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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Figures, just after praising WinRar, I found out that it will not chop up this mod so that I can have floppy-sized files. Actually, this is the second time this morning this has happened to me. I never had any troubles with winrar before. Has anyone else had this problem?
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
See answer in Official Image Collection thread.
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
You should get a USB flash drive. You can get a 64 MB one for 20-30 dollars. Just plug it into any computer with a USB port, and away you go! http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Why can you build the death star prototype in this mod? Wasn't it only used to test the idea of the super laser?
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Because this is a mod, not a scenario. It is designed for general play within the Star Wars universe, and not every universe has to act identically to the movies. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Well the DS prototype was nothing more than a hollow skeleton. I could understand it's purpose being there if it was a prerequisite to building the real thing, but I don't see any reason to have it in as its own combat ship.
[ November 15, 2003, 08:38: Message edited by: JayBdey ] |
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I'm also using an outdated bad shape computer that has no functional USB port.
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[ November 19, 2003, 03:04: Message edited by: JayBdey ] |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Gameplay over canon, my friend. Always gameplay over canon. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Oh well, just extra fluff that I'll never use. I did remove it in the modified Version that I play with my friends on my LAN, I just couldn't understand the reasoning behind it being put in.
At least use the right picture of it. If you call it the DS prototype shouldn't it look like the DS prototype? |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
In general, more options = more strategic value = better game/mod. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Well, just because in the canon Star Wars universe they were never able to build more than the prototype for the Death Star - doesn't mean that in the Star Wars Space Empires universe the Rebellion will be just as successful at preventing their deployment, so you keep it as a valid option for later in the game...perhaps those Imperial engineers were able to come up with a fully functional Death Star. Plus, couldn't the Death Star prototype still move around in order to reach the different planets that it would target? I don't see the issue really. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
The DS prototype was meant to have enough tonnage to carry little more than command components the superlaser (it can't be made a requirement, but it should be) and very few other weapons, shields or other components. I'd have to check if afer so many quick and not thorougtly tested changes that remains true. It shouldn't be very good in combat, it's relatively vulnerable, but if it manages to hit you with its sl you're fried.
About the picture, it was one of the many things I had left to add later. The one you linked looks cool. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
well, I was finally able to break the file into several files to take home on floppies. I don't know what the difference was, but instead of trying to condense the folder, I opened the folder to see if I could condense the actual Star WArs II folder and the path file. For whatever reason, it worked. I'm currently transferring the files to floppies, and plan on checking it out tonight. Can't wait to play this one.
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Thanks for the sound tip Andres. I'm still wondering if anyone else have problems with concussion missiles. The missiles won't fire in tactical combat simulations. I have all the correct strategy and supply, and all the other weapons fire just fine. The strange thing is that during tactical simulations, the concussion missiles are highlighted just like all the other weapons, but when I try to target an enemy ship, it just stays highlighted while all the other weapons fire. It might just be some minor detail that I have overlooked, but A-wings sure are weak without missiles.
Frank |
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Maybe it's this, fighter concussion missiles are meant to shoot at other fighters, not at capital ships.
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Hmm... this thread has been dead for a while, but I like the Star Wars mod and I wonder if anyone is still working on it?
I would love to help http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Sorry I haven't been working on any SE4 related things lately.
ISTR I had made a few additions after Last time I had uploaded the mod, but not major improvements. I'll try to ulpoad an update ASAP. Does an anyone volunteer to make some AI? Where was my to-do list? BTW do you like my new avatar? |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
To tell you the truth, I like the old avatar better. I also anxiously await an upgraded Star Wars II mod, or the eventual Sci-Fi Crossover mod. How is that turning out?
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This is the first MOD on my list that I want to download once I get the full Version of the game.
I hope you get a chance to work on it as I am a big SW fan http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Like this mod VERY VERY much, Are there any Multi Player games on-going or planned for this Mod.
And is anybody interested? |
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what's it from? |
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I like this mod too, --new avatar is cool))
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
So far I've been working just by myself, and I must admit I didn't spend much time on this project lately.
I apologize again for the slowness in the developing of this mod. I admit I didn't spend much time on this lately, but so far I've been working on all this just by myself (with the honorable exception of a few contributions by Erax), and this project is too big to be a one man job. Maybe setting trying to set up a multiplayer game is a good idea to force the completion of the mod. ISTR that transports were missing (imperial had a few hulls but no one else), is there any other vital tech missing? I'll try to fix the most critical points, if possible have the mod loaded into PBW and then we can try a multiplayer game. About the avatar, it's Prof Neurus the villan from Hijitus, a classical Argentinaen cartoon. And you're right Narf, my old sig didn't match. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
PBW would be great, but I'm willing to run a PBEM also (I'll do everything for a Star Wars Game)
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There is not much reason to do PBEM. PBW is exactly the same, except that all of the tediousness of hosting a PBEM game is done by the server.
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Yes I know, But I was very happy Last october ,When pbw was down for weeks (the most terrible weeks of my life), that there was still an alternative http://forum.shrapnelgames.com/images/icons/icon12.gif so I played some PBEM games in that period.
