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

Andrés December 23rd, 2002 05:47 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
400 Posts!

Suicide Junkie December 23rd, 2002 07:45 AM

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

The only way to simulate that would be to place the planets in a figure 8, which would indeed look odd.
<font size="2" face="Verdana, Helvetica, sans-serif">It would not look so odd if the planets were mashed into a figure-8 asteroid patch...

If you say one of the crossings is actually below the other to avoid collisions, it could be reasonable.

Andrés December 23rd, 2002 04:45 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Maybe, we need to play a little with the map editor and see that 8 shaped arrange looks better.
Random placement will of course be impossible in such a system.

We may also need to add a star (sometimes invisible) in every system, like in the B5 mod.

The station-worlds I was talking about was what was discussed in the Orbital Colonies Thread

Lib3r8er January 18th, 2003 05:47 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
are people still working on this mod?

Andrés January 19th, 2003 12:20 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Too little progress, every once in a while and not bothering to update any news or files to the site but I'm still working on this.
But as I had said a few Posts before I'd need a little help.

BTW Fyron have you done progress with the map files?

Fyron January 19th, 2003 12:23 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Ooops! http://forum.shrapnelgames.com/images/icons/icon9.gif I forgot. I'll start today, I promise! http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron January 19th, 2003 01:06 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andres, do you want the NASA nebulae pics that are in FQM Deluxe to be in the Sci-fi Version? http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder January 19th, 2003 01:21 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I can help once the B5 MOD is a little further along. or I think I can....my skills a few and little..

Andrés January 20th, 2003 11:57 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
NASA nebulae will be ok. Maybe some extra planet pics too.

Fyron January 21st, 2003 12:12 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
As in, the pics in the Image Mod? http://forum.shrapnelgames.com/images/icons/icon10.gif

Andrés January 21st, 2003 02:14 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Yes from the image mod, but not all of them. And probably not those extra planet sizes in the DFQM.
The only planet pics I have not sent to the image mods are wormholes. Can you send them now?

Fyron January 21st, 2003 03:38 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
"The only planet pics I have not sent to the image mods are wormholes. Can you send them now?"

Huh?

Fyron February 9th, 2003 08:07 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Progress:
Took FQM Deluxe as base.
Made all asteroids damaging or cloaking.
Removed most new gold system types from mid-life systems.
Reverted all planet sizes to normal game.
Removed new planet sizes from SectType.txt.
Removed all planets from systems with 3, 4 or 5 stars.
I added 25 total chance to system nebulae to make up for the loss of 2.5% for the removed gold-system types for now.
Added common sector damaging and cloaking abilities for stars.
Added 3 tiny none-atm moons to Asteroid Field systems, which appear in the same sector as asteroids do. Sometimes they can be cloaked.
Added Badlands system type with chance of appearacne at 5, or 0.5% of systems.
Added 8 Figure 8 type binary star systems.
Added a Lone Gas Giant system, which has a Star, a Storm, an Asteroid, 1 Huge Gas Giant, and 16 moons orbiting that Gas Giant. The Last 5 have no atmosphere.

|

I have been designing a Close system with 2 stars. There are as of yet no moons, just some random planets for spacing. What do you think?

Close System.zip

One note: cloaking asteroids are hidden on the map. http://forum.shrapnelgames.com/images/icons/icon9.gif This makes them not function as intended, as you have no idea there is an asteroid there until you can scan for it, but then it does not protect ships anymore. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ February 09, 2003, 07:23: Message edited by: Imperator Fyron ]

Fyron February 9th, 2003 09:33 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Ok, since I have made most of the changes requested, here is a current Version of the modifications. Please reference all future requests based off of this file. http://forum.shrapnelgames.com/images/icons/icon7.gif

FQM Sci-fi Crossover.zip

Note: this requires the Image Mod and the system nebulae pics from FQM Deluxe.

I only changed the 3 mid-life quadrants. Most of the others have exactly the same systems, so it is just a matter of lots of copy-pasting to get them updated. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 09, 2003, 07:34: Message edited by: Imperator Fyron ]

3HattedDragon March 8th, 2003 12:39 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Does anyone know the status of this mod? Is it still being worked on? Is it usable in it's current state? I downloaded the files from

http://se4kdy.cyberwars.com/files/sci-fi-cross/

Are these usable with se4g 1.84? I noticed that only the empire and rebellion empires show up in the 'pick existing' list, are the others (ST & B5) not yet usable? Anything else I should know about?

