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Star Wars Mod notes
I don't remember if I have posted these here before or not.
Anyway, these are some notes I took when I was working on a Star Wars Mod. It's not something I'm working on anymore, but I put a lot of thought into it, and I hope someone else might be able to get some ideas from it. Contents: 1 Planning 1.1 Propulsion 1.2 Races 1.3 Research 1.4 Intel 1.5 Jedi 1.6 Shields 1.7 Weapons 1.8 Troops 1.9 Ruins 1.1 Propulsion: 1 large "hyperdrive" component (one per ship) for strategic movement disposable hyperdrive booster for extra strategic movement small ion engine components for tactical movement system will use reactors as a separate component 1.2 Races: 1.2.1 Old Republic Political. Access to "Senate" Intel Projects, Clone Troopers, both Dark and Light Jedi, and Jedi Intel projects 1.2.2 Separatists -- Trade fed + Clone Wars Wealthy. Access to "Monopoly" intel projects and many resource-generating items as well as Battledroids, Droideka, Dark Jedi and Jedi Intel projects. Can research Superlaser 1.2.3 Galactic Empire Oppressive. Has access to "Fear" intel projects, Star Destroyers, Stormtroopers, TIE Fighters, Dark Jedi and Jedi Intel projects. Can research Superlaser 1.2.4 Rebel Alliance Desperate. Access to "Scoundrel" intel projects, Secret Base facility, Light Jedi and Jedi Intel projects. Can "research" support from Mon Calamari, Bothawui, and others. 1.2.5 New Republic Troubled. Access to "Senate" and "Scoundrel" Intel Projects, Light Jedi and Jedi Intel projects. 1.2.6 Imperial Remnant Wounded. Has access to "Fear" intel projects, Star Destroyers, Stormtroopers, TIE Fighters, Dark Jedi and Jedi Intel projects. 1.2.7 Yuzaahn Vong? 1.2.8 Ssi-Ruk? 1.3 Research: Incredibly slow and expensive. The only technology for research will be improved versions of existing things and those seen developed during the Star Wars Saga (ie: the Death Star, Sun Crusher, Cloaking Shield, Super Battle Droids, etc.) Most common techs will already be available (Turbolasers, Ion Cannons, Hyperdrive, Planetary Shields) Most research will focus on creative uses of existing technology: new mounts, ship training, component-specific weapons, components which make different strategies more effective However research points will also be used to develop Underworld Contacts with Pirates, Smugglers, and Information Brokers, as well as Contracts with corporations like Incom and Seinar Fleet Systems for non-race specific ships and components (the Rebellion won't be able to negotiate with Sienar Fleet Systems to get Star Destroyers) 1.4 Intel: Will be used for political manipulation. Specific projects will let you win other planets to your cause and demoralize your oponent's worlds. If you've developed your Smuggling and Pirate Contacts you can "hire" them to steal resources, sabotage your opponent's worlds, and attack enemy ships. You can also buy intel from Information Brokers. The Jedi will also have a political role, blocking political and underworld attacks, and generally keeping the peace. 1.5 Jedi: In addition to politics, Jedi and Dark Jedi will be able to influence whole systems and fleets in combat with special offensive and defensive abilities. Light Side and Dark Side Jedi will have opposing abilities that cancel each other out, encouraging a player to build only one of each type on a planet or ship. 1.6 Shields: I want to have two shield types: Ray Shields for Energy Weapons, and Particle Shields for Matter Weapons, but I haven't figured out how to simulate it yet. --------------- Matter Weaps -- Skip Shields Energy Weaps -- Skip Armor Particle Shields -- Emissive Armor Ability Ray Shields -- Standard Shlds Standard Armor is leaky 1.7 Weapons: Blaster Cannon (Cheap. Very Small. Used primarily for Point Defense) Laser Cannon (Cheap. Small. Very common and versatile weapon) Turbolaser Cannon (Larger than Lasers. Come in several sizes. Larger versions can't target Starfighters) Ion Cannon (Damages only electronics and reactors. All electronics will have 0 security station ability) Superlaser (Huge. Smallest version will only fit on Super Star Destroyer. Slow reload. Larger versions can destroy a planet.) Proton Torpedo (Medium, slow reload direct-fire weapon) Concussion Missile (Medium Seeker Weapon) Tractor Beam (Large component. Tractor w/ Boarding ability) Proton Bomb (Small. High damage. Only targets ships and planets) 1.8 Troops: The troop system will be similar to the one in the Pointer Mod or the Units Mod. Each troop size is not a vehicle, but an "entire legion of your