![]() |
Star Wars Mod
1 Attachment(s)
Over the last month I have been working on a bunch of new images that I plan to use with a new mod that I am working on making for Space Empires IV. I am calling it the Star Wars Mod because it is going to be my attempt at making a mod based off of both Rebellion and Empires At War. While I haven't yet began the actual process of modding, I have worked out the mod details and have been working on new images. Below are just a few of what I have completed.
I now have nearly a complete Trade Federation Set, (Neo Standard), Separatist set, and a Syndicate set. http://www.shrapnelcommunity.com/thr...540212-tf1.PNG http://www.shrapnelcommunity.com/thr...540212-tf2.PNG http://www.shrapnelcommunity.com/thr...540212-TF3.PNG http://www.shrapnelcommunity.com/thr...40212-imp1.PNG http://www.shrapnelcommunity.com/thr...40212-imp2.PNG http://www.shrapnelcommunity.com/thr...paratists1.PNG |
Re: Star Wars Mod
1 Attachment(s)
|
Re: Star Wars Mod
Hey, nifty!
Those look awesome on the tan background. I do worry a little about the darkness of the left wing on the right ship of the new pair... but it is probably fine. |
Re: Star Wars Mod
Wow, those are some awesome ships! Did you make them with Doga? That one robot thingy reminds me of the robo-miners from SE5 though! http://forum.shrapnelgames.com/images/smilies/wink.gif
|
Re: Star Wars Mod
OH HELL YEAH !!!!
Those are simply amazing! I can't wait to see all this once it's come together. |
Re: Star Wars Mod
Thank you all. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: Star Wars Mod
1 Attachment(s)
Here are some that I made today. Once I have the pirate ships finished I will begin working on the mod itself.
http://www.shrapnelcommunity.com/thr...49-walker1.PNG http://www.shrapnelcommunity.com/thr...49-walker2.PNG http://www.shrapnelcommunity.com/thr...49-walker3.PNG |
Re: Star Wars Mod
Whoa, that's one friggin' huge cannon for the walker...
|
Re: Star Wars Mod
Right out of the movie!!!
|
Re: Star Wars Mod
Is the mod going to be like Star Wars Rebellion Mod or more like Star Trek Mod?
|
Re: Star Wars Mod
Beautiful!
|
Re: Star Wars Mod
Quote:
I am very busy in RL right now so everything has been pushed to the back burner until I can get back into it. Also there has been a lot of talk about why make new mods for SE IV and all I have to say is, SE IV and SE V are really two separate kind of games. I believe that SE IV is still played more than SE V, and that will be the case until SE VI comes out. |
Re: Star Wars Mod
YEP, more than a few of us still play SEIV, and are dying to see your Star Wars mod come to fruition!!!
|
Re: Star Wars Mod
|
Re: Star Wars Mod
Anytime, my friend http://forum.shrapnelgames.com/images/smilies/wink.gif
|
Re: Star Wars Mod
1 Attachment(s)
|
Re: Star Wars Mod
I might actually break down and start playing SEIV again once you complete this mod. Looking great so far.
|
Re: Star Wars Mod
I'm chomping at the bit myself !!! After all the great times I've had with the Star Trek Mod, and the new fun with the AST mod, I know this'll be well worth every minute of the wait!
|
Re: Star Wars Mod
Okay I need some help. I need to start gathering images and details for all of the star wars races. I need at least 20 of them with race images and back ground details.
