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

Andrés May 10th, 2002 05:38 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Files:
Ok what about these files
1-TXTs
2-Component/Facility/GameBitmaps
3-ShipsetBitmaps
4-Sounds
Would it be too complicated for a non-computer-literate player to have to repeat the install process 4 times?

No I didn't attempt to convert anything from the B5 mod yet.
It shouldn't be too hard, and it would be nice to test them together.

But IIRC there are details that need to be revised/edited before merging. Such as tech areas with repeated names and adding a Boarding Defense to the appropriate components to make Ion Cannons (sw) work.

You're using excel/word to merge the files, right? It would be easier if you can post or email me those files.

Mini-ringworld station:
We still have the star requirement (a problem to create many orbital cities around a planet)
Probably different techs will lead to different small artifical planets used by different races in B5/SW/ST

Sounds:
That's right standard sounds are 15Mb plus another 12Mb if you want to include the "old sounds" option. Didn't check how much compressed but I doubt they can be compressed more than 50%.

If we use a traditional approach we'd need to include all them plus new sounds.
That's why I was asking which alternative was best.

Vehicle Sizes:
I totally agree, most B5 ships I had added (even those that were used for smaller ships in the shipsets) look too big, they definitely need smaller ships.
I'd like to add more sizes but I don't know enough about B5 and ST to find the right ones.

Trek:
I'm not working in the trek part.
Natural progression would be cool.
I don't know enough about ST to even know if it's possible to make a believable tech tree to reflect this evolution through the different eras.

Val May 10th, 2002 11:53 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Sounds easy enough to me.

In fact, on the alternate B5 Mod page, the D/Ls are broken into 12 different zips plus updates!

But, I know a lot of people had trouble with that, so I changed it to the current format. I think 4 may be a good medium:)

Andrés May 23rd, 2002 05:42 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Nothing new since my Last post.
I didn't upload the files I was talking about.
Now I can't login with my FTP program an I'm waiting for an answe from host.

In the meantime, jimbob can you post or send me the data files for your astromech droids?
I'll see if they fit with the other techs and include them.

jimbob May 24th, 2002 03:45 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Ok, here are the droids as I've made 'em. I made the attack bonuses to match the P&N mod, so they might need some balancing for the Sci-Fi mod [edit - plus they are designed for a QN movement system]. The droids replace cockpit, because the pilot will still need air etc. Finally, I introduced the tech area "miniaturization" as a pre-requisite. Critique and mod away!

Name := R1:D1 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 4
Cost Minerals := 3
Cost Organics := 0
Cost Radioactives := 25
Vehicle Type := Fighter
Supply Amount Used := 2
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Computers
Tech Level Req 1 := 1
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 2
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (4 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 4% attack bonus in combat.
Ability 3 Val 1 := 4
Ability 3 Val 2 := 0
Weapon Type := None

Name := R1:D2 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 6
Cost Minerals := 3
Cost Organics := 0
Cost Radioactives := 25
Vehicle Type := Fighter
Supply Amount Used := 2
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Computers
Tech Level Req 1 := 2
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 2
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (6 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 7% attack bonus in combat.
Ability 3 Val 1 := 7
Ability 3 Val 2 := 0
Weapon Type := None

Name := R1:D3 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 8
Cost Minerals := 3
Cost Organics := 0
Cost Radioactives := 30
Vehicle Type := Fighter
Supply Amount Used := 2
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Computers
Tech Level Req 1 := 3
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 2
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (8 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 10% attack bonus in combat.
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Weapon Type := None

Name := R2:D1 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 4
Cost Minerals := 5
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Fighter
Supply Amount Used := 12
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Computers
Tech Level Req 1 := 1
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 3
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 3
Number of Abilities := 4
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (4 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 4% attack bonus in combat.
Ability 3 Val 1 := 4
Ability 3 Val 2 := 0
Ability 4 Type := Standard Ship Movement
Ability 4 Descr := R2-D1 astromech droids can boost the fighter engine output, but at considerable expense.
Ability 4 Val 1 := 2
Ability 4 Val 2 := 0
Weapon Type := None

Name := R2:D2 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 6
Cost Minerals := 5
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Fighter
Supply Amount Used := 15
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Computers
Tech Level Req 1 := 2
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 3
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 6
Number of Abilities := 4
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (6 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 7% attack bonus in combat.
Ability 3 Val 1 := 7
Ability 3 Val 2 := 0
Ability 4 Type := Standard Ship Movement
Ability 4 Descr := R2-D2 astromech droids can boost the fighter engine output, but at considerable expense.
Ability 4 Val 1 := 4
Ability 4 Val 2 := 0
Weapon Type := None