So far this mod looks really cool. I just want to make sure I have the right set of files/settings before I get too far into a game.

Thanks,
3hd

hydra March 14th, 2003 04:51 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
It appears to be a work in progress... That is, progress is still being made, albeit slowly. Hopefully we will see an update soon.
Since progress is so slow, I was wondering if I might offer my services to the developers? I have very little time, but if you need help balancing, or writing tools, I might be able to help

Erax May 22nd, 2003 08:43 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andres, what are your thoughts on creating a stripped-down Version of the Crossover Mod using SW and SEIV technology only ? It could implement your ideas on research between different tech systems (analyze an enemy ship, get your universe's Version of their components) and it would be relatively simple to make (no need to create new components / tech areas, just edit existing ones).

More to the point, would you give me your permission to create this derivative Version of the Crossover Mod ?

PS - Have you read my War for the Stars story thread ?

Fyron May 22nd, 2003 08:57 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
You can get a SW Version of the mod by removing all non-SW races from the Pictures\Races folder of the mod, or by manually adding just SW races when starting a game.

Erax May 22nd, 2003 10:32 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
That is a part of it, yes. But the SW tech tree needs to be integrated into the SEIV tech tree (Andres came up with this idea and this was discussed a while back on this very thread). Turbolasers need dual and quad mounts instead of dual and quad components (Andres's idea too). The Yuuzhan Vong tech tree should be partially integrated into SEIV organic tech areas. Most of the races lack .emp files. Like I said, there's some data file work to be done.

jimbob May 23rd, 2003 01:32 AM

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

Andrés May 23rd, 2003 02:59 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I've been thinking something similar.
For a start, halt the idea of a full crossover mod for a while and call it more honestly "Starwars mod 2".
How to adapt other mods so they can be merged and balanced shold be problem left for once we've made a fully working starwars mod.

Actually there was very little to strip, a few old Versions of Atrocities' and B5 shipsets, and a few empty racial traits and tech areas.

One of the latest changes I've made to the SW2mod is mount scaling for engines and B/LS/CQ. It seems to work well though it may still need a few adjustments.
I've also added some more SW stuff including base hulls and mines.

I was also thinking of some other starwars races that could be added such as the yevethan, ssi-ruuk and chiss. But this can wait, first finish imerial and rebel techs, then of included races and then add more races.

I've just read your story from the beggining to the Last post.
I've made some little changes to some of the techs you mention, so it reminds me that I must post my latest files.
But it's a great piece of work!

I've been neglecting this mod for a while. Perhaps it's time I get to work again.
Any help you can give will be of course welcomed.
But I don't think that it will be useful if you and I start making two variations of the same mod.
We must find a better way to coordinate our efforts.

I'll post or send you my Last files ASAP.

[ May 23, 2003, 02:00: Message edited by: Andres ]

Erax May 23rd, 2003 10:54 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
It seems like we are thinking along the same lines. I'll wait.

Fyron May 23rd, 2003 10:58 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Do you want any help in accomplishing this Andres? SW-based ideas are not gonna come from me, but brute-force coding can. http://forum.shrapnelgames.com/images/icons/icon12.gif Give me ideas and I can turn them into comps and such.

Andrés May 23rd, 2003 08:42 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
These are the Last master XLS I used to make data files.
1053715291.zip
You can take a look to that while you wait for me to upload the whole mod this weekend.
I think that most of the Rebel and Imperial techs are done.
What indispensable components/facilities/hulls ect are missing?
What other cool star wars techology can be included?
What's exactly the I think the re-organization you think is needed?

[ May 23, 2003, 19:46: Message edited by: Andres ]

Erax May 24th, 2003 01:08 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
The first part of the job would actually be to re-organize existing comps and tech areas, but it's all brute coding work anyway.

Erax May 24th, 2003 04:04 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andres, I'm impressed ! That's a LOT of components !! I liked the way you eliminated many of the old SW-only tech areas (Energy Generation and so on).

I suggest two minor fixes:

- the combat bonuses for the R6 and R7 units seem to be inverted;

- the three levels of Rebel troops have Troops 1 as a requirement, but it should probably be 1, 2 and 3.

I'll post my other comments tomorrow (I think more clearly in the morning).

