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

comisar March 8th, 2002 11:47 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
well some of those races are very similar to each other in society and stuff. Like kilrathi and klingons. Both are war-honor driven races. I do not know how much fun it be to all races that are so much alike.

Val March 9th, 2002 01:46 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
We've talked about the Technomagi in the B5 Mod thread, but as of yet they really aren't a 'playable' race. They might be added as a nomadic AI race though - which could be played by a player if (s)he wanted.

comisar March 9th, 2002 04:06 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I think first make the big 3: startrek, starwars and b5 races. Then we can add others. Otherwise this MOD may never get finished

Val March 10th, 2002 02:17 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Is there any upwards size limit on the mod files?

Suicide Junkie March 10th, 2002 07:18 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I would expect there to be a limit at 64K entries. You aren't planning to use that many are you http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron March 10th, 2002 09:27 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Only 64k? Nuts! I was planning on using 70k at the very least! http://forum.shrapnelgames.com/images/icons/icon12.gif

Cylapse March 10th, 2002 10:35 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Cardassians:
nothing special about these folks, really.
No special weapons, No special ships, No strong points. And they wonder why they lost the war.<hr></blockquote>

I thought that these dudes had some kind of "compression beams" or somethen... plus they seem to be closer-range in combat, and I agree that they need an armor advantage...they are all about structure..their architecture is... interesting. Plus by the look of their ships, and from some observation they seem slower in propulsion areas...but if so it would conflict with the "short range" theory, making them vulnerable... Has anyone ever seen them fire a torpedo or solid projectile weapon? I only recall beams...

Val March 10th, 2002 05:08 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Sure as heck hope NOT to hit 64k!!!!

wr8th March 13th, 2002 10:18 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Cynapse:


Has anyone ever seen them fire a torpedo or solid projectile weapon? I only recall beams...
<hr></blockquote>

In a TNG episode, whose title eludes me, which included a supposed shipload of Bajoran terrorists, the Cardies fired photon torpedo type weapons at the Bajoran transport.

Val March 13th, 2002 10:32 PM

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

Haven't heard much from you lately, how's it hanging?


Everyone:

Wanted to let everyone know that a sizable number of weapons (and some other components) have been posted for the B5Mod - if you want to take a peek!

B5 Mod Thread


Also, has anyone else seen this yet?

Force Tech Tree - Bearclaw

wr8th March 13th, 2002 11:14 PM

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

Is the B5 Mod compatible with Gold?

Also another race that I haven't seen mentioned are the "Moties" from Jerry Pournelle's Mote in God's Eye. Hmmmm, they reminded me of a modified Gumby in shape

Phoenix-D March 14th, 2002 12:02 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
They'd be better off in their own mod or just as a race style methinks. Ships that can accelerate without regard to g-forces, as the SE4 ships and the ships in most SF can, would so outmanuver them it wouldn't even be funny.

Phoenix-D

Val March 14th, 2002 01:27 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Wr8th:

Right now the mod is 1.49 (old SE IV), but we just posted AIs for Gold for all the existing races on our site! All of the graphics and sounds should work just fine with the new Gold edition, so it's just a matter of updating the correct files once we have it working in 1.49 (sounds so easy). Another issue is that right now the AI doesn't really work with the mod as it is aimed towards standard SE IV, MB is currently working on the daunting task of writing AI for this project using racial specific components - but this will take a while http://forum.shrapnelgames.com/images/icons/icon12.gif

Never heard of the "Moties" - newer or older sci-fi?

Andrés March 14th, 2002 01:47 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
That's the question.
If most people has or is going to have gold Version, there would be no point in making a v1,49 mod.
What do you think?

Val March 14th, 2002 02:02 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I'm figuring on finishing the B5Mod out in 1.49 - as we are sure people have it - and then upgrading everything over to Gold (with a good deal of help from the experts). But it might make more sense to see what everyone has and get an idea of how many Gold v. Standard players there are. Maybe start a thread to get a count http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie March 14th, 2002 03:53 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
From what I have seen, doing P&N v3.0, an update to gold is not very hard. IMO, it would be easier to update later, rather than manage two mods simultaneously.