Name := R2:D3 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 8
Cost Minerals := 5
Cost Organics := 0
Cost Radioactives := 45
Vehicle Type := Fighter
Supply Amount Used := 20
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 6
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Computers
Tech Level Req 1 := 3
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 3
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 10
Number of Abilities := 4
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (8 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 10% attack bonus in combat.
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Ability 4 Type := Standard Ship Movement
Ability 4 Descr := R2-D3 astromech droids can boost the fighter engine output, but at considerable expense.
Ability 4 Val 1 := 6
Ability 4 Val 2 := 0
Weapon Type := None

[ May 24, 2002, 02:50: Message edited by: jimbob ]

jimbob May 24th, 2002 03:54 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
In addition to the astromech droids, how about introducing fully automated fighters (a la Episode One). I've got a few tiny fighters made up, and I'm hoping to test them in P&N v.2.6. They seem to be pretty balanced, and would make excellent droid fighters (IMHO http://forum.shrapnelgames.com/images/icons/icon12.gif ).

If you'd like, I'll email them or post them here.

Andrés May 24th, 2002 03:45 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I'm not completely convinced with your R2s but you gave some ideas.
I was planning to add droidfighters with the Trade Federation techs.

jimbob May 25th, 2002 02:38 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Regarding the R2s, I wanted to add a short term boost to movement, as occurred in the "trench run" on the death star (Episode iv I guess).

Do you not like the movement as combat movement, or is there too much combat movement added?

Unfortunately combat movement bonuses are not stackable, so I made the R2s to put out a significant amount of movement points to make up for the fact that afterburners would have no additional affect.

Quote:

I was planning to add droidfighters with the Trade Federation techs.
<font size="2" face="Verdana, Helvetica, sans-serif">Good! Are you going to make a fighter class that has no cockpit and/or life support requirement, or go the fighter sized master computer route?

Andrés May 26th, 2002 08:41 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I've uploaded some of the files.
here

Critics/comments about what's Online are welcome.

[ May 26, 2002, 07:46: Message edited by: Andr&eacutes Lescano ]

PDF May 26th, 2002 02:49 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andrés,
Yout site only has the "data" and graphics files, but not the races/sets nor sounds.
Do you have hosting problems - no space left ?

Andrés May 26th, 2002 04:13 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
No, I haven't uploaded those files yet.
They are too big and I'm using a slow modem.

Edit: All files should be up now http://forum.shrapnelgames.com/images/icons/icon10.gif

[ May 27, 2002, 00:00: Message edited by: Andr&eacutes Lescano ]

Andrés May 28th, 2002 06:12 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Ok you have some starting files Online.
Now, all of you who were asking me over and over "When will this mod be finished?" go download it, and report your oppinions.
BTW I have no answer for that Q, I've been advancing at a very irregular speed but with more people involved and more feedback it will sure be sooner.

I know there are many vital techs that I'm forgetting to include.
For example I see that I had made pics for Cargo and Med bays but never included those techs.
Help me make a list of all techs that need to be added. Or even better submit your own portions of data files (be sure to make them looking at the rest of this mod and not to work with standard data files).

jimbob, what do you think of the astromech droids I made?
I don't like them replacing the bridge, and after making up the engines/eng.permove system for sw fighters I didn't think that additional engine abilities would help.

Starting to write AI is also another important part.
Will AI ever use emergency propulsion? All starwars movements are based on an emergency propulsion "hyperdrive" and a special repair tool (can only be repaired by space yards) "hyperdrive motivator".
I really like how it works, ships are slower than other races using only sub-ligh drives and faster when using hyperdrives. And capital ships being slow in combat increases dependence on fighters and give an overall "star wars" feeling in combat.
If AI races don't use it, they will move very slowly and will be barely able to expand.

TerranC May 28th, 2002 06:40 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Just got the Scifi-Crossover; and I am impressed.

Incredible-godlike job http://forum.shrapnelgames.com/images/icons/icon10.gif

Unless you have some sort of schedule going on or you have too much free time http://forum.shrapnelgames.com/images/icons/icon7.gif

But If you need help with the scifi project; I'm good at typing http://forum.shrapnelgames.com/images/icons/icon7.gif

Andrés May 31st, 2002 05:15 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
&lt;BUMP&gt;

Val May 31st, 2002 04:39 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andrés, B5 Mod is getting much closer to finished:) What adjustments do we have to make to make it more compatable? Like for the ion weapons?

