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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I knew about the crew quarters, I had added them when I copied the vehicle size and didn't notice the error.
I have already added a small cargo container, so you'll be able to carry troops anyway. I made droid quarters that are CQ and LS but have to hit penalties. I didn't know about the 0 damage thing, but most components have the same tonnage and tonnage structure, I see no problem in adding them. Also your mechanized troops and weapons look terribly small and weak when compared to standard techs. Do we want all troops to be tiny and weak? |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
"I thought about that, but then what's to stop the Empire from using it (and saving 10kt) on all of its other hull sizes"
Add another CQ requirment to everything else; problem solved. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
My playtest game has progressed to the point where I could actually invade a planet, and I've discovered that the stuff I've posted has a few bugs. http://forum.shrapnelgames.com/images/icons/icon9.gif
The Assault Shuttle hull had a 0 crew quarters requirement, but this had some weird effects: the ship can be built with no CQ, but moves at 1/2 speed (I guess the code that gives ships penalties for battle damage is doing this). If you do give this Shuttle hull a CQ, then it moves faster than it's supposed to. This means we're back to a 1 minimum CQ requirement for the Assault Shuttle, which in turn means I have to design a 10-kt 'passenger quarters' component so the Shuttle can actually be used to carry something. It could also be a 20-kt 'shuttle cargo bay' that acts as crew quarters too but is less efficient than standard cargo bays, so you'd use them only in small hulls... hmmm... I'll think about it and post the whole cargo thing later. The other bug is with the troop weapons - I gave infantry weapons 0kt of structure (they're supposed to be weapons, not armor), but when I invaded a planet with 50 Naval Troopers armed with bLaster pistols I got a 'division by zero' error which locked the game. I guess troops can't have a structure of 0 - how obvious. http://forum.shrapnelgames.com/images/icons/blush.gif Here are the corrected values for troop weapon structure : BLaster Pistol - 1kt BLaster Rifle - 1kt Light Repeating BLaster - 1kt Heavy Repeating bLaster - 2kt Light BLaster Cannon - 3kt Heavy BLaster Cannon - 6kt Dual Light BLaster Cannon - 6kt Dual Heavy BLaster Cannon - 12kt I'll let you know if any other bugs come up. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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As for weapons, I started with the bLaster pistol having a damage of 1 and 'built up' from there. If you want SW troop weapons to be comparable to SE IV troop weapons, all of their damage values will have to be multiplied by about 2.5. As a note of interest, 100 light infantry with bLaster pistols (in two waves of 50) were able to defeat 3 planetary militia with 40% losses in my playtest game. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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G.Cannon I - 3.33 G.Cannon II - 5.00 G.Cannon III - 6.67 Small DUC I - 1.67 Small DUC II - 3.33 Small DUC III - 5.00 Small APB I - 2.00 (range 1) Small APB II - 3.00 (range 1) Small APB III - 4.00 (range 1) Pistol - 1.00 Rifle - 1.00 Lt Rpt - 2.00 Hv Rpt - 2.00 Lt Cannon - 2.00 Hv Cannon - 2.17 Dual Lt Cannon - 2.40 Dual Hv Cannon - 2.60 If we want SW troop weapons to be on the same scale as their SE IV counterparts, their damage values can be revised as follows (with the resulting damage/kt ratios in parentheses): Pistol - 2 (2.00) Rifle - 3/3 (3.00) Lt Rpt - 4/4 (4.00) Hv Rpt - 10/10 (5.00) Lt Cannon - 16/16/16 (5.33) Hv Cannon - 34/34/34 (5.67) Dual Lt Cannon - 32/32/32 (6.40) Dual Hv Cannon - 68/68/68 (6.80) As a positive side effect, there is now a greater difference between the various infantry weapons. I reduced the heavy repeating bLaster's range by 1 so that now only bLaster cannon have a range of 3. My stats for cargo bays and boarding parties are almost done - will post them here soon. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
OK, here are the stats for stormtrooper boarding parties and cargo bays for SW ships. I designed the stormtroopers to be slightly more efficient than SE IV space marines and the cargo bays to be a good deal less efficient (for some reason I feel SW ships are less cargo-efficient than standard SE IV ships):
