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May 28th, 2008, 09:46 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Star Wars
I have started and ended so many times, my efforts on a star wars mod that I really doubt that one will ever come from me. I don't know why it is that I want to make one so desperately but when I sit down to do the actual work, I get all frustrated and give up. I guess that is because there is so much work that must be done, yet no real way to do it given the dynamic nature of SE IV and its problematic AI. I had all of these grand ideas for a star wars mod but each one died a horrible death because the AI is simply unable to perform the way I need it too. The the fact that the AI ignores restriction is so damn frustrating that I have fired off many rant filled posts and emails about it.
I have all the tools to make a great star wars mod, but again, the hard coded limitations and AI issues within SE IV make my conception of a star wars mod impossible and I think that is why I cannot bring myself to actually work on it at this point.
The only work around that I can find is to make the more like SE IV and less like a real Star Wars game. Basically SE IV with Star Wars ships and some specialty technology and racial trait tech. Kinda like what I did for STM and AST. But that really takes away from the flavor of a star wars mod and again, that is a kill joy.
I have made literally hundreds of new components and such for use with a star wars mod, but many of them are useless now because there is no way to utilize them the way I had intended to. That too is a kill joy.
And there is the fact that virtually no one plays the game any more. I mean why play an ugly 2d game with no ground combat when you can play a semi ugly game with 3d combat and ugly, yet function ground combat.
If only Aaron would open source SE IV code then perhaps we could get some of these annoying bugs fixed and revitalize peoples interest in this game. I mean what does he have to lose at this point?
If I can get my mind around the concept I might just go ahead and try it again just for my own pleasure. What I would really like to do is get into modding SE V as I have a great mod concept for that game that should work within the game physics with no problems. The issue I have with SE V is the overly complicate process of adding new ship, models, and such to the game and then modding them in.
Perhaps I could share the idea with a good SE V modder and go from there. Time will tell.
__________________
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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May 28th, 2008, 11:16 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Star Wars
I think you're being a little pessimistic lately.
Perhaps you should come visit IRC to kick around your ideas with some of the big names? I'm sure we can help refine them into something practical.
Starting a thread with lots of simple ideas here would work as well, although it would be less spontaneous.
PS:
When making a mod for either game, definitely do NOT worry about the shipsets. Don't even think about that 10ft pole in your garage.
If you make the mod fun with stock graphics, it will be fun with custom graphics too.
__________________
Things you want:
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May 29th, 2008, 12:26 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Star Wars
Thanks SJ, those are good suggestions. I agree, the ship sets are of low priority compared to getting the mod to work.
__________________
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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May 31st, 2008, 04:49 AM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Star Wars
Hi,
If the AI cann't be done, why not skip the AI, and make it an human only game.
I would love top play a game of your SW mod (from what I saw already....)
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May 31st, 2008, 06:59 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Star Wars
I have considered doing that.
__________________
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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May 31st, 2008, 08:43 PM
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Sergeant
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Join Date: Oct 2006
Location: Kingston, Ontario
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Re: Star Wars
there are so many shipsets out there now just use neoshipset and then it will work with all shipsets out there now, it's the mod itself that is the reason we all enjoy the game
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September 29th, 2008, 04:39 PM
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First Lieutenant
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Join Date: Feb 2004
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Re: Star Wars
Basic AI. must be possible, but I never did some AI work before. (I you wanna help ... )
for now my priorities will be an working game with the 2 races. After that I can easily add two other races (Seperatists and the Trade Federation) and maybe some pirats groups.
After that, I'll have to see how many people are still interested, and is it worth to work on it. (But if we can get an small interested group, I will keep on working on it)
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September 29th, 2008, 05:32 PM
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First Lieutenant
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Join Date: Feb 2004
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Re: Star Wars
Here an small example :
Arc hammer around Coruscant...........
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September 30th, 2008, 03:31 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Star Wars
It's more worse than I expected, SEIV is has really died an silent dead.
I't 24 hours after my New Star Wars Mod post, and just one reply (thank you Ironmanbc) !!!!
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September 30th, 2008, 11:30 PM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
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Re: Star Wars
I myself am [B}VERY MUCH[/b] still an active player of SEIV, and still [B}VERY[/b] interested in new mods and shipsets and the like for it !!!
I'd love to see this one come to fruition, and have full faith that it'd prove to be every bit and good and enjoyable as your other works !!!
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