[ May 31, 2002, 16:22: Message edited by: Val ]

Andrés May 31st, 2002 11:53 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
No more comments?

TerranC:
It's not that I don't like the nice things you said, but I'd like some more useful comments.

I need Playtesters
Although they are not finished yet, Imperial and Rebel techs should be roughly playable by now. Give it a try and tell me your opinions.
My impression is that you start too slowly, and you'll be in trouble if you start too close to an aggressive enemy, but then you'll eventually catch up and have better techs in late game.
But I didn't playtest that much anyway. Can you confirm this? How do you suggest to fix it?
Is there a vital tech that you'd need and don't have? or just a sw tech that'd be cool to include?

I didn't even playtest The Force, that was included just as it was sent by Bearclaw. I know they were playtested on their own, but never in combination with other SW techs.

This has been proposed in the sw-map thread, as part of a scenario idea.
But how can we represent the virtually limitless resources and recruits of the Empire (at least before Endor) and the shortage of resources and personnel, and scattered secret bases of the Alliance. Without unbalancing the game too much of course.

I also need someone to help modding star systems. I have a list of a few funny systems I want to add to the appropriate files so they are included in random maps.
If there's any volunteer I'll post the list, I'm making while collecting data for the SW-map.
I also added B5 jump-gates and DS9-like wormholes as alternative warp point pictures. I wanted the random generator to mix the different types, but it seems to always use the first and ignore the others. Can anyone confirm? is there a workaround?

Val:
To make ion work we just need to add a boarding defense 1 ability to all bridges, shield regenerators and PDCs equivalents. That isn't too hard, and I could do it myself if necessary.

The most difficult part to merge B5 mod would be separating "Standard SE4 Tech" from "B5 Tech".
Players that select "Standard SE4 Tech" should get exactly the same that in the un-modded game.
B5 races should select "Bab 5 Tech" + their race specific racial trait.

Tech areas can be common to both (and all other races BTW), SE4 standard exclusive or B5 exclusive.

If it's going to be common, then it must keep Standard cost and max level.
Actual components/facilities/ect every one gets researching can be different by using a second tech req, but cost and max level cannot be changed.

More common tech areas were requested, to allow more tech capture.

I'm currently studying how to merge all ship construction into a shared standard.
Probably by adding a second tech area after highest ship construction, for those that have too many ship sizes, and leaving blank intermediate techs for those with too few (to be filled later?).

Val June 1st, 2002 05:05 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I'll work on adding the ion stuff as I am working on the EM weapons for the mod now anyway http://forum.shrapnelgames.com/images/icons/icon7.gif

The tech areas are much more capturable now, with the exception of the pure racial tech at the base level. Ancient tech is (for the most part) not capturable unless you are another B5 ancient race. Also added a few new racial traits - B5 Nomadic Race and B5 Standard Race, so many components now require one of these stats or another racial stat (such as Narn Race), so many of the components should be unavailable to a trek/star wars race until they capture/trade the tech.

Also working on adding a few more shipsets - Vree and Drazi are in the works.

Later!

jimbob June 2nd, 2002 12:49 AM

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

I really like the droids you made. I agree that the movement boosting is problematic, as you can only add one "afterburner-like" device per fighter (well actually you can have as many as you want, but only the best one functions)

Four questions for you

1) The addition of one extra sheild is good, but what if the fighter doesn't have any sheilds normally? (that is, what if the rebel player makes fighters that are unsheilded... will the game still give them sheild points from the R-unit?)

2) I notice that the ratios of "Tonnage Space Taken" (TST) to "Tonnage Structure" (TS) is a linear relationship (R-1 1:3, R-2 1:4, etc.). But the R-1 actually has an "absolute" TST value of 2: TS 6. Because you can only put one Droid on a fighter the R-1 could still be better than the R-2 in some cases. Could the values be changed to TST=1 and TS=3?

3) What if the Empire, or a non-SW race wants to use droids on some of their fighters? It seems that many races could use droids, but simply choose not to. This is especially true of the Empire, who employ droids in other capacities, but simply do not choose to put them on their fighters... I would like to see this be a research & design choice on the part of the player if possible.

4) (assuming that you introduce a fully automated technology tree) For the trade federation and cylons... will there be fully automated droid/robot fighter systems? If so, will they be a general or specialized research branch?

The Force:
The Sith crew and force crew components... very cool. I like this a lot.

