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

Fyron April 18th, 2004 07:16 PM

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

Originally posted by JayBdey:
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?
<font size="2" face="sans-serif, arial, verdana">Sure. Create a game with one player, yourself. Create savegame and upload. Execute a turn (no need to play it). Download turn 2, see if it runs in your Version of the mod or not. http://forum.shrapnelgames.com/images/icons/icon7.gif

Alternatively, make a request on the Admin Requests section of the PBW forums, asking what Version of the mod is installed.

Andrés April 18th, 2004 10:34 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
OK I got an 'Invalid Data Files' error, so I guess it must be a an older Version.

Just posted on pbw admin requests forums.

Andrés April 19th, 2004 09:11 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
As I had no answer in PBW Admin Requests forums, I'm emailing Geoschmo.

Andrés April 20th, 2004 07:38 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Thanks Georgig and Geoschmo.
The mod has been installed on PBW.

Can any of you start the game on PBW now, I'm too lazy and working on other shipset and I'd prefer not to be the game owner.

[ April 20, 2004, 19:57: Message edited by: Andres ]

JayBdey April 21st, 2004 06:11 AM

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

http://seiv.pbw.cc/text/index.jsp?me...3fgame=1i0s2jp

JayBdey April 22nd, 2004 06:12 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
OK, I see Andres has already joined, that makes 2. We need a few more players and then we can get started. We need at least 4 but 5 or 6 would be better.

BlackRose April 24th, 2004 11:54 PM

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

Well this certainly seems like quite the work in progress, however, there is sooo much potential here! Looks like the game has been totally redesigned, great work! I really do hope that you find the time/energy to continue this mod as it has so much potential!

I do have to add in my thoughts about the motivators, however. It may just be too complex, unless there is way to get more of them doing it than just 1 at a time. Does the AI use them? If they dont i'd just suggest getting rid of them all together. Too bad, really, it is a fantastic idea.

[ April 24, 2004, 23:50: Message edited by: BlackRose ]

BlackRose April 26th, 2004 04:01 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Hmmmm, the more I play the more I think i've changed my mind. In the later game you have so few ships anyhow http://forum.shrapnelgames.com/images/icons/icon7.gif You start out with great big fleets and slowly but surely trade them in for big monsters, i like that http://forum.shrapnelgames.com/images/icons/icon7.gif So Hyper Drive works great, assuming the AI uses it http://forum.shrapnelgames.com/images/icons/icon7.gif

I'd love a temp working AI for the races that use SW tech, even if you select SEIV tech along with there techs they still fair very poorly.

This has the the fetchings of a fantastic mod and it plays very well even now. I like the porportions aspect of it, the game doesnt get too big/too slow even in the late game which is refreshing to say the least http://forum.shrapnelgames.com/images/icons/icon7.gif Very good fun...

Please for the love of Star Wars let's get this thing out! I dont mind lending a hand ofc http://forum.shrapnelgames.com/images/icons/icon7.gif

I'm quite good at finding bugs/ inconsistenies etc. if that is needed. I wish I knew something about AI design tho http://forum.shrapnelgames.com/images/icons/icon7.gif

I've also made custom EMP files (5k) for all the races and I've started on a SW systems map as well.

Anywho, those are my thoughts http://forum.shrapnelgames.com/images/icons/icon7.gif

gregebowman April 26th, 2004 09:55 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Blackrose, the SWII mod's been out for quite awhile. I've been playing it off and on for months. As a matter of fact, I played a few turns Last night, just to make sure that the 1.91 patch didn't mess up my save game. I had no problems. Can't wait for the latest update, or patch, though. It's a great mod, almost as good as Atrocities' Star Trek Mod.

