commerce.

Andrés August 27th, 2003 07:56 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
It took a long time, but it's finally uploaded:
http://kdy.spaceempires.net/StarWars-II.rar

Please don't ask me to correct a couple of details and re-upload tomorrow.

Everything is included into a single file.
You will need winrar to open this it.

I think I had fixed most of what Erax suggested and added as well the basic parts of the pirate-like outlaw racial trait and 4 quickly copied shipsets to use it (Black Sun, Bounty Hunters, Smugglers and Jawabobs... eh... Jawas)

Andrés August 29th, 2003 07:47 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
BUMP.
Hey no comments?

jimbob August 30th, 2003 05:34 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Sorry, been to busy in the lab to play. I'm looking forward to playing this one once the fall term starts up. Thanks for introducing the Jawa by the way! That's gonna be hip.

[ August 30, 2003, 18:23: Message edited by: jimbob ]

Imperial August 31st, 2003 03:28 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
playing a test game-- as Galactic Empire. about turn 5 or so i noticed that the first race i came in contact with was---The Galactic Empire--hahahhaha--i looked at players and noticed 2 gal empire and 3 Sith players. I am playing on a large quadrant map with max amount of players selected. I only added the Empire no other races were added. never really noticed this happenning in any other SE 4 ????. Ill post any more bugs or weirdess as i play more.

[ August 31, 2003, 14:30: Message edited by: Imperial ]

General Woundwort August 31st, 2003 03:53 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
There has to be a minimum of 20 major races (i.e. races with pics and data files in the Races folder) - the game will run duplicates if this is not done. How many Races are there in this mod?

Imperial September 1st, 2003 11:23 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
yes indeed there are 10 main races--ill prob add more if i can find some star wars copmpatible looking ones. another thing i recently noticed is that during combat--the mp-3 files arent working--the guns(dup cannon) at the time made dinging noises and no explosion sounds were heard.--Do i have to load the cd up to enable sounds? More to come as i explore the mod more--

Captain Kwok September 1st, 2003 11:29 PM

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

Originally posted by Imperial:
yes indeed there are 10 main races--ill prob add more if i can find some star wars copmpatible looking ones. another thing i recently noticed is that during combat--the mp-3 files arent working--the guns(dup cannon) at the time made dinging noises and no explosion sounds were heard.--Do i have to load the cd up to enable sounds? More to come as i explore the mod more--
<font size="2" face="Verdana, Helvetica, sans-serif">It depends on where Andres put the sound files. If he put them in his mod directory>sounds, then you'll hear them only when 'classic' sound effects are chosen. Most people use the 'new' sound effects, so they would need to be in the sounds>new directory instead.

Andrés September 2nd, 2003 01:18 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Right, sounds are from in sounds\new dir, copy the files from the default one to the one in the mod (answer 'no' if it asks you to overwrite files).
It wasn't worth to increase the size of the file in about 10 Mb (compressed) only to include wav sounds you already have. I should have included a warning and instructions about this.

Imperial September 2nd, 2003 03:50 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
OK before i do that let me ask this-- in the default SE-IV sound folder--there is a subfolder called new and several mp-3 files outside that folder. Do i select all and copy them into the SW-2 mod?. And also once i do copy them--do i turn classic effects on?--sorry if i seem dumb--i just want it to work--heh.Also the mod seems pretty stable otherwise--I plan on playing a few hours each day this week so ill post my findings accordinly--thanks for the replies))

Andrés September 2nd, 2003 07:07 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
The feared "System Default Sound" gun. http://forum.shrapnelgames.com/images/icons/icon10.gif

First, they’re not .mp3 files, they are .wav files, though your system may show the same icon and play them with the same program.