Dark Storm, could you make the weapon skip sheilds and armor? It seems to me that armor should confer no protection either (and it says so in the description). There is a "skip everything" weapon in SEIV, isn't there? Can you use it's ability type?

Dark Force Pilot, has a combat bonus. I don't think that this bonus is layerable with afterburners and the like. What if this was a straight movement bonus?

I only read over the component and other data files today, but the mod looks great! http://forum.shrapnelgames.com/images/icons/shock.gif I'm really looking forward to the Sci-Fi X-over mod. Thanks for all your hard work Andrés.

[ June 01, 2002, 23:52: Message edited by: jimbob ]

Andrés June 2nd, 2002 06:52 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I found a mistake in TechArea.txt:
Droids' racial area should be 24 not 6 they were never available to anyone. http://forum.shrapnelgames.com/images/icons/icon9.gif

That shows that I didn't attempt to test them in the game until now http://forum.shrapnelgames.com/image...s/rolleyes.gif

Your questions
1)Shield regenerators should be useless without shields, but shouldn't hurt either. Now I doubt that they work in fighters at all.

2)R1s were supposed so large that they could be used in very few fighters. But I see your point. Maybe make them even larger or decrease their tonnage structure to 4.

3) My idea was to eventually add more stuff under the Droids research (listening ideas). That is why (once racial area is fixed) the tech are should be available to all SW races, but fighter R2s only to Rebels (Old/New Republic?)

4)Trade Federation should have many things under droids. Bettledroids, droid tanks, Droid fighters, (droid chairs? walking holoprojectors?) ect.
Cylons, if Battlestar Galactica races are ever added, should not have droids, that is a SW exclusive tech and I can't make them share a tech unless it's shared with everybody else, standard SE4, ST, B5.

5?)
The Force

You're right, Dark Storm and Force Lightning are described to skip shields and armor like standard Null-Space Projectors.
Perhaps they were "balanced" by "reducing" their damage type, and the description wasn't updated accoedingly. I'd have to ask Nick (Bearclaw)
I feel storms should be more "super-weapon" like, much more damage, and a virtually indestructible seeker, but of course larger and with longer reload time.

BTW there is no other weapon that uses the Skips All Shields damage type.

Phoenix-D June 19th, 2002 03:33 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
How are the mods progressing? I think I'll be doing a Honor Harringon mod, but I need information on the other mods so I can keep the numbers sane. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D

Phoenix-D June 19th, 2002 09:16 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
All riiiight, no comments.. then again the Trek mod and B5 mod threads are there so I'll just check those.

Urendi Maleldil September 26th, 2002 06:46 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Has anyone done anything with this mod lately?

Andrés September 26th, 2002 10:04 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Sorry I've been a little distracted lately.
I hope to come back to this mod soon.

jimbob September 27th, 2002 05:24 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Hey, I'd love to help with the X-over mod. I'm a little bummed out that the ST:NG mod is in limbo, but I've offered to help with it. My biggest hope is to bring it into the X-over mod so that we can finally have things like the Enterprise-D vs. Grand Admiral Thrawn's flag ship, etc.

Harrington, B5, ST:NG, SW, the monsters from Oleg and friends... what else would there be to add?

Edit: Oh, nevermind, Cpt. Kwok is gonna make ST:NG happen... so maybe I'm freer than I thought! Yeah Kwok!

[ September 27, 2002, 04:26: Message edited by: jimbob ]

Erax October 2nd, 2002 12:58 AM

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

Originally posted by Andr&eacutes Lescano:

I need Playtesters
Although they are not finished yet, Imperial and Rebel techs should be roughly playable by now. Give it a try and tell me your opinions.

<font size="2" face="Verdana, Helvetica, sans-serif">Hi there,
Andres and everyone else who's been working on this project, thanks for creating such a great mod. I've been playing with it and here's what I've found :

- The descriptions for the TIE fighter bays II and greater are incorrect - they all read 30 kt of cargo when in fact they are bigger;

- Some racial AI files are not updated to patch 1.79 : Gaim, Grome, Hurr, Llort, Markab and Yolu;

- Computers is a prerequisite for some SW tech, so it cannot be racial tech area 6;

- Droids should be racial tech area 24, not 6;

- The Empire (haven't played the Rebellion yet) needs troops, transports and cargo rather badly.

I've designed a troop + troop weapon scheme for the Empire and the Rebellion, if you're interested I can post it here. http://forum.shrapnelgames.com/images/icons/icon7.gif

Andrés October 2nd, 2002 04:23 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Thanks for the pointing out some of the mistakes and things that are still to be added such as troops.
Now I’m planning a major redesign with many more common of tech areas.
I will make most standard SE4 technologies, except most weapon techs and other punctual techs, available to everyone. But make most those techs give everyone different items.