Erax May 24th, 2003 03:53 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
OK, to answer your questions :

- What's missing ? Nothing that I can see. No, wait, there is the Force, but we can add that in after we have the Empire and Rebel tech working.

- What other cool technology can be included ? You seem to have thought of everything already. We could add some more troop weapons (grenades, thermal detonators, mini-proton torpedo launchers, heavy bLaster pistols) but it would just be chrome.

- What reorganization is needed ? You have done most of it already by moving the SW tech over to regular SEIV tech areas. I personally feel we could take this one step further - I'll try to organize my ideas, then put them on my next post.

Edit : 5 stars for your work !!

[ May 24, 2003, 14:56: Message edited by: Chief Engineer Erax ]

Erax May 24th, 2003 06:06 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
OK, my thoughts are in order now. I really liked the % scaling mounts, BTW - I didn't understand their purpose at first, but now I do. I believe you could eliminate some of the families for these mounts (14, 15, 48, 24027) - some of these are fighter-sized components and the rest are 'regular'-sized SEIV components.

Now to the main point. I believe there are two or three SW tech areas left that can be 'migrated' over to SEIV tech areas. These are :

Turbolaser weapons - Could be gotten via research into Energy Stream Weapons. The downside of this is that you would have go through Physics 1 to get them. However, see below.

BLaster weapons - A family of 'bLaster cannon' could be created to serve as pre-laser SW tech. BC I could be available with no tech requirements (other than SW Tech), BC II with Physics 1 and BC III - VIII with Energy Pulse Weapons 1-6. They should be less efficient than their laser counterparts but might have a longer range at the top tech level, or allow an exclusive 'auto-bLaster' mount that increases their range (edit : you could also have them be more wasteful of supplies than turbolaser weapons).

Ion Cannons - Would be researched via Energy Stream Weapons + Shield Damaging Weapons.

Fighter tech - Star Wars races should generally get fighters earlier, since their light fighters are smaller than SEIV fighters. Here's what I had in mind :

At start - TIE Fighter / Z95
Construction 1 - TIE Vader+Bomber / Y-Wing
Fighters 1 - TIE Interceptor / X-Wing
Fighters 2 - TIE Avenger+Phantom / A-Wing+B-Wing
Fighters 3 - TIE Defender+Scimitar / E-Wing+K-Wing

The 'bomber' hulls could have a secondary Nuclear Warheads tech requirement. I believe this progression would eliminate the need for the Caduceus Fighters tech area.

There's more, but I'll wait to see what you think first.

[ May 24, 2003, 17:10: Message edited by: Chief Engineer Erax ]

Andrés May 25th, 2003 08:41 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
About those families in the scaling mounts you're probably right. I wanted to consider some possible crossover with standard SE4 but results would be weried anyway.

It's more of a question like if for example APBs and TLs similar enough to assume that it's logical that analyzing one can get you the other.

Nuclear Warheads could be migrated into Missile Weapons, but that might make missiles more used than beams.

I like the idea of earlier fighters. Maybe the fighters available to all, Toscan, R-41, CloakShape should be the one available early.

TIEs are advanced fighters, (they are smaller but have more space because they do not require life support and have more movs with fewer engines) the Empire should get other fighters such as Assault Gunboats first.

About the force we have also to consider if Jedi and Sith will have their own race/empires, what techs should be exclusive of them and wich for those who only have a handful of force-Users among them.

Fyron May 25th, 2003 08:42 AM

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

Edit : 5 stars for your work !!
<font size="2" face="Verdana, Helvetica, sans-serif">He get's 5 stars for just one of those beautiful ship sets he has made. http://forum.shrapnelgames.com/images/icons/icon12.gif

Andres, if you give me a list of things you want coded, I can make the data files for ya in a giffy. http://forum.shrapnelgames.com/images/icons/icon12.gif

Erax May 25th, 2003 11:22 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
OK, here's my suggestion for Nuclear Warheads :

Proton Torpedoes I-V : Physics 1 + Missile Weapons 1-5 + Torpedo Weapons 1-5

Concussion Missiles I-V : Physics 1 + Missile Weapons 3-7 + Torpedo Weapons 3-7

Small Proton Torpedoes I-V : Physics 1 + Missile Weapons 1-5 + Torpedo Weapons 1-5 + Smaller Weapons 1-3

