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

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.


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