I might have time to write (or at least start on) a classic-to-gold Modpatcher this weekend.

Andrés March 15th, 2002 06:54 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I made Star Wars cloaking device hard to research, big and expensive.
Now if I could make it leave the ship blind and have some movement penalty I would be able to make it give cloaking as strong as mines without too much disbalance.

Val March 15th, 2002 07:18 AM

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

You can give it a truely MASSIVE penalty to hit anything - effectively making it blind in combat.

SJ:

A Classic-to-Gold mod program? Is there no end to your magic? http://forum.shrapnelgames.com/images/icons/icon12.gif

I'm up for finishing this in 1.49 then modding it up to Gold at that point. The only Gold I wanted to try to get posted was the AI so people can use those fine shipsets in their games http://forum.shrapnelgames.com/images/icons/icon7.gif

TerranC March 15th, 2002 07:24 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I have an idea, if it was not already introduced or not too late:

That we include some Micro-components in the mod.

Kind of like Smaller Weaponry and Components that you use for fighters and troops, but about 5-10 kt bigger that are put in ships, preferred small (Escort to Destroyers).

Micro-Weaponry should deal up to 50-100% to it's damage in each tech level.

Micro Sensors should get its capabilities cut by 25% (from normal ship sensors)

Micro Defensive Systems should create 45-60% of the defensive capability. (PSG creates 375 PSP at level 5 so M-PSG should create 170 PSP at around 45% of it. (severly rounded up)) (Micro Crystaline should still channel 15% but has a resistance of 70% at near 50%.)

Ship control should still stay the same as you can't make your crew smaller, the same with engines and other extras such as Mining, Colonization, Space yards (Mini SY's are just cheap in my opinion), Some weapons should not be Small such as bombs, Viruses or racial tech, and ESPECIALLY Null space weaps. (boy can you imagine...)

How bout it folks?

Edit: The reason for this Suggestion is I'd like to see some advantages for making Escorts to Light cruisers combat vessles other than cheap and the Hit-to bonus. The Hit-to bonus can be easily compensated, then it's just like crushing a bug.

Since in many sci-fi shows, small space-borne crafts are featured many, many, times with many Feddie ships being only destroyers to Cruisers in comparison with SE4G, Klingon ships having Escorts as their primary combat vessle, Star Wars where Groups of fighters and corvettes destroying a Baseship, and In Babylon, many ships are very, very small compared to ships of the ancients.

[ 15 March 2002: Message edited by: TerranC ]</p>

jimbob March 15th, 2002 09:19 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
There have been a number of mods with weapon mounts that supply micro-components (especially micro weapons). Personally I found that they just bogged the game down because someone (usually the computer) would load up a battlecruiser with a million micro DUCs, or something equally small and numerous.

I guess if they were actual small components, rather than a type of mount you could limit how many could be put on a ship... hmmm, that wouldn't be so bad I guess.

(ps go flames go... don't think the oil will make it this year http://forum.shrapnelgames.com/images/icons/icon9.gif )

Andrés March 15th, 2002 03:23 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
TerranC:
Most fighter weapons in the standard game have very large damage Ratings and would be super powerful if mounted on ships. I know that's not what you meant, but it's something interesting done to compensate other weaknesses of fighters.

I was already making many SW weapons and other comps such as shields very small or with small Versions. A small Corellian Gunship will be able to carry its shields and good weapons

At least SW and I think that B5 too, shares the se4-like idea of "the bigger the better" (being the Death Star the ultimate expression, but not the only one example)
Not all trek races lack of a good number of really big ships, Romulans have many warbirds, and Borgs have many cubes.
Many races also lack of fighters (or use them very rarely like the Feds), and I've seen many fans classify ships of nearly 150m like fighters!

Val:
A to hit penalty was something I was considering to prevent usage in warships. (note that in combat the cloaking device is turned off so the ship shouldn't be blind)
I was also considering making it a base only or maybe count as engine but give 0 movs to make the ship slower by allowing 1 less engine.