Back Ground Info: I need them for the neutral races. Neutral races will not have colony tech. They are basically one world races. I need images of what kind of fighters they might use and or if they have any ships. Of course there will be races that don't have any ships, like the wookiee's and such. Pirates and smugglers will have only a few classes of ships but no colony tech. They they will make up the bulk of the minor races. Pirates and smugglers will have a base of operations, a planet, and there will be many factions of each. This way when you start a game you get your major races, and a bunch of neutrals, and a handful of smugglers and pirates to play against. The major races will be the Empire, The rebel faction, the Trade Federation, the Separatists, and the Criminal Consortium. |
Re: Star Wars Mod
I know this is maybe copyright law bending but try this site..
http://www.starwars.com/databank/species/ hope this helps ya |
Re: Star Wars Mod
I now have a list of over 20 races. The problem I now have is finding emblems for them all. http://forum.shrapnelgames.com/images/smilies/frown.gif I guess they will just have to be generic ones.
|
Re: Star Wars Mod
I found the neutral races ya ask for...
you said nothing about finding emblems for them all as well http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Star Wars Mod
Thank your Ironmanbc. http://forum.shrapnelgames.com/images/smilies/happy.gif Your help was very much appreciated.
|
Re: Star Wars Mod
I'm working on getting some info for you AT. I'm just not sure it will have what you need. Also not sure how long it will take for me to get it.
|
Re: Star Wars Mod
I could use some help with the tech tree. Objectively I would like to keep the tech tree slim. For weapons I don't really know how to differentiate between them. IE Laser, Turbo Laser, Blaster, Laser Cannon, Ion Cannon, etc.
I was thinking about making the lasers have the ability to target fighters and ships, but not planets. I also was going to make them horribly inaccurate. I was thinking about making turbo lasers far more powerful in size grades like 12", 16", 24". The larger the size the more power and range it has. The larger they are the more KT they take up. They would be able to target planets and ships, but not fighters. Blasters would be primarily short range weapons. I don't know how accurate to make them or what their power setting or range should be compared to lasers or turbo lasers. I really don't know as of yet how to define them or make them distinctively different than lasers or turbo lasers. I was thinking about making engine assemblies and or engine clusters instead of single engines. If you look at say a Stardestroyer it has 3 huge engines and four smaller ones. The huge engines would drive the ship through space while the smaller ones would provide combat movement. Or simply the could just be a combination of both, an engine cluster would give both combat movement and standard movement. I am thinking about making a hyper-drive unit but make the component damaged upon use like I did with the warp overdrive in the AST and STM mods. I will be using a system like SJ's hull mount system to make the larger ships more expensive and resistant to damage. I want to emulate the realism that it takes a long time to build a large ship and those ships can take considerable damage before being destroyed. The larger they are the more they cost to build and maintain. The player will want to protect these ships and build them in limited numbers while building larger fleets of smaller ships. The Rebels would have a bonus for smaller ships, ie the Nebula frigate would be be heavy hulled so that it can stand up longer in a fire fight, have more maneuverability, while say a Victory SD would be strong hulled but less maneuverable. Fighters are going to play a major part in the mod as they do in the star wars universe. Just exactly how I am going to do that I really haven't finalized yet. I know that when it comes to the Death Star fighters, like the X-wings, need to have a tactical advantage that larger ships do not have. To that end I intend to give the death star its own shield class and only fighters will have weapons that can penetrate them. I am not sure how this will work yet, make all shields phase shields say for the death star and then make all fighter weapons to function like phased polaron beams. This way fighter beams would penetrate the death star shields but heavy weapons from ships would have to blast their way through. I could use some insight on this idea on how best to implement it. As to the Death Star... how am I going to do that? Okay, its big, really big, so it is going to take a long time to build and cost a ton. It will have the ability to destroy a world of course, but be horribly slow. Obviously I cannot emulate the actual size of the thing, it is limited to 36x36 in combat view so it will appear to be the same size as other ships, but its visual size won't represent its actual KT and such. I also want to do something unusual. I want to use the construction yard expansion system to create two separate kinds of facilities. One would be a standard ground based construction yard... accept it has virtually no organic construction ability. The second, would be a troop recruitment or training facility that has very little mineral or radioactive construction ability but a huge organic construction ability. Of course the AI would have standard construction because it can not simulate a human way of playing and this type of system would only serve to confuse it. A player would have to build a construction base then build a training center foundation then upgrade to a training center. Without a training center players would not be able to build up infantry units. Infantry and such will be done differently also. Instead of having say a Stormtrooper, and then having to give him a weapon component, players will have Squads, platoons, divisions, and legions. The components will be stormtroopers, speeder bikes, AT AT's and such. I have tested this system out and it works pretty well. Kinda cool actually. |
Re: Star Wars Mod
By tommorrow AT, I should have a wealth of reference material in electronic format for you. With this material, you should have no problem with figuring out all you need to know about Star Wars for your mod.