Small Concussion Missiles I-V : Physics 1 + Missile Weapons 2-6 + Torpedo Weapons 2-6 + Smaller Weapons 1-3

Heavy Rockets I-III : Physics 2 + Missile Weapons 3/5/7 + Torpedo Weapons 4/6/8 + Smaller Weapons 1-3

Space Bombs I-II : Physics 2 + Missile Weapons 5/7 + Torpedo Weapons 5/7 + Smaller Weapons 2-3

Devastator Torpedoes I-III : Physics 2 + Missile Weapons 7 + Torpedo Weapons 8-10

Flame Carpet Warheads I-II : Chemistry 1 + Missile Weapons 7 + Torpedo Weapons 9-10

Another alternative is to extend the Missile Weapons tech area out to 10 levels and not require Torpedo Weapon research.

What do you think ?

Erax May 26th, 2003 01:38 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
My suggestions come from looking at things from a game perspective, so they are understandably lacking in internal game-universe logic. But let's see what I can do :

APBs vs. TLs - both use magnetic acceleration to fire packages of energy contained in magnetic 'bottles', but the content is different (antimatter for APBs, plasma/photons for TLs).

Regarding SW warhead weapons, I agree that there would be problems. Perhaps we could 'grid' them to require Missile Weapon and Torpedo Weapon technology (maybe Physics 1-3 too). I'll think of something and post a proposal here.

If we give the Empire other fighters first then the Fighters tech area will have to stay extended out to level 5, as it is in your current files. That being said, I agree. On a timeline basis, TIE fighters were developed before gunboats, so I like your other idea better - make some of the lowly fighters like the Pinook, CloakShape, even the Z95 available to all. The better 'other' fighters can be kept in reserve for when we add the Black Sun / smugglers as a separate race.

Maybe we could 'grid' the Gunboats so the Empire only gets them after they have developed fighter-sized shields.

This link here has some excellent craft pictures, by the way, including all the X-Wing Alliance fighters.

Regarding the Force, I have some ideas, but I'd rather concentrate on non-Force tech first. Once we have that coded, we can spend as much time as we want discussing Force stuff.

jimbob May 27th, 2003 04:24 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
well I'm impressed http://forum.shrapnelgames.com/images/icons/icon10.gif

How many levels out does the plain SEIV missile weapons tech go? If you can match it up level for level that would be optimal, no?

Andrés May 27th, 2003 05:46 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I prefer not to change any tech maximun.
Fighter tech goes up to level 5 in standard SE4 though only the first 3 give you fighters, level 4 is required for small-q-engines and level 5 gives heavy carriers.

We don't necessarily need to keep the 5 levels of missiles and 5 levels of torps I had made up. The number SW seeker levels can be changed if needed.
What about this:
Torpedo weapons give Proton Torps
Missile weapons (+ physics 1?) give Concussion Missiles
Devastator Torps could be highest torpedo weapons levels or perhaps a torp-missiles crossover.
Flame carpet can have a planetary weapons requirement, and of course fighter weapons have a smaller weapons requirement.

Edit:
I agree with your Last post Erax I had originally modeled nuclear warheads after missile weapons. Proton Torps 1-5 like CSMs and Concussion Missiles 3-7 like plasma mis. I had only added 3 extra levels to add devastator torpedoes and flame carpet warheads. Maybe we should add some extra requirements to those ones and keep torps and missiles in missile weapons.

[ May 27, 2003, 17:07: Message edited by: Andres ]

Erax May 27th, 2003 10:38 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Fighters already goes up to 5, then ? That's very helpful, we don't have to fit a lot of different fighters into a few tech levels.

Regarding missiles and torpedoes, I actually like having them come from two separate tech areas, that way all warheads become a little less powerful (you can't get them all by researching a single tech). Missiles, rockets and Space Bombs would come from Missile Weapons + Physics and Proton / Devastator Torpedoes from Torpedo Weapons (+ Physics for the Devastator Torpedoes).

Flame Carpet Warheads could be toned down a little and moved over to the Planetary Weapons tech area.

I don't like multiple tech requirements for components (too easy to lose track of the necessary research path when playing), but if we split the components between missiles and torpedoes they will have only two requirements (plus Smaller Weapons for some of them).

Erax May 28th, 2003 01:01 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Unfortunately, it only goes up to level 7. On the whole, I prefer extending it to 10 and forgetting about Torpedo Weapon research - it's a much more elegant option.