For example the current layout was giving standardSE4 the standard "Shields" technologies, starwars races one called "Deflector Shields", b5 races nothing, and startrek races some other (insert appropriate techno-babble name here) shielding technology.
Those tech areas would be only researchable by the specific races but tradable/stealable, by having an exclusive pre-requisite. (this format can still be suitable for some technologies that will not be common to most genres such as weapons, and there may still be some technologies that are so alien that cannot be traded)

My Last idea is making the standard "shields" technology available for everyone, but with each component having a second tech requirement, so researching the same tradable/analyzable tech "StandardSE4" will get standard and phased shields, trekkies their leaky shields (that due to their probably high regeneration should not be inferior to standard shields), starwars races their Version of shields, and B5ers probably nothing (they can probably want to research it for trades or perhaps we can find some auxiliary fancy component that can be somehow related to the concept of shields to place here).
IIRC this was suggested in the forums quoting something that happened in some star trek episode.
If say a trek race manages to capture a starwars ships with more advanced shields and analyzes it, they will get not a low Version of starwars shields, but a more advanced Version of their own "leaky" shields.

Can you help me fill in documents like [this one] for other races to have most of the techs that will be needed.

Erax October 2nd, 2002 11:11 PM

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

Originally posted by Andr&eacutes Lescano:
Thanks for the pointing out some of the mistakes and things that are still to be added such as troops. [...]

I will make most standard SE4 technologies, except most weapon techs and other punctual techs, available to everyone. But make most those techs give everyone different items. [...]

Can you help me fill in documents like [this one] for other races to have most of the techs that will be needed.

<font size="2" face="Verdana, Helvetica, sans-serif">Having the different tech trees interact with each other (but still remain different) is a great idea. In fact, I was planning on doing exactly that for troops - at Troop level 3 (out of 5 total), for example, the Imperials get speederbikes and the Rebels get elite Rebel troopers (troops with more kt for the Imperials and troops with bonuses to attack+defense for the Rebels). Troop weapons would start at level 1 (bLaster pistols) and go up to level 8 (dual heavy bLaster cannon), with all SW races except the YV having access to the same weapons. I have the numbers worked out & can send them to you or post them here.

Regarding tech lists for other races... I'm a SW fan too. http://forum.shrapnelgames.com/images/icons/icon7.gif I could give you some suggestions regarding Imperial items and help write the Rebellion & Trade Federation/Separatists tech lists... now that Ep II is out, we could even add in the Republic as a player race (Naboo tech + clone troopers + Jedi, wow !), but I can't really help with ST or B5.

I'll study the Imperial tech list & post my comments here.

"Dispatch war rocket Ajax to bring back his body !"
-- General Kala

Andrés October 3rd, 2002 04:50 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Standard SE4 should have no visible difference to the stock game, and tech areas shared by everyone must be shared by them too.
That means (edit: we cannot add any new tech area to be shared by everyone and) that top tech for standard/shared techs must not change: Troops
max = 3 ; Troop Weapons max=3

For techs such as ship construction I was planning to add and aditional tech at top level such as "Advanced Imperial Ship Construction" for their beyond normal ships.
Perhaps we can do the same for troops, for example Imperials get "Walkers" at troops 3.
And bLasters may have troop weapon + turbolaser tech requirents.

Now weapon mounts can be restricted by techs I want to remake laser weapons and make dual and quad (and perhaps even batteries) actual weapons mounts. If they can capture other's weapons they could reconfigure them to their weapon mounts, imagine a "Mrk 5 Phaser" in "Quad Heavy Battery Mount" http://forum.shrapnelgames.com/images/icons/shock.gif

[ October 04, 2002, 04:49: Message edited by: Andr&eacutes Lescano ]

Erax October 3rd, 2002 11:04 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
OK, I just finished reading the Imperial tech list, here's my comments+suggestions.

I agree with almost all of your interpretations, what follows are the exceptions and not the rule... http://forum.shrapnelgames.com/images/icons/icon7.gif

- We could make Imperial shipyards decrease happiness in the entire system (they were described as a huge drain to the economy), but this has to be tested so we don't paralyze the Empire in the early game.