BlackRose April 27th, 2004 12:15 AM

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

Originally posted by gregebowman:
Blackrose, the SWII mod's been out for quite awhile. I've been playing it off and on for months. As a matter of fact, I played a few turns Last night, just to make sure that the 1.91 patch didn't mess up my save game. I had no problems. Can't wait for the latest update, or patch, though. It's a great mod, almost as good as Atrocities' Star Trek Mod.
<font size="2" face="sans-serif, arial, verdana">Exactly http://forum.shrapnelgames.com/images/icons/icon7.gif Part of the reason why I never downloaded it in the past (I proffess a love for Vintage Star Wars that surpasses Trek) is because I knew it was in a state of flux. I read a few things over the past week that made me give it a go and it is, as you say, quite great http://forum.shrapnelgames.com/images/icons/icon7.gif

But I daresay that it isnt quite done yet either ? Still it is quite playable as long as you control the major races as the AI files for the Rebel Alliance dont seem to work (they dont expand) and even adding SEIV tech to the other Empires (exluding THE Empire) produces a severely stunted AI that performs similiar to a neatral Empire.

Still very fun, just a tad bit of polish and perhaps some techs for the other empires.

Andrés April 27th, 2004 01:29 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
You were supposed to give them only standard se4 ai, not both. So their old ai works as in the stock game.
I'm not sure how sw techs will disrupt their ai files.
I though I had modded all AI_general files to make them pick it automatically when randomly added, but I noticed some don't, so I might have missed them or made some mistake.

Fyron April 27th, 2004 07:23 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
If you have 0 point racial traits, they MUST come BEFORE a trait that costs points in the AI General files. If the AI reaches a point where they have 0 points left, they stop picking advanced traits, even if the next trait costs 0 points.

solops April 27th, 2004 02:38 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
How about a link to the latest Version's webpage?

Andrés April 27th, 2004 05:30 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I haven't rebuilt the website, but the mod can be downloaded here:
http://kdy.spaceempires.net/starwars-ii.rar

gregebowman April 27th, 2004 09:56 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Is this the same mod that came out Last year, or has it been upgraded?

Andrés April 28th, 2004 01:45 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
It was updated Last month.

gregebowman April 29th, 2004 01:57 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Ok, thanks. D/l now.

BlackRose April 29th, 2004 06:40 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Is it just me or is the ISD a better ship than the SSD? For certain as a carrier type ship the ISD can put far more Tie Fighter Bays than the SSD and plain old tonnage remaining after essential components goes to the favour fo the ISD as well.

Bill Door April 29th, 2004 10:57 AM

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

Originally posted by BlackRose:
Is it just me or is the ISD a better ship than the SSD? For certain as a carrier type ship the ISD can put far more Tie Fighter Bays than the SSD and plain old tonnage remaining after essential components goes to the favour fo the ISD as well.
<font size="2" face="sans-serif, arial, verdana">The Executor class hull can use Heavy and Massive battery mounts but the ISD can only use Heavy and normal battery mounts. This gives it longer range and greater damage/kT ratio for the weapon. Wether or not this makes up for the increase in tonnage used for essential items is another question.

Another example of a dodgy increase is from the Nebulon B-1 (frigate) to the Nebulon B-2 frigate (mod frigate). A five engined B-2 has 12 kT less space, greater supply useage a move and a 5% worse defensive modifier, for the gain of an extra target attackable per turn (10 for the B-1, 11 for the B-2).

BlackRose April 29th, 2004 11:55 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Update on Star Wars System Map:

This map is currently being molded for the time that Thrawn was in controll of the Empire and the New Republic held Coruscant. The Map will be set up to play with 17-20 players/empires. Not sure if I will include Neutral Empires as they are placed randomly.

Empire Files for All Major Empires and Empires
Status: 90% (so that races can be placed)
The only reason why it isnt 100 is I'd like a few suggestions. Currently I have the Yhuzman Vong having Organic Tech, Mon Cals have Temporal Tech (better space yards), Droid Revolution and Ssi Ruuk having Crystaline and the Hapes Consortiuum having Religious, any thoughts suggestions here would be helpful.
Of course even more helpful would be AI files for Rebels, Various Imerial Factions, Smugglers, Bounty Hunters, BSO and Jawa's! So that the AI would actually use that tech.