http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Star Wars Mod
The designs of blasters are a fair bit older than that of lasers, becoming less common in newer ships. With their design, blasters have high fire cycle rates, enabling them to multi fire, a mode of fire in which the rate of discharge is increased at the cost of accuracy. Blasters, because they are weaker than laser of similar size, are limited to star fighters.
|
Re: Star Wars Mod
This site has pretty much all the info I need for weapons now. Even gives some points on what weapons go on what ships. http://forum.shrapnelgames.com/images/smilies/happy.gif
Link |
Re: Star Wars Mod
Well the 26 neutral races are done. Say for the data files and such. All the images are done. 26 new racial emblems.. took some time.
I also have the weapon tree mapped out. |
Re: Star Wars Mod
PM sent to you AT.
|
Re: Star Wars Mod
1 Attachment(s)
Thanks Kana, that was a great source for a lot of information.
Also because of it I made a new model. http://www.shrapnelcommunity.com/thr...deathraven.PNG http://www.shrapnelcommunity.com/thr...hravenmini.PNG |
Re: Star Wars Mod
Would that be the 'DeathRaven'?
|
Re: Star Wars Mod
Yup. Pretty damn cool. I wonder if it can be called a D-Wing or an H-Wing?
|
Re: Star Wars Mod
I can kick it butt.... just get me in a TIE-Fighter http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: Star Wars Mod
I did some searching and finally found a link that shows lots of flags, logos, and emblems for different groups within the Star Wars Universe. Thought it might prove helpful.
Star Wars Gallery of insignia, logos, and symbols |
Re: Star Wars Mod
Thanks BK. I appreciate this very much.
|
Re: Star Wars Mod
I have over come a few road blocks, thanks to the help of Kana and BK. Thanks guys.
I am thinking that I should have only one colonization component and that would be colony module, and it would only colonize rock and ice works together. I want the empire to have a greater degree of colonization ability over the rebellion. I am considering giving the rebels a limited facility tree given that they are rebels and are not in the business of establishing large colony worlds. They are trying to free the colony worlds of the Empire so the empire should have the lions share of colony tech and facility tech. The empire wants to build up its planets, the rebels want to take them over. I am also thinking about establishing a monitary system in the game whereas mineral would function building materials, much the way they are in stock, but organics and radioactives would work differently. Organics would be Population and Food, and Radioactives would function as currency. For facilities, ship hulls, and people oriented components such as crew quarters, bridge, etc, the organic cost would represent population needed to run the plant. Farms would produce Organics, which of course the more organics you have the larger the population you can feed the more population you have. Radioactives would be produced through specialized facilities and would be limited in production quantity in order to simulate an economic model of supply and demand. Radioactive storage facilities would become banks, with banking neutral clans having better storage and radioactive production abilities. The rebels would generate radioactive income from Intel operations against the empire, and through sales of minerals and organics via resource conversion. (The AI of course wouldn't work well that way so it will be standardized to have special facilities to generate appropriate combinations of needed resources.) Also I am thinking about a progressive upgrade expansion model for colonization of planets. When the empire establishes a new colony, (Remember the empire has greater access and lower cost to colonize than the rebels will have) the colony first builds a settlement, upgrades at specific predetermined tech level, to town, upgrades again to a small city, then a large city, metropolis, and then mega metropolis. With each increase more facilities become available that increase production, pop happiness, which for empire will be set into a negative range by default, and other improvements. As they grow they can hold more and more storage, and have a greater construction ability. There will be improvements like planetary infrastructure, commerce, etc. For