best troops." Bridge, Life Support, and Crew Quarters requirements would be replaced by Command Unit, Command Auxiliary, and Communications Relay respectively. You can also recruit Bounty Hunters as troop units if you've developed your underworld contacts. Trooper Unit (Small, low damage) Clone Trooper Unit (same as Trooper, but cheaper and a little more damage) Stormtrooper Unit (Small, Medium Damage) Heavy Weapons Unit (small, heavy damage, low structure) Clone Stormtrooper Unit (Same as Stormtrooper, but cheaper and a little more damage) Scout Trooper Unit (small, low damage, damaged first(armor ability)) Battledroid Unit (small, cheap, low damage) Super Battledroid Unit (small, more expensive, medium damage) Droideka (medium, more expensive, medium damage but more than super battledroid) AT-AT Unit (very large, high defense, high damage, expensive) AT-ST Unit (medium, low defense, medium damage, damaged first) Speeder Unit? Jedi Auxiliary (Defense Bonus, Offense Minus, serves as Auxiliary) Dark Jedi Auxiliary (Offense Bonus, Defense Minus, serves as Auxiliary) Theater Shield (medium, generates shields) Bounty Hunters (cheap, high damage, reckless: low structure and damaged first) 1.9 Ruins: Many goodies from ancient Jedi and Sith artifacts to hidden Imperial storerooms. I haven't read all the books so I don't know what all's out there. Here's a list of a few that I came up with: Death Star Prototype: gives Superlaser tech to anyone. Katana Fleet: Cheap Dreadnought Hull Jedi Holocron: Boosts Light Jedi tech Sith Holocron: Boosts Dark Jedi tech Cloning Cylinders: gives clone tech to anyone Ysalimari: something that counters Jedi techs Sun Crusher: gives supernova torp to anyone Hidden Pirate Base: boost to Pirate Contacts tech Hidden Smuggler Base: boosts Smuggler Contacts tech Hive of Scum and Villainy: boosts all Underworld Contact techs |
Re: Star Wars Mod notes
Sounds familiar.
I remember suggesting a PBW game in which there are a lot of neutrals, or at least neutral-like empires, played by humans. These players all start out being subjugated to the Empire race, which starts with one homeworld, no colonization tech, a huge military (funded by the subjugations) and is played by a human. Also present is Rebel race, which starts with very little, and tries to overthrow the Empire by getting stuff from the neutral players. The empire wins by crushing the rebellion... loses if the capital falls to rebels. The Rebels have the opposite victory conditions. The neutrals Win if the rebels win. The neutrals lose if their homeworlds are destroyed. Let fly the politics and rampant gifts to the rebels while the empire stomps around putting out fires and trying to keep the neutrals in line! |
Re: Star Wars Mod notes
Information is always helpful. Not too far off of what I am doing now. Thanks.
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Re: Star Wars Mod notes
How do you make races start with different tech levels? Use the Racial abilities?
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Re: Star Wars Mod notes
You cannot unless you do significant modding and then assign those new techs to Advanced Racial Traits.
For example if you wanted Beginer, Developed, or Advanced tech levels that you could assign to any race via the ART's then you would need each technology, each component, and each facility in triplicate, one for each starting tech level. It is quite an extensive undertaking that really should have been built into the game from the start. However, most players think, and I am not one of them, that not being able to set the starting tech level for each individual player, is a good thing. To me its just dumb not to have this ability. |
Re: Star Wars Mod notes
How would you setup the automated treaties?
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Re: Star Wars Mod notes
The host would play some turns to build up the Empire's military, sign the protectorates, and scatter some rebel forces.
Then the game would be saved and used as the starting scenario. |
Re: Star Wars Mod notes
It would take a lot of time, but a decent enough scenario could be made for the game.
We would have to get the mod made first. I am only in the first stages of working on the Star Wars Mod I am working on.. All I have so far is a basic lay out for the Empire in ships and technology. I hope to have a playable version within a month. It won't be no CB mod, but it will be a fair mod that I hope adiquitly represents a Star Wars environment. |
Re: Star Wars Mod notes
Here are some more notes I dug up on ship hulls for each faction.