- Your Version of the Imp. Garrison sounds like something I'd want to build on many worlds, but I wouldn't really need that many spaceports. Why not make Imperial Urban Pac Centers planet-wide only (with an expensive-to-research system-wide Version later in the tech tree), give them a little cargo capacity and call them Imperial Garrisons ? We could build troops and keep them "in" the garrisons.

- Don't worry about building the DSII in six months, that was the Emperor's personal project and he had Vader to hurry it along too. We won't be able to simulate that in SE IV any time soon (Mega-Emergency Build ?). We could still give the Imperials bigger shipyards so they can crank out ISD's, maybe they might have to research Ship Yards and Large Scale Construction to get them.

- I'm designing the Beta-class assault shuttle and the Zero-G Stormtrooper right now, I'll post them when I'm done.

- Please, please give us the Star Wing gunboat and the Missile boat ! http://forum.shrapnelgames.com/images/icons/icon10.gif

- I think the AT-PT was a Republic era weapon. The sequence for Imperial troops could be : Naval Troopers, Stormtroopers, Speederbikes, then (under the Walkers tech tree) AT-PTs, AT-STs, AT-ATs. I'll post my stats for troops and troop weapons & we can go on from there.

- Careful with the mines, they're a major part of standard SE IV game balance. Laser-satellite 'mines' would get lumped together in combat and become ineffective.

- I'd leave out the solar panels, reactors already fill this role. Besides, as you said, TIEs are supposed to be short range craft.

- Imperial boarding parties could be called "Stormtrooper Boarding Squads" and have a little cargo capacity so you could actually carry troop units "in" them (I'll work on the numbers for this & for regular cargo bays, will post them later too).

Hope it helps.

Andrés October 4th, 2002 05:51 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Updated the doc

Fyron October 4th, 2002 06:56 AM

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

Originally posted by Erax:
- We could make Imperial shipyards decrease happiness in the entire system (they were described as a huge drain to the economy), but this has to be tested so we don't paralyze the Empire in the early game.

<font size="2" face="Verdana, Helvetica, sans-serif">Negative values of happiness on facilities do not work. And happiness modifiers do not stack: the highest one in the entire system is used for all planets in the system.

Andrés October 4th, 2002 08:24 PM

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

Copied from abilities.txt
Planet - Change Population Happiness
Value1 = Percentage the happiness of this planet's population is improved each turn.
Value2 =

Change Population Happiness - System
Value1 = Percentage change in population happiness for entire system (+/- percentage) each turn.
Value2 =
<font size="2" face="Verdana, Helvetica, sans-serif">Didn't check if it actually works this way but this suggests you can give a happiness penalty to the entire system but not to a single planet.

I was planning to give most of the Imperial happiness penalties by making them use a special happiness type.
But this could be a good choice to balance their best shipyards: build faster or stick with the regular ones to avoid making the population even angrier.

Erax October 4th, 2002 11:11 PM

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

I was planning to give most of the Imperial happiness penalties by making them use a special happiness type.
But this could be a good choice to balance their best shipyards: build faster or stick with the regular ones to avoid making the population even angrier.
<font size="2" face="Verdana, Helvetica, sans-serif">We have to check if negative system happiness actually works and, if it does, what happens when you build a facility that increases happiness in the same system.

Moving on a bit, I promised to post a lot of stuff, so here goes the Assault Shuttle and 0-G Stormtrooper for the Imperials :

Name := Assault Shuttle
Short Name := Assault Shuttle
Description := Beta-class assault shuttle
Code := AS
Primary Bitmap Name := transportsmall
Alternate Bitmap Name := transportsmall
Vehicle Type := Ship
Tonnage := 74
Cost Minerals := 74
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Imperial Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes ship 50% harder to hit in combat.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := False
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 4
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

Name := Zero-G Stormtrooper
Short Name := Spacetrooper
Description :=
Code := 0-G
Primary Bitmap Name := troopInfantry
Alternate Bitmap Name := troopInfantry
Vehicle Type := Fighter
Tonnage := 2
Cost Minerals := 12
Cost Organics := 15
Cost Radioactives := 0
Engines Per Move := 8
Number of Tech Req := 2
Tech Area Req 1 := Imperial Ship Construction
Tech Level Req 1 := 1
Tech Area Req 2 := Troops
Tech Level Req 2 := 3
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes spacetrooper 120% harder to hit in combat.
Ability 1 Val 1 := 120
Ability 1 Val 2 := 0
Requirement Must Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 1
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Launched from Ship := True
Launched from Planet := False

Neither is playtested yet... I have to see if the 120% defense bonus for the spacetrooper is excessive.