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I think the AI should be high on the to do list. It is hard to find PBW games and I would love to be able to practice against something that fights back.
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Actually AIs will fight you back quite effectively the way the game now.
AI's must use the "Standard SE4" racial trait, and use their original AI without problems. They will (or at least they should) pick it when randomly added, and of course you should do it manually if you add them that way. Of course that having AI that uses starwarish techs would be nice, but my priority right now is finishing all techs to get something more or less playable so we can multiplay. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
OK I just uploaded this:
http://kdy.spaceempires.net/starwars-ii.rar Help me check if I overlooked any major problem. If everything looks OK, I'll ask Geo to install it on PBW so we can try it. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Maybe you wanted it to be like this but I can still build a few standard SEIV components when I use SW Tech. When using the SW tech you can still build: Cargo Bay, Mine Sweepers, Phased Polaron Beam, Ripper Beam, Incinerator Beam, Wave Motion Gun, Gravitic Sensors, Solar Sails, Solar Collectors, and Null Space Projectors.
Is this intentional, or did you leave them in by accident? Looking at the components.txt file it would seem that you did not make it a requirement to have standard SEIV tech to build these comps. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
You are right JayB, noticed that also.
But again, I think to play it with a few, say 5 people, is the best way to get the bugs and errors out of this mod. So Andres, it's up to you now. Upload it to pbw and let's play and get your mod up and running. Intimidator BTW. one point: every time you use the hyperdrive you have to activet it but isn't possible in fleets, you must activate the hyperdrive one by one. Am I correct? and if so can't that be changed ? |
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That is also why the Hyperdrive Motivator is a 0 construction rate shipyard component. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
But if you do it the way I did it, see below:
Name := Warp Core I Description := Creates a warp field surrounding a ship. Pic Num := 1189 Tonnage Space Taken := 200 Tonnage Structure := 400 Cost Minerals := 5000 Cost Organics := 0 Cost Radioactives := 2000 Vehicle Type := Ship Supply Amount Used := 100 Restrictions := One Per Vehicle General Group := Engines Family := 25048 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Warp Technology Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := Extra Movement Generation Ability 1 Descr := Generates 5 bonus movement points. Ability 1 Val 1 := 5 Ability 1 Val 2 := 0 Weapon Type := None It will function anytime without active it again, and can be used in fleets, without seperate activation. remark: the Hyperdrive function can simply be added in the sample I used here. |
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A side efect of this feature is that they're available in full tech starts, but that's something unusual so it's no big deal. About hyperdrives and fleets, I know it's annoying when you have large fleets. But there is still no other ability that would make ships move fast in normal movements but not in combat. Using 'Extra Movement Generation' as warp cores do, will make ships super-fast in combat. |
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I rarely play anything but full tech; it's not that unusual for me.
Starting at low or even medium tech just makes the game move so unbearably slow, I can't stand playing like that. |
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I absolutly disagree with you JayB.
It's just the strenght of the game that your opponents have complete other weapons and strenghts than you have. It's realistic and more fun to choose the way of your empire from scratch. |
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That's great if you enjoy playing that way more, but I don't. Is there no way to stop this from happening in full tech games?
I thought the standard SEIV tech and races were just held over to allow single play until the SW AI was done. Won’t this go away after the AI is finished? I know I certainly won’t be using standard SEIV races in any games so how could I capture or analyze to get those components if no empires have standard SEIV tech? Or do you plan on keeping the standard SEIV tech in the game even after the AI is done? |
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Research is an important part of the game and of your strategies, full tech may be faster but you're losing a great part of the game.
I've never considered removing SE4 tech. After all, this is still the beggining of a 'sci-fi crossover mod' and 'seiv universe' is one of the sci-fi universes that you can pick. I'm thinking about some solution for your problem. Maybe a 2nd racial trait as requirement for shared techs. I'll try if it works and may add it to a future Version, but I do not consider this something important that needs to be fixed before trying a multiplayer game. |
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Is work still being done on this? Any PBW games going yet?
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
JayBdey,
Sorry, I'm not current working in the mod right now (again), but that doesn't mean I gave up. Last SE4 modding related activity I've been doing is 3d modelling some ships based on se3 shipsets. I had posted a request las t month to add the mod on pbw admin forums and didn't get an aswer at least in the first days, as soon as pbw is up again I'll check and if there's still no answer I'll try emailing Geoschmo. The good news is you're still on time to join any pbw game we make. And Gregebowman, I was talking about solo games in the 1st paragraph you quoted. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
OK I just checked in PBW and 'v1.91 + Andres Star Wars II Mod' seems to be one of the available mods to play.
Do you want me to set it up or are there any volunteers? How many people is intererested in joining? |
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Is it the new Version, or the old one? I remember the second newest Version of the mod already being on PBW, but the most recent update might not be on there yet. Is there any way to check?
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I'm interested!! (In case that wasn't obvious)
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