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  #331  
Old October 4th, 2002, 08:24 PM

Andrés Andrés is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Copied from abilities.txt
Planet - Change Population Happiness
Value1 = Percentage the happiness of this planet's population is improved each turn.
Value2 =

Change Population Happiness - System
Value1 = Percentage change in population happiness for entire system (+/- percentage) each turn.
Value2 =
Didn't check if it actually works this way but this suggests you can give a happiness penalty to the entire system but not to a single planet.

I was planning to give most of the Imperial happiness penalties by making them use a special happiness type.
But this could be a good choice to balance their best shipyards: build faster or stick with the regular ones to avoid making the population even angrier.
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  #332  
Old October 4th, 2002, 11:11 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
I was planning to give most of the Imperial happiness penalties by making them use a special happiness type.
But this could be a good choice to balance their best shipyards: build faster or stick with the regular ones to avoid making the population even angrier.
We have to check if negative system happiness actually works and, if it does, what happens when you build a facility that increases happiness in the same system.

Moving on a bit, I promised to post a lot of stuff, so here goes the Assault Shuttle and 0-G Stormtrooper for the Imperials :

Name := Assault Shuttle
Short Name := Assault Shuttle
Description := Beta-class assault shuttle
Code := AS
Primary Bitmap Name := transportsmall
Alternate Bitmap Name := transportsmall
Vehicle Type := Ship
Tonnage := 74
Cost Minerals := 74
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Imperial Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes ship 50% harder to hit in combat.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := False
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 4
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

Name := Zero-G Stormtrooper
Short Name := Spacetrooper
Description :=
Code := 0-G
Primary Bitmap Name := troopInfantry
Alternate Bitmap Name := troopInfantry
Vehicle Type := Fighter
Tonnage := 2
Cost Minerals := 12
Cost Organics := 15
Cost Radioactives := 0
Engines Per Move := 8
Number of Tech Req := 2
Tech Area Req 1 := Imperial Ship Construction
Tech Level Req 1 := 1
Tech Area Req 2 := Troops
Tech Level Req 2 := 3
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes spacetrooper 120% harder to hit in combat.
Ability 1 Val 1 := 120
Ability 1 Val 2 := 0
Requirement Must Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 1
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Launched from Ship := True
Launched from Planet := False

Neither is playtested yet... I have to see if the 120% defense bonus for the spacetrooper is excessive.
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  #333  
Old October 5th, 2002, 03:06 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Negative happiness modifiers on facilities DO NOT work. I have tested it already.

If you have 2 facilities that modify happiness, then the one with the highest bonus is applied, and the others are ignored. Even if the negative value worked, building 1 facility with even a 1% bonus would cancel it out.

[ October 05, 2002, 02:08: Message edited by: Imperator Fyron ]
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  #334  
Old October 5th, 2002, 04:31 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
I was planning to give most of the Imperial happiness penalties by making them use a special happiness type.
I agree, probably the easiest way to give the Imperials unhappyness problems would be to give their race a large unhappiness modifier (as part of the cost of choosing "Imperial" in the racial traits screen), and then let 'em try to climb the ladder of public opinion.

This then is how I'd see it play out: they would have to expend a lot of efforts to improve the happiness level of their citizens. It will constrain their tech research early on, as they'll need to get troops right away, and then build enough to pacify their populations. Later with some nifty facilities they can actually make them moderately happy, and much later in the game, they might even be able to have a few extatic planets.

This may be a bit of a hobble in the early game, but many of the races are weak in the early game only to come out on top in the late game... this will just force the player to be ultra-political in the beginning (just like Palpatine come to think of it!) just to survive, but then he can settle his scores in the late game as he ascends to power.

just some thoughts,

[ October 05, 2002, 03:35: Message edited by: jimbob ]
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  #335  
Old October 5th, 2002, 08:20 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andrés:

Forgive my ignorance, but I was trying the mod out tonight and had some troubles. I was playing the trade federation and had selected "starwars" and "trade federation" in the racial set up screen, but had a difficult time getting any ships (the few I had were enormous and I couldn't get any movement on them, nor could I find cargo components for them). Really I was limited to building colony ships.
Then for the droid fighters, all the engines I could get were too big to fit on the fighters...

