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-   -   Star Wars Mod (http://forum.shrapnelgames.com/showthread.php?t=35603)

Intimidator October 15th, 2007 02:21 PM

Re: Star Wars Mod
 
BTW.

Also let me know if you are in need of an SW map.
I still got all the info at hand so could help you with one (the one I made is based on the SW-rebellion propulsion system, so maybe not good for yours)

So if you need an SW-map, tell me how your propulsion system works and if you are ussing FQM or something else ??

Inti,

Atrocities October 15th, 2007 11:25 PM

Re: Star Wars Mod
 
Thanks Intimidator. http://forum.shrapnelgames.com/images/smilies/happy.gif

Ironmanbc October 16th, 2007 06:17 AM

Re: Star Wars Mod
 
I have an idea if ya want to give it a try, how about making fighters the PD weapons each ship can carry fighters that can lanch from them like Small Fighter: PD, Med fighter: fighter vs fighter, large fighter: missle lanchers

what do you think about this?

Atrocities October 16th, 2007 10:03 AM

Re: Star Wars Mod
 
It is pretty close to what I was thinking about doing. Except that there are some ships that are designed with fighter management in mind. IE they are equipped with anti-fighter lasers. Good idea though about PD fighters. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities October 24th, 2007 12:59 AM

Re: Star Wars Mod
 
1 Attachment(s)
Working on the Pirate Ships.

http://www.shrapnelcommunity.com/thr...irateship2.PNG http://www.shrapnelcommunity.com/thr...irateship1.PNG

Black_Knyght October 25th, 2007 12:35 PM

Re: Star Wars Mod
 
Very cool looking.

They maintain the overall "Star Wars" look and feel while still being unique from anything already seen.

Nice work.

Atrocities October 25th, 2007 02:18 PM

Re: Star Wars Mod
 
Thank you BK. The first image is used in EAW. The second is just me muking around a bit trying to flesh out a usable ship set for the pirates.

Once I have the pirates done, I will begin working on the data files. I am conflicted though. I don't know if I should go with a simplified tech tree or one that has many branches.

Simply put, Imperial Tech I - XX. As the tech level increases, the player gains access to new things like ships, weapons, and so on. No choices as to which branch to follow, the tech is progressive and locked.

Or two, branched, this would allow players to select what tech they want to research over other tech.

The pros of a simplified system are that it matches EAW, and Rebellion, is AI friendly, easy to added new tech, and makes the research file very simple. Cons- is that it becomes very predictable, there is no choices made by the player.

Of course a multi branched approach is what most SE IV players are used to and seem to prefer. But it is time consuming to set up, isn't all that AI friendly, and it doesn't really lend itself well to the addition of new tech. (requires modding of many files)

Kana October 25th, 2007 05:03 PM

Re: Star Wars Mod
 
I say do the first, and then if you feel up to it work on the second and offer it as an alternative version of the mod.

Intimidator October 26th, 2007 01:40 PM

Re: Star Wars Mod
 
I agree with Kana,

And starting with the easier option first will give you an easy chance to test and work out some of your ideas.
(And knowing you just a little, you will never stop adjusting your mod, just take a look at AST, STM http://forum.shrapnelgames.com/images/smilies/happy.gif )

Black_Knyght October 26th, 2007 02:25 PM

Re: Star Wars Mod
 
I think I'd have to agree here, too. Go for the simplest approach first, then expand on it if you'd care to later, as time, motivation, and energy permit.


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