Name := Stormtrooper Boarding Parties I/II/III/IV/V Description := Imperial stormtroopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining. Pic Num := 65 Tonnage Space Taken := 10 Tonnage Structure := 10 Cost Minerals := 200/250/300/350/400 Cost Organics := 0 Cost Radioactives := 0 Vehicle Type := Ship\Base Supply Amount Used := 5 Restrictions := None General Group := Weapons Family := 2460 Roman Numeral := 1/2/3/4/5 Custom Group := 0 Number of Tech Req := 3 Tech Area Req 1 := Ship Capture Tech Level Req 1 := 1/2/3/4/5 Tech Area Req 2 := Imperial Ship Construction Tech Level Req 2 := 1 Tech Area Req 3 := Troops Tech Level Req 3 := 2 Number of Abilities := 2 Ability 1 Type := Boarding Attack Ability 1 Descr := Provides 3/6/9/12/15 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense). Ability 1 Val 1 := 3/6/9/12/15 Ability 1 Val 2 := 0 Ability 2 Type := Cargo Storage Ability 2 Descr := Provides 6/12/18/24/30kT worth of cargo space. Ability 2 Val 1 := 6/12/18/24/30 Ability 2 Val 2 := 0 Weapon Type := None Name := Cargo Bay I/II/III Description := Area on a starship where cargo can be housed. Pic Num := 269 Tonnage Space Taken := 20 Tonnage Structure := 20 Cost Minerals := 120 Cost Organics := 0 Cost Radioactives := 0 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := None General Group := Cargo Family := 9 Roman Numeral := 1/2/3 Custom Group := 0 Number of Tech Req := 2 Tech Area Req 1 := Cargo Tech Level Req 1 := 1/2/3 Tech Area Req 2 := Star Wars Technology Tech Level Req 2 := 1 Number of Abilities := 1 Ability 1 Type := Cargo Storage Ability 1 Descr := Provides 50/100/150kT worth of cargo space. Ability 1 Val 1 := 50/100/150 Ability 1 Val 2 := 0 Weapon Type := None Name := Small Cargo Bay Description := Area on a starship where small amounts of cargo can be housed. Pic Num := 269 Tonnage Space Taken := 10 Tonnage Structure := 10 Cost Minerals := 50 Cost Organics := 0 Cost Radioactives := 0 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := None General Group := Cargo Family := 9 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 2 Tech Area Req 1 := Cargo Tech Level Req 1 := 1 Tech Area Req 2 := Star Wars Technology Tech Level Req 2 := 1 Number of Abilities := 1 Ability 1 Type := Cargo Storage Ability 1 Descr := Provides 20kT worth of cargo space. Ability 1 Val 1 := 20 Ability 1 Val 2 := 0 Weapon Type := None Name := Massive Cargo Bay I/II/III Description := Massive area on a starship where cargo can be housed. Pic Num := 269 Tonnage Space Taken := 360 Tonnage Structure := 360 Cost Minerals := 2160 Cost Organics := 0 Cost Radioactives := 0 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := None General Group := Cargo Family := 9 Roman Numeral := 1/2/3 Custom Group := 0 Number of Tech Req := 3 Tech Area Req 1 := Cargo Tech Level Req 1 := 1/2/3 Tech Area Req 2 := Large Scale Construction Tech Level Req 2 := 1/2/3 Tech Area Req 3 := Star Wars Technology Tech Level Req 3 := 1 Number of Abilities := 1 Ability 1 Type := Cargo Storage Ability 1 Descr := Provides 1250/2500/3750kT worth of cargo space. Ability 1 Val 1 := 1250/2500/3750 Ability 1 Val 2 := 0 Weapon Type := None I have the cargo/kt and cargo/mineral cost efficiency figures for all SW cargo components & can post them if anyone's interested. Hope it helps. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Just uploaded new files:
Sci-Fi Crossover Mod Homepage (Note that I didn't bother to change anything in the html, but I the "Datafiles" and "Xls'" zips are new) I made the change in the shape of the tech tree, there are very few "new" tech areas, but most of the standard ones give new stuff, that should make trade and tech capture easier. Also added a lot of new things including most of Erax's contributions. Most Imperial and a good part of the Rebel are done, soon I want to move on into some of the other starwars races. I'm still adding new stuff, making changes and correcting mistakes. But I decided to upload the "Last Version" (and try to keep doing that periodiacally) so we don't end up talking about different things. Take a try and let me know what you think. [ October 14, 2002, 04:51: Message edited by: Andrés Lescano ] |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Erax:
First, great work. That's a lot of work, and it's well balanced with the SEIV generic game. I was just wondering about this: Quote:
Just my .02$Cdn. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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About the vehicle sizes, my main concern is that they must 'feel right' for everyone (balance issues can be fixed easily, as you said). Nobody knows how big an SE IV troop is supposed to be, so we can just pick a size for the AT-AT that 'feels right' for everyone and then adjust all the other SW vehicles so they stay in scale - if 30kt seems like a good figure for the AT-AT, then the AT-ST goes from 10kt to 15kt. I'm out of ideas for now, so I guess I'll just play SW-SE IV for a while to get some new ones. http://forum.shrapnelgames.com/images/icons/icon10.gif Andrés, you're the man, let me know if you need any help. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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Anyway most racial traits cost 0 and must be choosen in order to play the right race. When you choose "Star Wars" and "Imperial Technologies", you MUST NOT choose "Standard SE4". Choosing a bad combination will lead to unexpected results and will most like be considered cheating. |
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