System Mapping: 100% Currently it is a 255 system Large Galaxy started from scratch, all 255 slots have been filled and mapped according to a star wars map I located here:

http://www.nav-computer.com/

OFC there are more that 255 systems so a few had to be exluded.

Placement of Hyperspace Lanes: 5% This is probably the most tedious and excrutiatingly boring process!

System Planets/Moons/Suns etc: 20% This will take a while but wont be boring http://forum.shrapnelgames.com/images/icons/icon7.gif

System Specialties: Ruins, Modifieers etc: 0% I'd like some help here as well, I cant seem to get some of the more exotic functions to work, ie Ship Training and Fleet Training modifiers for planets/systems.

Any questions feel free to ask http://forum.shrapnelgames.com/images/icons/icon7.gif

Bill Door April 30th, 2004 11:08 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I've only just realised exactly how powerful the Weapon Ioniser Cannons (WIC) are, particularly when mounted. A single hit from a level 1 battery mounted WIC will prevent a ship from firing for almost a whole battle and there is no really effective defense against them except not getting hit. And thats something that the larger ships don't do all that well.

I feel that it is too effective a weapon as of now, and it could do with reducing in power

BlackRose May 2nd, 2004 04:08 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Update on Star Wars System Map:

Empire Files for All Major Empires and Empires
Status: 90% (so that races can be placed)
The only reason why it isnt 100 is I'd like a few suggestions. Currently I have the Yhuzman Vong having Organic Tech, Mon Cals have Temporal Tech (better space yards), Droid Revolution and Ssi Ruuk having Crystaline and the Hapes Consortiuum having Religious, any thoughts suggestions here would be helpful.
Of course even more helpful would be AI files for Rebels, Various Imerial Factions, Smugglers, Bounty Hunters, BSO and Jawa's! So that the AI would actually use that tech.

System Mapping: 100% 255 systems, map used is located below
http://www.nav-computer.com/

Placement of Hyperspace Lanes: 100% - Included in this map is a territoral hyperspace system (ie Outer Rim, Core, Inner Rim) with hyperspace lanes that go through all the areas that are cannon like Perlemian Trade Route, Hydian Way etc.


System Planets/Moons/Suns etc: 40% All the major mapped systems have been completed including individual names of planets and moons etc. The only liberties I took was to tone down the moon count which often reaches as high as 40 for gas giants in the SW univers http://forum.shrapnelgames.com/images/icons/icon7.gif I'll have to make up most of the rest, but I dont plan on making it overly dense as I hate sloooow games http://forum.shrapnelgames.com/images/icons/icon7.gif

System Specialties: Ruins, Modifieers etc: 0% I'd like some help here as well, I cant seem to get some of the more exotic functions to work, ie Ship Training and Fleet Training modifiers for planets/systems.

This map is currently being molded for the time that Thrawn was in controll of the Empire and the New Republic held Coruscant. The Map will be set up to play with 17-20 players/empires. Not sure if I will include Neutral Empires as they are placed randomly.

Any questions feel free to ask

gregebowman May 6th, 2004 10:37 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I still haven't played the updated Version of the mod, but maybe by this weekend I'll get to. Anyway, is this mod going to stay Star Wars? I know it's subtitled the Crossover Mod, but I haven't seen too many mentions of that lately. Maybe we can have both. Keep this mod Star Wars, and then create a separate crossover mod in the future. What do you think?

BlackRose May 7th, 2004 11:06 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
A preliminary Star Wars Systems Map is now complete. I'm quite proud of it, it has all cannon Planets, Systems, Hyperspace Routes etc. The next phase would be tweaking for balancing and the choice to add in more planets, but I dont want the map to play too slowly. The starting posistions are set, as are the empire files.