ships they will have classes and require mounts, these mounts will be called "Superstructures" and will be what determines the ships overall base armor rating. Of course players will have the option to improve the armor via armor components. Again for ships the larger the ship the greater the cost to build and maintain. Once built players will want to keep them so hopefully they will develop tactics and strategies to keep those ships from being lost. The smaller ships will have bonuses in cost reduction, speed, maneuverability and such. Also I am considering giving each ship classification the following pre-established abilities. ECM, Combat Support, Muti-Tracking, pre-set base fighter and cargo capacities. Of course there will be components available to increase fighter capacity and launch numbers, cargo, storage, etc. Ships will not have a large number of combat movement, while fighters will have considerable combat movement and no standard movement. (Say for specific advanced models.) I am also considering making a ship class of say 20 to simulate an advanced kind of fighter. I don't know how to work it yet, but I am in the process of conceptualizing a unique type of FLEET class for them via the use of mounts and such. IE no capital ship will have access to this fleet, only fighters. This way I can try to simulate a fighter group using the limitations and physics of Space empires. I don't know if I can make it work, like I said I am trying to conceptualize it now. Might not be able to make it work... might have to make them glorified drones, but drones only work if you send them to a specific "target" not location. More to come as I continue to work out the mod details. |
Re: Star Wars Mod
Quote:
Quote:
|
Re: Star Wars Mod
More reference material posted for you AT.
|
Re: Star Wars Mod
Re: Organics -> population
It would probably be better to make that "trained personnel" or some such rather than just random schmoes (which you can load into cargo by the millions) Something you have to invest in, via universities and recruitment camps and such. In such a case, organics value would represent the overall knowledge level of the planet. Schools and universities would boost value... recruitment centers would be like organics farms, but reduce value as they skim the technically minded off to work on the starships. |
Re: Star Wars Mod
Quote:
I'm just glad if I could help out in some small way. http://forum.shrapnelgames.com/images/smilies/cool.gif |
Re: Star Wars Mod
Thanks Guys for the help and the advice. There is a lot to consider and it is at times somewhat overwhelming.
|
Re: Star Wars Mod
1 Attachment(s)
Which one of these do you think works best for a fleet image?
http://www.shrapnelcommunity.com/thr...pFleetEmb3.PNG http://www.shrapnelcommunity.com/thr...pFleetEmb4.PNG |
Re: Star Wars Mod
#2 it shows the different kind of ships in a fleet
|
Re: Star Wars Mod
#1 seems a bit more representative of a Fleet Icon, or Marker , IMHO
|
Re: Star Wars Mod
I like #1 as well.
|
Re: Star Wars Mod
1 Attachment(s)
Hi AT.
You know I did some stuff with an SW mod myself. So I think I still have a lot of info left for you. So let me know on which items you still need info. And here is my SW Sector map: - The seiv-systems are used as SW-sectors with multiple systems in it giving the map an real SW feeling with a lot of stars and planets, even the SW-trade routes are overlaping so you can travel around the entire galaxy within a few turns and even passing by WP-blockades (see the map) |
Re: Star Wars Mod
Thank you. Did you use stock se iv to make the map or Fyron's Quadrant mod? And any info you can provide about Star wars would be greatly appreciated.
|
Re: Star Wars Mod
I used Fyron's mod in my SW Rebellion mod.
|
Re: Star Wars Mod
Hi AT,
Got a lot of info, but please let me know about what kind of info you need..... About Planets, factions/races, ships, etc etc... Also in the SW expanded univers (some 100 books I think) There a lot of planets with specific techs/functions Maybe you can use the unique-tech ruine to get some of those techs. Exmple : Mustafer = Giant mineral/ore mine (see: SW3) Kuat = Kuat driveyards, specialized/larger shipyard Carida = Imperial Military Academy So let me know ? Inti, |
All times are GMT -4. The time now is 08:34 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.