Edit : Fighters is going to be extended out to 5 anyway, so we might as well extend Missile Weapons too.

[ May 27, 2003, 12:45: Message edited by: Chief Engineer Erax ]

Andrés May 28th, 2003 01:42 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Should "bLaster bolts" be green for the Empire and red for the Rebels or that's just for TLs?
It will be easier if all could be red.

Projectile weapons could give Slughthrowers (a weakened Version of DUCs) so we have all basic weapon techs filled.

[ May 28, 2003, 00:43: Message edited by: Andres ]

Erax May 28th, 2003 02:28 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
For some reason, I imagine bLaster cannon bolts as being yellow-gold.

But the closest thing we see to them in the movies are the bLaster cannon on the AT-ATs, which shoot red bolts, so it would be more rational to make them all red.

Regarding slugthrower cannon, I thought about suggesting them before I decided on bLasters. We are definitely thinking along the same lines ! By all means include them, They would make a very interesting 'pre-tech' addition.

Andrés May 30th, 2003 08:08 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I've been searching for a little info on lasers and bLasters.
The autobLaster just seems to be just a primitive Version of modern lasers.

Quote:

from The Completely Unofficial Star Wars Encyclopedia

AutobLaster
this ancient weapon was the fore-runner to the bLaster cannon. Like modern bLasters, it produced a high-intensity packet of coherent light which could be shot into a target. Unlike modern weapons, the autobLaster simply let fly with a salvo of bolts that were hard to aim and of relatively low power. (SH)

BLaster
common name given to any hand-held laser weapon. They come in all shapes and sizes, from small holdout weapons to heavy repeating rifles. They most often employ a small power pack consisting of a ionized cryogenic cells. The power packs generate coherent packets of light, much like a ship-mounted laser. They can be set to various power outputs, from stun to vaporation. (SW, SWSB)

Laser
a device which uses a photonic beam generator to combine coherent energy into packets that can be aimed at a target. Upon striking the target, the packets split the target's molecular structure to varying degrees, based on the strength of the packets emitted. The packets can be generated to lightly stun a target or completely vaporize it. (SWSB)

and from The Star Wars Sourcebook, 2nd edition - West End Games

The terms "laser" and "bLaster" are synonymous, except that "bLaster" usually implies a smaller, lighter weapon. Ship mounted lasers and weapons vary greatly in power.
<font size="2" face="Verdana, Helvetica, sans-serif">I'm not fully convinced that bLasters and lasers should come from different techs.

But I found another "obsolete" weapon that could be used instead.
If "pulse energy weapons" give "pulse-waves" we'd have a name coincidence like with torps and missiles.
It's curious that something that sounds more advanced like spatial distortions was actually becoming obsolete during the TOTJ era by the mundane "lasers", and that by the times of the movies was probably considered as primitive as slugthrowers.

Quote:

from Tales of the Jedi Companion - West End Games

The two main types of energy weapons used throughout the galaxy rely on either pulse-waves or lasers. Pulse-wave weapons fire spherical spatial distortions that disperse as they as they are propelled forward.

and from the CUSWE

Pulse-wave BLaster
an ancient weapon, used before energy weapons were commonplace, pulse-wave bLaster created a spatial distortion when fired. This caused severe damage to solid matter, as the wave altered atomic make-up. The wave dissipated as it moved away from the weapon. (E)

Pulse-wave Induction Spine
this ancient weapon resembled a modern bow, but produced a wave of energy when pulled and released. The ancient Krath used these weapons on their war droids, during the attack on the Jedi convocation on Deneba. (EGD)

Pulse-wave Rifle
an ancient weapon, used before energy weapons were commonplace, pulse-wave rifle created a spatial distortion when fired. This caused severe damage to solid matter, as the wave altered atomic make-up. The wave dissipated as it moved away from the weapon. (TOJC)
<font size="2" face="Verdana, Helvetica, sans-serif">

Erax May 30th, 2003 09:45 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Information on ship-mounted bLaster cannon is scarce and conflicting. The first Version of the Z95 was supposed to be armed with 'two triple bLasters', which according to most sources had less range and power than the laser cannon common to later fighters.

The B-Wing is supposed to carry 'two auto-bLasters', among other weapons. I had a hard time finding any info at all on these weapons, but eventually interpreted them to be a weapon with longer range but less damage than fighter-sized lasers (I don't remember how much of this came from my sources and how much was my interpretation, but it explains why an otherwise modern craft would carry an outdated weapon).