These are the cloaking devices I'm considering:
(The first 2 should provide very limited cloaking similar to stealth armor, or cloaking dev I)

Sensor Stealth Pod
Crude but effective stealth method that makes a ship "run silent" by shutting down all energy emitting systems. Knocking down reactors, however, drains the ship's energy fast and can only be used for short periods of time before running out of supplies.

Sensor Mask
Completely opposite to sensor stealth, this device combines electromagnetic and holographic transmissions to "hide" a starship from most sensors. It doesn't absorb sensor beams but, rather, disrupts them by sending back information on the environment surrounding a starship, making a ship virtually disappear.

Cloaking Device
Cloaking device that wraps the universe around a starship. That makes it impossible for any kind from EM signals from the outside universe to interact with the ship, or for any emission to come out from the ship. That renders the ship completely undetectable by any means, but also leaves it completely blind to the universe around it. Jumping into hyperspace while cloaked can make it unstable and cause the starship to explode.

Andrés March 15th, 2002 07:57 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I’m still light-years from completing the SW map, but I just had this idea. Give known spaceyard planets such as Kuat, Fondor, Corellia, Mon Calamari, ect. a built-in bonus space yard abilities, so when stacked with a normal sy facility can build things faster. The same way give some intel modifier to Bothawi, and some other bonuses to other planets to encourage players to use them somehow similarly to how they are suppose to be.

Fyron March 16th, 2002 01:06 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Are you sure that those abilities would work on planets? It seems to me as if they would not work.

Andrés March 16th, 2002 04:51 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Well I didn't make a test yet, but I've seen many stellar abilities work in comp/facilities/vehiclesizes and many comp abilities work in facilities/vehiclesizes so I figured they'd work.

Fyron March 16th, 2002 10:53 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andrés:
Which abilities work on abnormal object types?

All:
How would you guys feel about extending the tech tree a bit for this mod? As in, having 10 levels of resource buildings instead of 3, 10 levels of ECM and Combat Sensors, etc.

Suicide Junkie March 16th, 2002 05:44 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
The Babylon-5 bits use 24 levels in both Sensors and ECM.

If the extra levels are designed to remain balanced, and add something to the strategy as well, I'm all for it.

Andrés March 16th, 2002 08:00 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I just uploaded some merged files. Bearclaw and Fyron please check for mistakes/omission when adding your data.
SJ please take a look at the combat, comps and facility pics and see about merging with the pic mod. Please correct me if I used some pic num that was already used.
http://se4kdy.cyberwars.com/files/sci-fi-cross/

[ 16 March 2002: Message edited by: Andrés Lescano ]</p>

Val March 16th, 2002 08:40 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andres:
I like the idea of the 3 different cloaking devices in the mod. Working on some for B5 now as well - from the stealth armor (Centauri) to the Torvalus Stealth Shading Device (total cloaking above all younger races sensors).

IF:
10 levels of resources sounds good as well, though might want to spread the current #2&3 to #3&5 and fill in the space between to have a more gradual raising.

Just posted a gamma patch on the B5Thread with Molecular Weapons, Plasma Weapons and some reworked ancient engines/reactors.

Fyron March 16th, 2002 09:02 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Ability 2 Type := Planet - Change Ground Defense
Ability 2 Descr := The focused energy of people learning to use the Force protects the planet from Attack. Adds 10% to Ground Defense.
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0<hr></blockquote>
Have you tested to see if this actually works? Last I heard, it didn't work as a racial trait, and I don't know if it works for a facility.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Name := Spec-Ops System HQ II
Ability 1 Type := System Point Generation Modifier - Intelligence
Ability 1 Descr := Increase all intelligence generation in a system by 40% (only 1 facility per system effective).
Ability 1 Val 1 := 45
Ability 1 Val 2 := 0<hr></blockquote>
The description is wrong here, and for the other levels of Spec-Ops.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Ability 2 Type := Solar Resource Generation - Organics
Ability 2 Descr := Generates 300 organics per star each turn.
Ability 2 Val 1 := 300
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Radioactives
Ability 3 Descr := Generates 300 radioactives per star each turn.
Ability 3 Val 1 := 300
Ability 3 Val 2 := 0<hr></blockquote>
Every facility from Crystalline Restructuring Plant I to Mercenary Fleet Academy VI got either one or both of these abilities added to them.