Fyron October 5th, 2002 03:06 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Negative happiness modifiers on facilities DO NOT work. I have tested it already.

If you have 2 facilities that modify happiness, then the one with the highest bonus is applied, and the others are ignored. Even if the negative value worked, building 1 facility with even a 1% bonus would cancel it out.

[ October 05, 2002, 02:08: Message edited by: Imperator Fyron ]

jimbob October 5th, 2002 04:31 AM

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

I was planning to give most of the Imperial happiness penalties by making them use a special happiness type.
<font size="2" face="Verdana, Helvetica, sans-serif">I agree, probably the easiest way to give the Imperials unhappyness problems would be to give their race a large unhappiness modifier (as part of the cost of choosing "Imperial" in the racial traits screen), and then let 'em try to climb the ladder of public opinion.

This then is how I'd see it play out: they would have to expend a lot of efforts to improve the happiness level of their citizens. It will constrain their tech research early on, as they'll need to get troops right away, and then build enough to pacify their populations. Later with some nifty facilities they can actually make them moderately happy, and much later in the game, they might even be able to have a few extatic planets.

This may be a bit of a hobble in the early game, but many of the races are weak in the early game only to come out on top in the late game... this will just force the player to be ultra-political in the beginning (just like Palpatine come to think of it!) just to survive, but then he can settle his scores in the late game as he ascends to power.

just some thoughts,

[ October 05, 2002, 03:35: Message edited by: jimbob ]

jimbob October 5th, 2002 08:20 AM

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

Forgive my ignorance, but I was trying the mod out tonight and had some troubles. I was playing the trade federation and had selected "starwars" and "trade federation" in the racial set up screen, but had a difficult time getting any ships (the few I had were enormous and I couldn't get any movement on them, nor could I find cargo components for them). Really I was limited to building colony ships.
Then for the droid fighters, all the engines I could get were too big to fit on the fighters...

Did I miss something here? Should I also select "space empired IV" in racial traits?

Sorry if my mistake is trivial, but any help would be great!

Andrés October 5th, 2002 06:08 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
1-Advanced Shipyards should simply lower planet value, IIRC many industrialized worlds are described to have been depeleted long ago of any valuable ores (sometimes this includes their moons and nearby planets)

2-Choosing Imperial technology traits but another happiness type such as peaceful of bloodthirsty should be considered cheating.
Perhaps they should start with the lowest infantry troops.
It should also be balanced with their colonizing advantages.

3-Trade federation techs are mostly incomplete, I was concentrating to finish first Imperials and Rebels.

Erax October 6th, 2002 02:06 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
If negative happiness modifiers on facilities do not work, then some of the Dark Side facilities have to be redone.

There's one more thing to correct: the anti-fighter laser V has a structure of 1 kt when it should be 5 kt.

OK, on to more of the stuff I promised. Here's my Version of the Imperial and Rebel troops :

Imperial Troops I : Imperial Naval Troopers - 1 kt, 0 min/15 org/0 rad, no bridge required.
Imperial Troops II : Imperial Stormtroopers - 2 kt, 0 min/20 org/0 rad, no bridge required.
Imperial Troops III : Imperial Speederbikes - 5 kt, 30 min/20 org/5 rad, bridge required.
Walkers I : AT-PT - 8 kt, 80 min/20 org/8 rad, bridge required.
Walkers II : AT-ST - 10 kt, 100 min/30 org/10 rad, bridge required.
Walkers III : AT-AT - 20 kt, 200 min/60 org/20 rad, bridge required.

Rebel Troops I : Rebel Alliance Troopers - 1 kt, 0 min/15 org/0 rad, no bridge required.
Rebel Troops II : Veteran Rebel Troopers - 1 kt, 0 min/20 org/0 rad, no bridge required, +10 to hit, +15 defense.
Rebel Troops III : Elite Rebel Troopers - 2 kt, 0 min/25 org/0 rad, no bridge required, +20 to hit, +25 defense.
Rebel Vehicles I : Rebel Speederbikes - 5 kt, 30 min/25 org/5 rad, bridge required, +10 to hit, +15 defense.
Rebel Vehicles II : Rebel Landspeeders - 8 kt, 50 min/30 org/8 rad, bridge required, +10 to hit, +15 defense.
Rebel Vehicles III : Rebel Airspeeders - 8 kt, 80 min/40 org/10 rad, bridge required, +10 to hit, +30 defense.