You have to copy the files from
...\Space Empires IV Gold\Sounds\New
to
...\Space Empires IV Gold\StarWars-II\Sounds\New
(this folder should exist and hold some sounds of starwars weapons and a couple of interface sounds it would be nice not to overwrite)

Leave the classic effects option off.
Unless you prefer to listen to the old sounds for SE4 weapons, in which case you should:
copy new sounds from “...\Space Empires IV Gold\StarWars-II\Sounds\New” to “...\Space Empires IV Gold\StarWars-II\Sounds” and all sounds except the overwriting ones from “...\Space Empires IV Gold\StarWars-II\” to the same dir.

Andrés September 2nd, 2003 07:09 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
And I'll see what can I do to provide at least a pack of quickly-made placeholder races to complete the 20 required ones.

Imperial September 2nd, 2003 11:39 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Thank you Andres. I am really quite satisfied with the mod, and while more races would always be welcome, I am having a good time with it as is. Now that i have fixed the sounds the game is enhanced alot.Just trying to say "Thanks"--for a fun mod to add to the mix of mods to play. I am hoping to get my LAN players off our current game and into a Star Wars shoot em up soon--so this is a great mod for that--again Thank You)

QuarianRex September 9th, 2003 01:47 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I've been playing a couple of test games the Last couple of days and I must say that I am quite impressed. I love the way that you changed so many of the game pics, it's like playing a whole new game.

I have a few thoughts about how it plays out though.

Hull Sizes- I like the range but why are there so many redundant sizes? If you research a tech level you should recieve an actual improvement, whether it be size, special abilities, etc. There seem to be several hulls that serve no porpose (the imperial repair base comes to mind). Scrolling through scores of hulls with only negligible differences cam get tedious. Adding an ability or a special mount can go a long way to making them usable.

Fighters- Nice job but some things could be changed. How about making the thrusters (the first fighter engine) 2kt. Still larger than Ions but now small enough to be able to add to a Tie Fighter and still have room for a weapon. I hated not being able to use Tie's till I researched several levels of propulsion. Also, Proton Torps are sweet. Perhaps too sweet. How about only allowing them to target ships, bases, and planets. That way they still retain their punch but over-reliance will leave you vulnerable to other fighters. Staying with the weapons, the damage for laser and bLaster cannons should be upped to @5 (depending on range) instead of 3. This would make them comparable to standard SE4 weapons (helpful since this is a X-over mod) and give you a reason to mount something other than proton torps.

Monoliths- Why deny them to SW? They fall in nicely with the technological level of the series and it fills out the severely depleted SW stellar manipulation tech area.

Cultures- Not necessarily applicable to SW but more for the X-over mod as a whole. I recently tried out Ed Kolis' (I think) Highliner mod and he had a rework of the cultures (and included a few new ones) that is quite impressive. It would be a great addition to the x-over mod.

I hope some of this helps, and I've got to say, I love this mod.

P.S. When do you plan on having the racial AI's done? I dearly look forward to seeing them use thier actual tech.

[ September 09, 2003, 00:51: Message edited by: QuarianRex ]

QuarianRex September 9th, 2003 04:24 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Some things that I forgot...

These components/facilities need to have different families; Durasteel Armor/DurapLast Armor (everytime I upgrade a ship it gets loaded with fighter armor), Targeting Sensors/Small Targeting Sensors (same problem as with the armor), and Shipyard Facility/Advanced Shipyard Facility (I want to be able to hit 'upgrade facility' without potentially shattering my economy).

The structure of infantry weapons needs to be doubled to give more life to smaller troops yet still mahe armor useful. Currently 1500 Stormtroopers equiped with Heavy Repeating BLasters typically take 700+ casualties vs. 200 militia (and Jawa militia at that}.

Maintainence Droids need to be reworked a bit. Currently the maint. reduction stacks, andwhile it is nice that my Star Destroyers are actually producing resources I do feel like a big cheater. I suggest limiting Maint. Droids to one per ship and adding Dedicated Repair Droids (or somesuch) at the same levels with the same stats minus the maint. reduction.

Hope this helps.

