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Old May 31st, 2002, 11:53 PM

Andrés Andrés is offline
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Default 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?).
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