Deflector Shields VI yields both Projective Planetary Shields I and Planetary Shield Generator VI.

Also, is it really necessary to have 7 abilities listed for every single facility? That makes the file a lot larger than it needs to be.

Suicide Junkie March 16th, 2002 10:38 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>SJ please take a look at the combat, comps and facility pics and see about merging with the pic mod. Please correct me if I used some pic num that was already used.<hr></blockquote>Components will fit in OK.
The pink facility, #191, will have to move to #241
The torps will have to start at #121, instead of #81

I think all of the beams are already in the imagemod, but start at #101
Also, a number of those beams still need to be fixed: See the test beam image (#30). The red box is the tip of the beam, and the green box is the area tiled to form a beam behind the tip.

The second & third rows of your file's new beams have many images with almost no color in the areas that SE4 actually uses.

==============

PS: I'm getting an "Internal Server Error" when trying to download the facilities zip.

I also need to confirm the credits for the new images.

[ 16 March 2002: Message edited by: Suicide Junkie ]</p>

Andrés March 17th, 2002 01:28 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I’m uploading updated files right now.

Imperator Fyron,
The 7 abilities in every entry is because of the XLS I use for editing. If at least 1 facility has a 7th ability, I need to add a column for it and add the lines in to every entry.
If you look at components.txt, you’ll find that each component has the lines for 3 tech req, 6 abilities, and all weapon lines in non-weapon components.
The game doesn’t have problems with that, and the only effect will be usage of a little more HD space (BTW those repeated lines can be compressed more, and are only slightly larger when zipped). If needed I could take the time to replace those redundant lines, but it takes some time and benefits of doing that are minimal.

The repeated abilities bug seems to be related with some format error in the XLS. It is completely harmless since abilities number in all facilities is correct, and a 2nd ability in a facility that is supposed to have only 1 will be ignored.
I revised the files to clean those errors.

BTW, I think I copied that from your files, Imperator Fyron, but Industrial Replicators have number of ablilites:=1 but have 7 listed abilities, that means the game will ignore Last 6. Should I correct that?

Thanks for pointing the error in the “Spec-Ops System HQs” I was playing with values and forgot to update the descriptions.

Planet - Change Ground Defense
It doesn’t work? I didn’t know that. SJ can you confirm?
That facility was made by Bearclaw, I’ll tell him by email.


Suicide Junkie,
Actually that beam pic was copied from an old Version of the B5 mod and I didn’t touch or use and of them. Just ignore that file, I’ll replace it with Last imagemod.

I’ve corrected the facility and comp pictures and related data files that called those pics.

Suicide Junkie March 17th, 2002 01:37 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I’ve corrected the facility and comp pictures and related data files that called those pics.<hr></blockquote>That would explain the internal error message.

I just need to confirm the credits.

Fyron March 17th, 2002 05:33 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andrés:
About the extra lines, I guess it really doesn't matter that much.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>BTW, I think I copied that from your files, Imperator Fyron, but Industrial Replicators have number of ablilites:=1 but have 7 listed abilities, that means the game will ignore Last 6. Should I correct that?<hr></blockquote>
Yes.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Planet - Change Ground Defense
It doesn’t work? I didn’t know that. SJ can you confirm?
That facility was made by Bearclaw, I’ll tell him by email.<hr></blockquote>
I didn't say it wouldn't work. I meant I am not sure if it will work or not. Somebody should test it first before you go and remove it. I think I'll set up a test game to see if it works or not.

Fyron March 17th, 2002 06:14 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Ok, I just finished my test. "Planet - Change Ground Defense" definitely does not do anything.