General Woundwort September 9th, 2003 04:43 PM

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

Originally posted by QuarianRex:
Cultures- Not necessarily applicable to SW but more for the X-over mod as a whole. I recently tried out Ed Kolis' (I think) Highliner mod and he had a rework of the cultures (and included a few new ones) that is quite impressive.
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, the Highliner Mod is mine, but the cultures are from Jourin's Culture Mod. I really liked his idea of balancing out the cultures using a set amount of racial advanatge points - I just added a few of my own, using his formulas.

[ September 09, 2003, 17:55: Message edited by: General Woundwort ]

QuarianRex September 9th, 2003 04:52 PM

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

Originally posted by General Woundwort:
Actually, the Highliner Mod is mine
<font size="2" face="Verdana, Helvetica, sans-serif">My apologies GW, I downloaded a bunch of mods all at once and couldn't remember which came from where. Kudos to you for the additions though. The descriptions are great and the bonuses are disturbingly appropriate.

Andrés September 9th, 2003 06:21 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
About hull sizes... You might be right. I guess it's because I'm made up hull sizes in the oposite direction than how they're made in most mods. I started with stats of a bunch of ships and converted them into hull sizes, instead of starting with SE4 sizes and wondering what else would be interesting to add. I accept suggestions about additional abilities, re-arranging tech levels, and even removing some hull if it is too redundant. Also I haven't been so strict with bases tonnage as I was in ships, so we can somehow play a little with that.
Some bases and perhaps some ships and fighters don't look like the ship they are. Please help me list all missing pics.
Also larger transports hulls are missing.

About fighters...
T.I.E. Fighter stands for Twin Ion Engine. How come you can have such a fighter before having Ion engines. http://forum.shrapnelgames.com/images/icons/tongue.gif
But perhaps fighter engines should be re-arranged.

Also, Proton Torps are sweet. Perhaps too sweet. How about only allowing them to target ships, bases, and planets. That way they still retain their punch but over-reliance will leave you vulnerable to other fighters.

Torpedoes can only target Ships\Planets.
You must be talking about Concussion Missiles that can target Ships\Planets\Ftr\Sat\Drone.
I thought it was nice to have a ship mounter seeker able to tagert fighter, but I guess you're right and that's a very big advantage. Perhaps it can be compensated with lower damage.
Or are you talking about fighter torps.

About figter lasers.
Checking it now it looks like I made a mistake when copying them into the green beam imperial Versions. Check the rebel fighter lasers.
Laser cannon V should do 4-4-3-3 but perhaps a little boost would be nice.

I guess the restriction to monoliths is a leftover from the old Versions when I wanted to remake the entire tech tree.

I've never payed much attention to cultures. I'll check those ones. Also IIRC B5 and Trek mods also add some nice new cultures.

I'm not good on modding AI and it's not on top of my priority list, but I guess that if noone comes to help with that I'll do it eventually. I guess it can difficult to mod AI while data files might change, but it's also a good way to find misbalances and missing techs.

I've resurrected Thrawn's and the Emperor's Version of the Empire, added Ackbar's Mon Cal and Fey'lya Bothan Versions of the Rebellion quick-made incomplete and ugly Yevethan and Ssi-ruuk shipsets and another shipset re-colored as the Wookiee, and IG-88's droids.

QuarianRex September 9th, 2003 09:39 PM

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

Originally posted by Andres:
T.I.E. Fighter stands for Twin Ion Engine. How come you can have such a fighter before having Ion engines. http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="Verdana, Helvetica, sans-serif">I have been a Star Wars fan my entire life (I've seen all of the movies in their original theatrical release starting when I was two years old) but that is the first time that I have heard what T.I.E. actually stands for. Curse my slack arse.

Quote:

Or are you talking about fighter torps.
<font size="2" face="Verdana, Helvetica, sans-serif">Yup, fighter torps. Currently they can target all but seekers.

Quote:

Check the rebel fighter lasers.
Laser cannon V should do 4-4-3-3 but perhaps a little boost would be nice.

