Re: Star Wars Mod
Well I cannot say much for my accomplishments with this mod but I am getting the empire done.
What I have done:
Made all Empire images
Made all Rebel Set images
Made all Underworld Set images
Made all Separatist Set images
Made all Trade Federation Set images
Made over 100 new Star Wars component images
Added over 50 new facilities images
Made all neutral race portraits (Collected and set up)
I have most of the imperial ship size file done.
I have 50% of the imperial facilities set up.
I have the Empire Research file completed
I have the Empires Tech file completed
I am working on the mounts and components now.
I still need to finish the Empire files, then move onto the rebels and other races.
I need to construct Intel and Events files.
The hard part has been to try and get what is in my head done. I have remade the ship size file at least 20 times over the last week. I have gone from having all the ships have their own abilities to limiting them and adding more components. Components can be destroyed, built in abilities cannot.
I am working on the mounts right now. I hope to have them pretty well done by the end of tomorrow. As I work on the mounts I am also working on the base components for the empire. You know engines, weapons, and specialty items.
I have set it up so that some fighters are both fighters and equal size ships. This way players can make squadrons to roam with the fleets, and still have fighters to pack into those star destroyers and carriers. TIE fighters are just fighters though.
I should have the rest of the facilities for the empire completed tonight. That is if I can keep working. My shoulder and neck are killing me.
When I release the alpha of the empire I hope that some of you will take some time to help me out. I will need feed back on how the economic system works. Are things too expensive, or cheap, did I miss any components? Do I need to add more mounts, fix things, tweak things, spell check things, add better descriptions and such?
The AI is going to be a real PITA. But hopefully I can just get it to work well with some work around's.
Economics in the mod are a bit different now. Minerals now represent ship and facility income. You need these resources to build ships and facilities.
Organics have become Troop income needed to build troops.
And radioactives have become Fighter Income needed to build fighters.
Additionally now that they have been separated, there is a construction facility needed for all three. (AI has conventional construction yard that can build with all three resources.) The Planetary Construction yard can build with all three but has limited organic and radioactives building capabilities.
The reason behind this is to force the player to consider how and what they elect to build. Also it will allow the player to concentrate construction of each type on different planets.
It may not work but it seemed interesting to me so I gave it a whirl.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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