For now I'll email the map to anyone who is interested, contact me if you'd like to test it out!

gregebowman May 14th, 2004 10:12 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Finally was able to play the mod. I had d/l the game at work, used WinRar to chop it to disk-sized files, and cut them and took them home. When I got home, however, one of my discs crapped out on me and the file couldn't be copied from the disk. It took me a couple of days to find a good disk, re-chopped the program (I usually keep the downloads on my work computer a few days for problems like this), and copied the appropriate disk-sized file to take home. I finally was able to get all the files together Last night and put them together. And it's playable. I was wondering if I had to bring back those disks to work to re-copy everything if that one file didn't quite mix with the others. Fortunately, that didn't happen and I was able to play it finally. Didn't really notice too many differences, though. AT least none that were obvious. But what a great mod. I still think there should be 2 Versions; one for SW fans, and one for the crossover fans.

Raging Deadstar May 22nd, 2004 10:17 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I just noticed something....

There are slight new additions to the Jedi Shipset. The Starbase is different, The Small Transport and Light Carrier images are new as well. And Looking extremely cool.

Are there any plans to finish this set? http://forum.shrapnelgames.com/image...s/confused.gif because it's one of my favourites

Edit: And AI Files, love the speech one. Shiny....

[ May 22, 2004, 21:19: Message edited by: Raging Deadstar ]

bearclaw May 23rd, 2004 06:47 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Has anyone else come across the Hyperdrive Motivator not working? My first thought was that I might have reduced my repair rate for my race, which would make anything with a repair rate of 1 become completely useless, but that wasn't the case. Hyperdrives do repair just fine at a planet shipyard though.

Phoenix-D May 23rd, 2004 07:15 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
You might need a shipyard to repair it..

Raging Deadstar May 23rd, 2004 12:05 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Name := .5 Hyperdrive
Description := Allows jumping and propelling a ship through hyperspace.
Pic Num := 385
Tonnage Space Taken := 200
Tonnage Structure := 600
Cost Minerals := 16000
Cost Organics := 0
Cost Radioactives := 12000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Engines
Family := 24006
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Hyperphysics
Tech Level Req 1 := 5
Number of Abilities := 2
Ability 1 Type := Emergency Energy
Ability 1 Descr := Generates 12 movements past lightspeed.
Ability 1 Val 1 := 12
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None

I think the Component Destroyed On Use makes that happen. The Emergency Resupply Pod and Emergency Propulsion both have this ability and they cannot be repaired in mid space, only spaceyards.

Phoenix-D May 23rd, 2004 05:21 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
They can be repaired in mid space, you just need a ship mounted spaceyard instead of a repair bay or the like.

Andrés May 24th, 2004 01:56 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I might have found the same problem. But in his emails Zaracyn seems to have suggested that his ones were working so I thought it was just me.
We must also remember that cultures also affect repair rate. In the "balanced" culture file copied from Highliner Mod there are a couple of cultures with high repair penalties

I think it's very unlikely that the Motivator, a non-building SY + repair 1 that has been tested to work in single player games would not work in simultaneous.

Fyron May 24th, 2004 07:33 AM

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

Originally posted by bearclaw:
Has anyone else come across the Hyperdrive Motivator not working? My first thought was that I might have reduced my repair rate for my race, which would make anything with a repair rate of 1 become completely useless, but that wasn't the case. Hyperdrives do repair just fine at a planet shipyard though.
<font size="2" face="sans-serif, arial, verdana">Racial repair rate affects total sector repair levels, not individual components.

Atrocities May 24th, 2004 07:36 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
EDIT, Ya what Fyron said. http://forum.shrapnelgames.com/images/icons/shock.gif

[ May 24, 2004, 06:36: Message edited by: Atrocities ]

bearclaw May 24th, 2004 09:21 PM

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

Originally posted by Imperator Fyron:
Racial repair rate affects total sector repair levels, not individual components.
<font size="2" face="sans-serif, arial, verdana">I just checked and I've got the Balkanized Cultural trait (-3% repair), which would explain why my Hyperdrive Modivators won't repair my Hyperdrives. Wow. That really makes a change for my ship designs.

