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

gregebowman November 14th, 2003 04:37 PM

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?

Fyron November 14th, 2003 05:49 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
See answer in Official Image Collection thread.

deccan November 14th, 2003 10:58 PM

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

Originally posted by gregebowman:
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.

<font size="2" face="sans-serif, arial, verdana">That's ancient technology isn't it? Don't you have something better than floppies? Burning CDs or ZIP disks or memory sticks?

gregebowman November 14th, 2003 11:16 PM

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

Originally posted by deccan:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by gregebowman:
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.

<font size="2" face="sans-serif, arial, verdana">That's ancient technology isn't it? Don't you have something better than floppies? Burning CDs or ZIP disks or memory sticks? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well, it is ancient technology. I work for the state of Florida, and probably only Jeb Bush and other head honchos get the good stuff. I just have to deal with what I have to work on.

Fyron November 15th, 2003 12:42 AM

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

deccan November 15th, 2003 07:59 AM

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

Originally posted by Imperator Fyron:
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
<font size="2" face="sans-serif, arial, verdana">Might have to install some drivers if it's an old OS. Maybe he's not allowed to do that on his work computer.

JayBdey November 15th, 2003 09:32 AM

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?

Fyron November 15th, 2003 09:48 AM

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

JayBdey November 15th, 2003 10:37 AM

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 ]

gregebowman November 17th, 2003 08:04 PM

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

Originally posted by deccan:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
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

<font size="2" face="sans-serif, arial, verdana">Might have to install some drivers if it's an old OS. Maybe he's not allowed to do that on his work computer. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That is so true. I wish I could do stuff like that, but I got to follow state policy. Heck, my boss frowns on me doing anything unofficial on the computer as it is, but allows me to do so.

Fyron November 17th, 2003 09:56 PM

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

Originally posted by JayBdey:
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.
<font size="2" face="sans-serif, arial, verdana">Because it could be built as its own ship...

Andrés November 18th, 2003 06:36 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I'm also using an outdated bad shape computer that has no functional USB port.

JayBdey November 19th, 2003 05:02 AM

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

Originally posted by Imperator Fyron:
</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 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.

<font size="2" face="sans-serif, arial, verdana">Because it could be built as its own ship... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">What do you mean as its own ship? It was built to research the super-laser, and see if such a large laser could be aimed and operated. It would have no combat value. Now, it COULD have been turned into a fully working Death Star, but then it wouldn't be a prototype any more.

[ November 19, 2003, 03:04: Message edited by: JayBdey ]

Fyron November 19th, 2003 05:32 AM

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

JayBdey November 19th, 2003 05:58 AM

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?

Fyron November 19th, 2003 06:05 AM

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

Captain Kwok November 19th, 2003 01:40 PM

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

Andrés November 20th, 2003 04:46 AM

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.

gregebowman November 24th, 2003 11:57 PM

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.

Wormgonenuts December 5th, 2003 07:53 PM

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

Andrés December 5th, 2003 11:09 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Maybe it's this, fighter concussion missiles are meant to shoot at other fighters, not at capital ships.

ZJ March 9th, 2004 04:32 PM

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

Andrés March 9th, 2004 06:37 PM

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?

gregebowman March 9th, 2004 07:28 PM

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?

Shrapnel March 9th, 2004 07:37 PM

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

Intimidator March 9th, 2004 08:19 PM

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?

narf poit chez BOOM March 9th, 2004 08:28 PM

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

Originally posted by Andres:

BTW do you like my new avatar?

<font size="2" face="sans-serif, arial, verdana">i think the old one went better with your sig, but the new ones good to.

what's it from?

Imperial March 9th, 2004 10:54 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I like this mod too, --new avatar is cool))

Andrés March 10th, 2004 01:35 AM

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.

Intimidator March 10th, 2004 11:29 PM

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)

Fyron March 11th, 2004 12:28 AM

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

Intimidator March 11th, 2004 08:31 PM

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

JayBdey March 13th, 2004 02:23 AM

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.

Andrés March 13th, 2004 04:44 AM

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.

Andrés March 14th, 2004 06:30 AM

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.

JayBdey March 14th, 2004 08:39 AM

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.

Intimidator March 14th, 2004 10:54 AM

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 ?

Bill Door March 14th, 2004 01:31 PM

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

Originally posted by 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 ?

<font size="2" face="sans-serif, arial, verdana">Yep. Its a limitation of the SE4 program itself. The hyperdrive component uses the emergancy movement ability with all the same limitations placed on it.

That is also why the Hyperdrive Motivator is a 0 construction rate shipyard component.

Intimidator March 14th, 2004 01:48 PM

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.

Andrés March 14th, 2004 03:34 PM

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

Originally posted by JayBdey:
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.

<font size="2" face="sans-serif, arial, verdana">Those techs are not normally available for SW races (can't be researched), but can be obtained by analizing captured ships or traded.
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.

JayBdey March 14th, 2004 09:50 PM

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

Intimidator March 14th, 2004 09:54 PM

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

JayBdey March 14th, 2004 10:20 PM

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

Andrés March 14th, 2004 11:37 PM

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

gregebowman March 15th, 2004 03:12 PM

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

Originally posted by Andres:
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.

<font size="2" face="sans-serif, arial, verdana">How about something for us strictly solo players? maybe one of these days I'll multi-play, but it isn't now. I haven't been on the internet at home for awhile, mostly due to the Star Trek mod game I'm playing. Can't put it down.

JayBdey April 16th, 2004 09:24 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Is work still being done on this? Any PBW games going yet?

Andrés April 17th, 2004 05:12 PM

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.

Andrés April 18th, 2004 12:37 AM

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?

JayBdey April 18th, 2004 04:12 AM

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

bearclaw April 18th, 2004 04:50 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I'm interested!! (In case that wasn't obvious)


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