I agree with you that bLasters and lasers are the same tech or very similar, maybe we could have BC I with no tech requirements and BC II with Physics I to serve as 'pre-tech' for lasers. Or just forget about them and go with slugthrowers.

Regarding pulse weapons, they sound like they belong to the Early Republic era. We could give them to the Sith and the Republic races, when we get to them.

Andrés May 31st, 2003 01:50 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I think it's just a matter of brand names, specially when refering to medium sized weapons such as the ones used in fighters and large ground vehicles.
Almost every ship component (or whole ship, or other piece of equipment for that matter) is most times listed including the producer company and model. That makes companies use their imagination when naming them.
Some are just called bLasters evoking the hand weapons the user is likely familiar with and some called lasers evoking the larger capital ship weapons.

The B-wing has somekind of continuous low-power laser used as targetting mechanism. I think the auto-bLasters are the "normal firing" laser weapons.

Yes Z-95 had two sets of three smaller bLaster later replaced by a larger laser cannon each.
Perhaps fighter bLaster/lasers should grow in size with better techs, but we don't have space to have 1/3 kt bLasters and later 1 kt lasers, and 1 kt and 3 kt does not sound consistent with fighter sizes.

You're right, pulse-wave weapons are from the TOTJ era and should be reserved for the Sith, early Old Republic, Tetans, Onderonians (Iziz and beast riders?) ect.

Erax June 2nd, 2003 03:32 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
OK, 'auto-bLasters' could be a name for a certain kind or brand of laser weapon. Your explanation makes sense (especially because the terms 'laser' and 'bLaster' are used interchangeably for medium-sized weapons.

Regarding 'triple bLasters', I suggest using bLaster cannon as 'pre-tech' for lasers, with capital ship and fighter-sized Versions. The fighter-sized Versions would be the 'bLaster', 'double bLaster' and 'triple bLaster' (instead of BC I, II and III), all 1 kt in size but with increasing damage.

Erax June 16th, 2003 11:41 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andres, how is everything coming along ? There's help available if you want it (but you know that already).

Just a few more thoughts from reading your spreadsheets :

- 'Imperializator' sounds like a temporary name for the Imperial colony module. I suggest we use 'Imperial colonial expedition' instead (unless someone has a better idea).

- Is there any particular reason why you believe the Imperial colonization modules should cost less than SEIV standard and the Rebel modules more ? (just curious about this one).

- As long as we are dealing with pre-defined homeworld types (rock oxygen for all human SW races) we could make the gas and ice colony modules more expensive than rock modules, both for the Empire and the Rebels (although the Rebel ice module could be cheaper than the Imperial Version and only slightly more expensive than the Rebel rock colony module - this IMO is better than making the Rebels an ice-planet race).

- Also... Jimbob suggested we add pirate and nomad race types from the P&N mod. How would you feel about this ? I know the Black Sun would make a great pirate race, but I know nothing about P&N.

Erax June 16th, 2003 11:48 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Just two more points (I feel it's too early for them right now, but I don't want to forget them either) :

- The Trade Federation should more properly be called the Separatists now. Their shipset can include Count Dooku's yacht, the Techno-Union landing ships and maybe some other ships from Ep II (Firespray-class massive fighters ?)

- I feel the Old Republic can be made into a separate race from the Empire. They would be the only race to have full Jedi (i.e., light side) powers.

jimbob June 16th, 2003 11:59 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
For the now ex-trade federation, should they have the racial tech "mechanoid"? Admittedly there are actual biological beings running the show, but the vast majority of the funtioning members of their "society" are mechanical. Then we could add in some nifty benefits beyond "immune to plagues".

Now, that's all said having not had the time to play the game yet. If this has already been done, sorry bout wasting the bandwidth http://forum.shrapnelgames.com/images/icons/icon12.gif

Erax June 17th, 2003 01:49 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andres, take a look at the new scenario / mod forum, I just posted some bLaster images there (pistol, two rifles and heavy repeating bLaster). Couldn't set the background to black as it totally ruined the shadows / highlights, but some of the more talented graphics people around here may be able to fix that. I can also post the small (36 x 36) Versions if you want, on those the black background worked OK.