--------------------------------------------------

Scenario 1


Attacker: 450 Large Troops

Defender: 72 LT + 240 Militia


Results

Test 1:
Attacker: 387 LT survive
Defender: 0
Rounds: 3

Test 2:
Attacker: 384 LT
Defender: 0
Rounds: 3

Test 3:
Attacker: 384 LT
Defender: 0
Rounds: 3


--------------------------------------------------

Scenario 2


Attacker: 450 LT

Defender: 72 LT + 240 Militia, Ground Base (+500% ground defense)

Test 1:
Attacker: 383 LT
Defender: 0
Rounds: 3

Test 2:
Attacker: 384 LT
Defender: 0
Rounds: 3

Test 3:
Attacker: 384 LT
Defender: 0
Rounds: 3

Andrés March 17th, 2002 05:14 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
If it doesn't work does not mean I have to remove it, it could be corrected sometime, just don't count on it as the primary function of the facility.

Fyron March 17th, 2002 08:44 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Then you should put a warning in the description for those facilities that says that the ability does not currently function.

Andrés March 20th, 2002 04:46 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Station-like Planets
In the research I'm making for the SW map, I found many examples where Space Stations or Orbital Cities (Ithor, Duro, ect.) are as or more important in population and production than the planet they orbit.

What about adding a few new planets with station like pictures (and probably new planet sizes)?

What about other stations such as the B5, Spacedock and the DS9?
IMHO most important sci-fi stations can be better represented like a planet size than like a vehicle size.

To be able to build them we'd just need the ability to build an artificial planet without a star in the center.

Val March 21st, 2002 06:44 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I like the idea, especially since it would allow us to have populations on the stations rather than just troops and civilians in cryo storage http://forum.shrapnelgames.com/images/icons/icon12.gif

I imagine they would be pretty small though - though this would make the building of a station more of a long term event, trying to get all the 'bits' in place to be assembled.

TerranC March 23rd, 2002 11:45 PM

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

Val March 29th, 2002 11:40 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Question for all who are working on this:

Working on modding the AI in the B5 mod and running into some problmes. Chiefly they are not putting engines on the ship, and so are not building any ships.

How have you gotten the AI to use the Trek Nacelles and other QN engines that are not the standard Ion-etc. engines? Do you have to keep the family the same for some reason (ie, not change the number)?

Any help would be welcome http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D March 30th, 2002 01:21 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
IIRC the AI will pick whatever engine gives it the most thrust. Period. In other words, if you have a 100kt engine that gives 4 thrust, the AI will pick it over a 1kt engine that gives 3.

Phoenix-D

Val April 14th, 2002 05:19 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Though the various engine sizes were cool and fun for human players, the AI side of things was way too much trouble!

Reactors and Engines are now totally revised and we are now working on the AI to use the Mod specific technology. It seems to be working pretty well so far (AI has actually beaten me in my most recent test, though being hemmed by nebula did not help my early game) and we are hoping to have some racial AIs soon.

The question I have now is, what's the status on the overall X-Over mod?

Andrés April 15th, 2002 01:02 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I've been looking a little to the B5 mod you seem to have finished with most of the data and have the AI progressing well.

I've been a little distracted lately and haven't progressed much.
I'll have to compile what I have (that has changed since Last time I uploaded it to my site) and post it again.

Karel April 22nd, 2002 08:13 PM

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

What is the releasedate for your excellent MOD (especially the SW-part of the mod).

ts22 May 2nd, 2002 05:10 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Hi, I was wondering if anyone knows when this mod is going to be completed? I've been looking forward to it for awhile so hopefully it's almost done (please!).

jimbob May 3rd, 2002 12:49 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I'm wondering if anyone has made Astromech droids for the Sci-Fi X-over mod yet (you know, R2-D2 and friends). I've made some up, they help the fighter pilot target enemies, can "repair" fighters that are damaged, can be programmed to cook eggs over-easy... basically everything from the SW movies.

Who wants 'em?

Andrés May 3rd, 2002 05:15 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Yeah Astromech Droids are in the plan.
Fighters cannot be partially damaged, and cannot jump warp points. So there'd no point in giving R2s their main function as mechanics and navi-comps.
So I was considering using them as fighter sensors/ecm and shield regenerators.

Maybe I can also make an "Astromech Droid Bay" or something like that for capital ships.

jimbob May 3rd, 2002 12:13 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Okay, that's good.
Always liked R2-D2, and the presence of droids is integral to the feel of SW (versus ST with mega/centralized computers... very communist in my opinion http://forum.shrapnelgames.com/images/icons/icon12.gif )

The "repair" function. Yeah, it's too bad that repair can't happen, so thus the quotes. I just put in a modest armor value and added an increased supply useage. Thus the appearance that the component "repairs" the fighter.