And the troop weapons, which could be the same for all SW races :

I : BLaster Pistol - 1 kt, struct 0 kt, 10 min/0 org/1 rad, dam 1.
II : BLaster Rifle - 1 kt, struct 0 kt, 15 min/0 org/2 rad, dam 1/1.
III : Light Repeating BLaster - 1 kt, struct 0 kt, 20 min/0 org/3 rad, dam 2/2.

These first three are all infantry weapons. Beyond them, you could have a Heavy Troop Weapons tech area :

I : Heavy Repeating BLaster - 2 kt, struct 1 kt, 30 min/0 org/5 rad, dam 4/4/4.
II : Light BLaster Cannon - 3 kt, struct 2 kt, 40 min/0 org/6 rad, dam 6/6/6.
III : Heavy BLaster Cannon - 6 kt, struct 4 kt, 60 min/0 org/7 rad, dam 13/13/13.
IV : Dual Light BLaster Cannon - 5 kt, struct 4 kt, 70 min/0 org/10 rad, dam 12/12/12.
V : Dual Heavy BLaster Cannon - 10 kt, struct 8 kt, 100 min/0 org/12 rad, dam 26/26/26.

These Last two will probably become weapon mounts, following the proposed scheme for lasers. BLaster rifles, heavy repeating bLasters and heavy bLaster cannon could also become heavy mount Versions of their lighter counterparts.

Hope it helps.

Andrés October 6th, 2002 04:58 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Thanks.
I'll add your stuff, and upload the mod right after I finish updating the tree to it's new shape.

Phoenix-D October 12th, 2002 06:40 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
FYI on the shuttles- you can make a component that has both the bridge and crew quarters ability; that way the CQ doesn't take up any extra space.

Phoenix-D

Erax October 13th, 2002 01:16 AM

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

Originally posted by Phoenix-D:
FYI on the shuttles- you can make a component that has both the bridge and crew quarters ability; that way the CQ doesn't take up any extra space.

<font size="2" face="Verdana, Helvetica, sans-serif">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 ? http://forum.shrapnelgames.com/images/icons/icon7.gif

Andrés October 13th, 2002 01:35 AM

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?

Phoenix-D October 13th, 2002 01:53 AM

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

Erax October 13th, 2002 01:59 AM

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.

Erax October 13th, 2002 04:05 PM

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

Originally posted by Andr&eacutes Lescano:
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?

<font size="2" face="Verdana, Helvetica, sans-serif">I scaled them so that the AT-AT was as large as a SE IV large troop (20 kt). This equates things at the top end, but perhaps the other SW vehicles do become 'tiny and weak' as a result. Maybe the AT-AT should be 30kt ?

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.

Erax October 13th, 2002 05:03 PM

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

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.
<font size="2" face="Verdana, Helvetica, sans-serif">OK, I compared damage/kt ratios for SW and a few SE IV troop weapons and here's what I came up with :

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.

Erax October 13th, 2002 06:01 PM

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.

Andrés October 14th, 2002 05:50 AM

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: Andr&eacutes Lescano ]

jimbob October 15th, 2002 08:29 PM

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:

I scaled them so that the AT-AT was as large as a SE IV large troop (20 kt). This equates things at the top end, but perhaps the other SW vehicles do become 'tiny and weak' as a result. Maybe the AT-AT should be 30kt?
<font size="2" face="Verdana, Helvetica, sans-serif">Because the Star Trek Empire is a racial trait, it would be okay for it to have some advantages over the SEIV generic game. Perhaps the AT-ST could be equiv. to the SEIV large troop and then yes, bump up the AT-ATs to 30, even 35 kT. If balance is really an issue, which I don't think it will be, just bump up the racial trait cost a tad.

Just my .02$Cdn.

Erax October 15th, 2002 11:37 PM

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

Originally posted by jimbob:
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 deleted)
Because the Star Trek Empire is a racial trait, it would be okay for it to have some advantages over the SEIV generic game. Perhaps the AT-ST could be equiv. to the SEIV large troop and then yes, bump up the AT-ATs to 30, even 35 kT. If balance is really an issue, which I don't think it will be, just bump up the racial trait cost a tad.

Just my .02$Cdn.

<font size="2" face="Verdana, Helvetica, sans-serif">Thanks, but it isn't work when I'm having fun. http://forum.shrapnelgames.com/images/icons/icon7.gif
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.

Andrés October 16th, 2002 01:41 AM

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

Originally posted by jimbob:

Because the Star Trek Empire is a racial trait, it would be okay for it to have some advantages over the SEIV generic game.

<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/tongue.gif And what's the Star Trek Empire anyway??? The Romulans?? The Klingon???

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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