Reb A-wing 10 b-wing 16.9 x-wing 12.5 y-wing 16 MC40 505 MC80 1300 MC85 (Home 1) 1800 -Simiyiar light freighter Imprl TIE fightr 6 TIE Intrceptr 10 TIE Afdvanced 9 Tie Bomber 8 TIE Defender Lambda Shuttle 20 Sentinel Shuttle Eclipse SSD Executor SSD 17600 Imperial I-II 1600 Victory I-II Intrdctr Lancer DeathStar I-II 160000-800000 Torpedo Sphere Galaxy Gun Nightcloak At-AT AT-ST Prefab Garrison StormTrpr YV Yorik-Et Coralskipper Grutchin Yoric-Vec Assault Cruiser A-Uek Iiluunu Fighter Carrier Chuun M'arh Frigate I'Frii Ma-Nat Corvette Kor Chokk Grand Cruiser Koros-strohna World Ship Miid Ro'ik Warship Sh'rip Sh'pa Spawnship Suuv Ban D'Krid Gunship Uro Glu'ta Battleship Uro-Ik V'alh Battleship Uumufalah Gunship Vua'Spar Interdictor Yorik-trema Transport Carrier Yorik-Stronha Spy Ship Yammosk War Coordinator Yammosk World Coordinator NewRep E-Wing 11.2 Bullwark Battle Cruiser 3501 OldRep Republic cruiser 115 alderanian war frig royal naboo starship N-1 Starfighter Delta-7 Aethersprite Interceptor Liberator Carrier-Cruiser 398 CIS trade fed battleship trade fed landing ship trade fed droid starfighter Trade fed AAT (tank) trade fed MTT (transport) trade fed battle droid Super battle droid trade fed destroyer droid Tri-Droid Starfighter Trade Federation Freighter Ssi-Ruuk Entechment Cell D'kee-class Landing Ship Fw'Sen-class Picket Ship 50m Lwhekk-class Manufacturing Ship Sh'ner-class Planetary Assault Carrier 750m Shree-class Battle Cruiser 900m Swarm-class Battle Droid 2m Wurrif-class Light Cruiser 400m Std. a-9 Vigilance Preybird Skipray Blastboat Strike Cruiser Carrack Cruiser Dreadnought 600 Nebulon B 300 Corel Gunship 119 escort Carrier Corel corvete 150 XQ1-3 Platform Golan I-III Platform Bravos I-II Plat AT-PT z95 headhunter yt-1300 transprt 27 yt-2400 action IV transprt quasar fire carrier combat speeder cloakshape fighter firespray patrol ship 22 medium transport 90 |
Re: Star Wars Mod notes
And here is another set of notes detailing specific techs, hulls, and intel project classes specific to each faction.
General Tech: PtDef, Medium, Heavy Blaster Cannon Light, Medium, Heavy, Laser Cannon Light, Medium, Heavy, Planetary Turbolaser Cannon Light, Medium, Heavy, Planetary Ion Cannon Proton Torpedo Proton Bomb Concussion Missile Tractor Beam Projector Hyperdrive Hyperdrive Booster Ion Engine ------------------ Astromech Droid Ray Shields Particle Shields Planetary Shields Armor Power Cells Scoundrel Intel Projects Bacta Galactic Republic: Senate Intel Projects Cloning Clone Troopers Force: Light Side Force: Dark Side Jedi Council Palpatine's Influence Intel Projects Jedi Starfighter Confederation of Independent Systems: Solar Sail Senate Intel Projects Force: Dark Side Superlaser Battledroids Super Battledroids Droideka Hidden Base Galactic Empire Force: Dark Side Propaganda Intel Projects Stormtroopers Clone Stormtroopers TIE Fighters Star Destroyers Sun Crusher Supernova Torpedo Superlaser Deathstar Palpatine's Influence Intel Projects Cloaking Shield Dark Trooper War Droids Rebel Alliance Force: Light Side Troopers Hidden Base Mon Calamari Ships Sabotage Intel Projects Antistarfighter New Republic Force: Light Side Senate Intel Projects Jedi Academy Star Destroyers Leia's Influence Intel Projects X-Wing E-Wing 11.2 Imperial Remnant Force: Dark Side Star Destroyers Cloning Sun Crusher Supernova Torpedo Superlaser Deathstar Thrawn's Influence Intel Projects Cloaking Shield Yuzaahn Vong No General Techs Infiltration Intel Projects Yammosk War Coordinator Volcano Cannon Lava Missile Dovin Basal Grutchins Voxin Hunter Coral Skipper Worldship Planet Brain Rakamat -- AT-AT sized Walker Troop Coralskipper Yorik-Vec Assault Cruiser A-Uek Iiluunu Fighter Carrier Chuun M'arh Frigate I'Frii Ma-Nat Corvette Kor Chokk Grand Cruiser Ssi-Ruuk Battledroid Fighters Entechment Cells D'kee-class Landing Ship Fw'Sen-class Picket Ship 50m Lwhekk-class Manufacturing Ship Sh'ner-class Planetary Assault Carrier 750m Shree-class Battle Cruiser 900m Swarm-class Battle Driod 2m Wurrif-class Light Cruiser 400m General Jedi Tech Battle Meditation Shadow Bomb Light Ball Force Push Mind Trick Darkside Tech: Sith Assassin Lightside Tech: Jedi Protector |
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