If you'd like, I could post what I've done to date. I ended up with 6 astromech droids total.

[ 03 May 2002: Message edited by: jimbob ]</p>

Andrés May 9th, 2002 07:59 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Sorry for the long time since I Last posted something here.
I'm currently doing most of this by myself and other projects and games distracted me.

I've upgraded everything to Gold Version 1.69.
Due to the many requests of a gold sw-mod and that most of us have gold Version or are planning to have it soon.
And beacuse I want to use some of the new features in gold.

If there is demand once we have everything working, we may release a pre-gold Version.

Although there are hundreds of things to add the core and most Rebel and Imperial techs are working.

No AI work has been done yet, but I made all AI races use "Standard Space Empires IV tech" so you should be able to play against them while testing.

I have it in my hard drive but I haven't uploaded any files yet.

I want a few opinions on the best way to do it.

I like the format used in the B5 mod: one small file with all text files, and another big file with all bitmaps and sounds.

Do you want me to include all shiptets?

What about sounds?
In gold the number and size of sounds is increased, and they are still not treated like bitmaps, going to the default dir if it isn't included in the mod. (this would be a nice request for next patch)
Options are:
a- don't use any new sound
b- copy all default sounds into the mod as we used. only difference is that the resulting file will be heavier and take longer to download.
c- include only the new sounds, players would have to manually copy the files into the mod. (perhaps we can include a .bat or small program to automate this)
d- put the new sounds in the default sound dir and not in the mod directory. This was done with one sound in the devnull/moster mod. This would make uninstalling the mod more difficult.

Still in my to do list
*Add extra pics for rebel ships
*Add/change pics for some components
*Add fighter bay requirements to most capital ships
*Add bases
*should we implement base-planets as I had suggested in a previous post? If we do, how many facilities, cargo space and pop should they have?
*trade fed/sith empire/vong neutrals
*another ~100 things I cannot recall right now

About the ship sizes. I had made a set of custom vehicle sizes for each race.
And I had heard some conplains telling me to make this ship bigger and that other one smaller.

Well, the main objective of these ship sizes is to show the CONTRAST in ship sizes used by different races (and different sci-fis).
All of these sizes are based on their known or estimated "real" tonnage, scaled according a variable scale to make logical SE4 sizes. (I'd included XLS file showing the scaling in the old downloads)
Altering the size of one hull would disrupt RELATIVE sizes when compared to other races ships.
So I don't want to change any of the ship sizes unless:
a- There is a mistake in their estimated "real" tonnage
b- We change the parameters of the variable scale, what would alter the size of most of the ships.

Note that there is no problem in adding or removing a hull size, as long as ships are added according the scale. I think that many races do need more sizes.

Those who were asking about a trek mod or the trek part of this mod.
You said you'd be able to work on the data files but not on the graphics.
Either you choose to work directly for this mod, or make an independent mod to be merged with this one later, my advice would be to concentrate on that, and just use the available pics.
Pictures can be added later, changing pic nums in the data files isn't hard and it can even be done while single player games are in progress without problems. If there none of the existing pics fits a particular component (or facility ect.) then providing 1 or 2 pics wouldn't be too hard.

Val May 9th, 2002 08:13 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Another option would be to include the shipsets as a 3rd file we could d/l - so people who already have them can just download what they need.

I liked the station (mini-mini-ringworld) idea and I am actually currently working on them for the B5 Mod. Mostly because I would like to see stations that can do research, intel, etc.. I'll let you know how it goes:)

Wher you able to easily convert the B5 stuff into Gold?

Sounds - those do take a LOT of space, more than seems right... I for one wouldn't mind downloading the extra sounds, but someone with a 56k connection might.

Vehicle Sizes - I don't see any problems with it, just need to add a few more for variety.

I know there has been a LOT of talk about a trek mod, but which 'age' would you do? Or would you try to include it all as a natural progression?

Can't wait to see it!!!!


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