<font size="2" face="Verdana, Helvetica, sans-serif">I didn't notice that. I've only playtested the Imperials so far. I was hoping that the laser cannons would keep their damage constant at range (as with the Imperials) while the bLaster cannons would have higher-yet-degrading damage at range. It would make a nice distinction between the weapon types.

A Last general thought would be that the fighter supply storage components could be dropped down to 1kt instead of 2. They hold a small enough amount that their inclusion is a nice bonus but not high enough to justify replacing two cannons or a fighter torp.

I'll try to come up with some specific thoughts on the hull sizes and get back to you later.

The Canuck September 10th, 2003 01:42 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
quick q, where can i d/l ur mod, i tried the link at the SEIV mod webpage but it didnt work, so... can someone post alink or tell me where to go to get this mod

General Woundwort September 10th, 2003 02:46 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
EDIT - old link removed, see correct link above.

[ September 10, 2003, 15:46: Message edited by: General Woundwort ]

Andrés September 10th, 2003 03:39 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
No, it's here:

http://kdy.spaceempires.net/StarWars-II.rar

I'll move the rest of the siteinto Fyron's server when I have time.

Fyron September 10th, 2003 07:11 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Link on the mods list page should be updated soon. http://forum.shrapnelgames.com/images/icons/icon7.gif

JayBdey November 12th, 2003 03:27 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Is there a working download link for this mod right now?

Andrés November 12th, 2003 05:38 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Fyron, I can't login with my FTP program, the spaceempires.net server gives me a '530 Login incorrect' error.
ANd as JayBdey said, the download doesn't work.

Fyron November 12th, 2003 05:55 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Oh... should probably set that up again. http://forum.shrapnelgames.com/images/icons/blush.gif

Fyron November 12th, 2003 06:56 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Check your email Andres.

JayBdey November 12th, 2003 06:56 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Is the download expected to be working soon?

Andrés November 13th, 2003 02:02 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Fyron
Thanks for the quick response. Now I can login without errors and see an empty folder. I should get to work with the site now.

Is there any chance you can find the file somewhere in the server so I don't have to upload it again?

[ November 12, 2003, 12:05: Message edited by: Andres ]

JayBdey November 13th, 2003 05:24 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
So there is currently no place to download this mod?

Andrés November 13th, 2003 04:48 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Sorry not right now.
It looks like I'll have to upload it again.

Fyron November 13th, 2003 11:57 PM

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

Originally posted by Andres:
Is there any chance you can find the file somewhere in the server so I don't have to upload it again?
<font size="2" face="sans-serif, arial, verdana">Nope. It was lost in the down time, and I do not seem to have a copy of it locally. http://forum.shrapnelgames.com/images/icons/icon9.gif

JayBdey November 14th, 2003 03:30 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Well uploading it shouldn't take long right, unless your still on dial up.

Andrés November 14th, 2003 05:45 AM

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

Originally posted by JayBdey:
Well uploading it shouldn't take long right, unless your still on dial up.
<font size="2" face="sans-serif, arial, verdana">Well unfortunately I'm still on dial up at home.
The meaning of long is relative. If 100 minutes is long, then it took a looong time.

You can download it now, the link is the same, just in case:
http://kdy.spaceempires.net/StarWars-II.rar

gregebowman November 14th, 2003 03:46 PM

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

Originally posted by Andres:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by JayBdey:
Well uploading it shouldn't take long right, unless your still on dial up.

<font size="2" face="sans-serif, arial, verdana">Well unfortunately I'm still on dial up at home.
The meaning of long is relative. If 100 minutes is long, then it took a looong time.

You can download it now, the link is the same, just in case:
http://kdy.spaceempires.net/StarWars-II.rar
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I know what you mean about dial-up. That's what I have at home. That's why I prefer to d/l these big files to my work computer, and then use winrar to chop them into small enough files to put on floppies. Anyway, can't wait to try out this mod.


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