Suicide Junkie May 24th, 2004 09:34 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Just keep your ships together in fleets. Together, they will all finish the repairs in two turns, or you could leave behind 3% of the fleet after each use of the hyperdrives.

If you are allowed to design it, you could also include to motivator components on your ships, or perhaps on a few support ships, in order to get enough repair for everybody.

bearclaw May 25th, 2004 03:10 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
What if I were to have 2 Modivators on each ship?

Andrés May 25th, 2004 04:36 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
You can't. Even if they had no explicit restriction as they do, components with SY ability have a hardcoded only one restriction.
I guess there is no way to include a hyperdrive backup.

[ May 25, 2004, 03:40: Message edited by: Andres ]

bearclaw May 25th, 2004 08:15 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
next question: If a ship has a repair bay AND a Hyperdrive Modivator, will that fullfill the requirement for a SY to repair the hyperdrive, and will the combined repair rate (minus the 3% modifire) repair normal?

Fyron May 25th, 2004 09:33 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Yes. You just have to have a component with SY ability in the sector. Any repair component can still repair it if this condition is met.

Intimidator May 28th, 2004 10:40 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I lost my Star Wars - II mod, when my computer crashed a few weeks ago. But can't find the mod anymore.

Can somebody help me ??

Inti,

Andrés May 29th, 2004 03:33 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
You can download here:
http://kdy.spaceempires.net/starwars-ii.rar

Intimidator May 29th, 2004 12:21 PM

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

BTW. I also remember reading somewhere that there is an Star Wars Map, could you (or somebady else) send it to me ??

Thanks anyway,

Intimidator5@hotmail.com

Intimidator May 29th, 2004 12:43 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I noticed that you made some changes to the game.
Great job, I was thinking of making some adjustments myself, but all the things I wanted to change or add are already done.

example :
1: spliting up the Rebels in separate factions (Mon-Calamari, Bothan. But maybe you could add Senator Ibliss(or what's his name), with some of the Katana-dreadnoughts)
2: The Deathstar prototype, really perfect.

See ya,

Intimidator

Andrés May 29th, 2004 03:08 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I never got that map either.
BlackRose, can you try to send it again?

BlackRose May 29th, 2004 10:56 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Intimidator, sent the Map to your email - but dunno about it working as hotmail bounces many attachments.

Andres - Resent the map (Last time I sent it it didnt go through and got bounced)

Hope you guys like it!

Intimidator May 30th, 2004 09:42 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Got it, Thanks

Inti,

Abdiel June 26th, 2004 09:32 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Hi I recently downloaded the mod and I just love it! http://forum.shrapnelgames.com/images/icons/icon7.gif I'm running into a few problems though, the generic_portrait_infantry.bmp is not there and so my rebel troopers/commandoes etc can't be used http://forum.shrapnelgames.com/images/icons/icon9.gif Anyone know how I can fix this? The only such filename I found is in Proportions mod and it doesn't seem to fit the SW theme.

Also, where can I find the galaxy map made I think by BlackRose that I've been reading so much about? can't wait to play on it http://forum.shrapnelgames.com/images/icons/icon7.gif

[edit] Oh, if it's not anywhere I can download off, my email addy is leeyuejer at hotmail.

Abdiel

[ June 26, 2004, 08:47: Message edited by: Abdiel ]

astruskustuvas June 26th, 2004 11:06 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Anyone wants to host another SW game on pbw?

bearclaw June 27th, 2004 12:16 AM

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

Originally posted by astruskustuvas:
Anyone wants to host another SW game on pbw?
<font size="2" face="sans-serif, arial, verdana">Are you looking to get into one? I over-estimated my time when I joined up. I'm holding on until we can get a replacement so as to keep the AI from messing things up. If you're interested, send me an email. You can find it listed in my profile.

astruskustuvas June 27th, 2004 01:55 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
We are both in same game http://forum.shrapnelgames.com/images/icons/icon7.gif (Razor....)
but im looking for another one http://forum.shrapnelgames.com/images/icons/icon10.gif


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