I would like to use the really long bLasters the sandtroopers on Tatooine carried as the light repeating bLaster, but I couldn't find a good image.

Andrés June 17th, 2003 07:43 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
The idea behind the colonization technology was this:

Ideally colonization should be harder (similar to Proportions) but in a SW scenario uninhabited colonizable worlds, and creating a whole new colony from zero should be of little interest. Most inhabitable worlds should be inhabited by a native neutral.
Imperials use intimidation and troops to subyugate the natives and add the planet to the Empire, an action they sometimes call with the euphemism of "Imperialization".
Rebels are more of a political force that should convince the planets to join them (somekind of Puppet Political Parties).
But of course SE4 can't handle thousands of neutrals, and PPP can be abusive.

Also in starwars the value of any individual planet is relatively insignificant, much like in a large quadran stock SE4 game.

So we have to make some asumptions to make SE4 colonization rules more starwars-like.
Most inhabitable planets are inhabited by "invisible natives", your population only shows the population that is loyal to your empire, not the whole population of the planet, and what looks like fast reproduction is actually your growing control over the planet.

Imperials, with small and cheap "Imperializators" start spreading fast from the beggining.
Rebels on the other hand can't even build a colony ship until they get big enough ships! They must remain hidden witing for their moment, relaying on the cloaking capabilities of the "rebel base" (too bad they can't hide in an out of the way system).

That should make a more starwarish difference between Imperials and Rebels in the early game.

As each race has its own colonization tech, it shouldn't be hard to make the BS and maybe other criminal organizations pirate-like. Perhaps a pirate-like "underground organization" technology can be shared by the Black Sun, Bouny Hunter's Guild (a very requested race), Smuggler's Alliance, ect.

I want to include AOTC races such as the separatists (in the PBW starwars game I played no so long ago, two players had chosen to be the "Techno Union" and the "Kaminoans"), It's a good idea to make them based on the TF but I'd prefer a modified copy rather than a replacement.
Count Dooku and his ships are sure a part of the separatists, but I want to reserve the Firespray for the bounty hunters or "underground organizations".
jimbob, will have their own racial tech with many droid devices, thoug no as many as the droids themselves if they are included as a race.

There are other races from the extended universe I'd also like to add. Such as Ssi-Ruuk, Yevetha, Droids (according to "Therefore I am" IG-88 was attempting to conquer the galaxy, that sounds like a very SE4-like goal)...

I know I had promied this before, but I'll try to get some of the files uploaded soon.

Can you send me or link to the original pics, cleaning the background should be done befoere resizing.
I don't think that the rifles the tuskens used against the pod racers were repeating bLasters. They had long cannons because those were sniper rifles, but they didn't look very powerful. I don't even recall if they were bLasters at all or some kind of slugthrower(conventinal firearms).

Erax June 17th, 2003 12:37 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I meant the bLasters the desert stormtroopers - 'sandtroopers' used, not the sand people / tuskens (I think the Tusken rifles are slugthrowers).

I can't reach starwars.com, but I can upload the original pictures (I kept a copy of them). Do you want them 'as is' or with my - inept - masking ?

Edit : Starwars.com is back, so here's the originals :

BLaster Pistol

BLaster Rifle

Another BLaster Rifle

Heavy Repeating BLaster

HRB, Another View

Hope it helps.

[ June 17, 2003, 14:51: Message edited by: Chief Engineer Erax ]

Raging Deadstar June 17th, 2003 07:46 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I'm really interested in this mod and heres my ideas for it!

Trade Federation - Keep them as they are, i really like that shipset and i think that they would be better as has been suggested with a "mechanical race"

I think that the black sun should have cheaper and maybe superior intelligence attacks (though nothing overly balancing). Like stealing resources etc

If you plan to re-do the sith i suggest using darth mauls spaceship from episode 1 as a model. And i think the old republic should use the main ships from the incomplete jedi race you compiled (battlecruiser, dreadnought, escort etc), or at least 1 race should as those were great

Also any plans for a Naboo shipset, it could be based off Senator Amidala's ship that got destroyed at the beginning of AOTC??

[ June 17, 2003, 18:53: Message edited by: Senator Raging Deadstar ]

Timstone June 17th, 2003 08:02 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Ehh... to cut into this delicate discusion. SENATOR Raging Deadstar?! What the...
What happened to you RD? Why the ilusions of grandeur? http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif


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