Did I miss something here? Should I also select "space empired IV" in racial traits?

Sorry if my mistake is trivial, but any help would be great!
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  #336  
Old October 5th, 2002, 06:08 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

1-Advanced Shipyards should simply lower planet value, IIRC many industrialized worlds are described to have been depeleted long ago of any valuable ores (sometimes this includes their moons and nearby planets)

2-Choosing Imperial technology traits but another happiness type such as peaceful of bloodthirsty should be considered cheating.
Perhaps they should start with the lowest infantry troops.
It should also be balanced with their colonizing advantages.

3-Trade federation techs are mostly incomplete, I was concentrating to finish first Imperials and Rebels.
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  #337  
Old October 6th, 2002, 02:06 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

If negative happiness modifiers on facilities do not work, then some of the Dark Side facilities have to be redone.

There's one more thing to correct: the anti-fighter laser V has a structure of 1 kt when it should be 5 kt.

OK, on to more of the stuff I promised. Here's my Version of the Imperial and Rebel troops :

Imperial Troops I : Imperial Naval Troopers - 1 kt, 0 min/15 org/0 rad, no bridge required.
Imperial Troops II : Imperial Stormtroopers - 2 kt, 0 min/20 org/0 rad, no bridge required.
Imperial Troops III : Imperial Speederbikes - 5 kt, 30 min/20 org/5 rad, bridge required.
Walkers I : AT-PT - 8 kt, 80 min/20 org/8 rad, bridge required.
Walkers II : AT-ST - 10 kt, 100 min/30 org/10 rad, bridge required.
Walkers III : AT-AT - 20 kt, 200 min/60 org/20 rad, bridge required.

Rebel Troops I : Rebel Alliance Troopers - 1 kt, 0 min/15 org/0 rad, no bridge required.
Rebel Troops II : Veteran Rebel Troopers - 1 kt, 0 min/20 org/0 rad, no bridge required, +10 to hit, +15 defense.
Rebel Troops III : Elite Rebel Troopers - 2 kt, 0 min/25 org/0 rad, no bridge required, +20 to hit, +25 defense.
Rebel Vehicles I : Rebel Speederbikes - 5 kt, 30 min/25 org/5 rad, bridge required, +10 to hit, +15 defense.
Rebel Vehicles II : Rebel Landspeeders - 8 kt, 50 min/30 org/8 rad, bridge required, +10 to hit, +15 defense.
Rebel Vehicles III : Rebel Airspeeders - 8 kt, 80 min/40 org/10 rad, bridge required, +10 to hit, +30 defense.

And the troop weapons, which could be the same for all SW races :

I : BLaster Pistol - 1 kt, struct 0 kt, 10 min/0 org/1 rad, dam 1.
II : BLaster Rifle - 1 kt, struct 0 kt, 15 min/0 org/2 rad, dam 1/1.
III : Light Repeating BLaster - 1 kt, struct 0 kt, 20 min/0 org/3 rad, dam 2/2.

These first three are all infantry weapons. Beyond them, you could have a Heavy Troop Weapons tech area :

I : Heavy Repeating BLaster - 2 kt, struct 1 kt, 30 min/0 org/5 rad, dam 4/4/4.
II : Light BLaster Cannon - 3 kt, struct 2 kt, 40 min/0 org/6 rad, dam 6/6/6.
III : Heavy BLaster Cannon - 6 kt, struct 4 kt, 60 min/0 org/7 rad, dam 13/13/13.
IV : Dual Light BLaster Cannon - 5 kt, struct 4 kt, 70 min/0 org/10 rad, dam 12/12/12.
V : Dual Heavy BLaster Cannon - 10 kt, struct 8 kt, 100 min/0 org/12 rad, dam 26/26/26.

These Last two will probably become weapon mounts, following the proposed scheme for lasers. BLaster rifles, heavy repeating bLasters and heavy bLaster cannon could also become heavy mount Versions of their lighter counterparts.

Hope it helps.
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  #338  
Old October 6th, 2002, 04:58 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Thanks.
I'll add your stuff, and upload the mod right after I finish updating the tree to it's new shape.
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  #339  
Old October 12th, 2002, 06:40 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

FYI on the shuttles- you can make a component that has both the bridge and crew quarters ability; that way the CQ doesn't take up any extra space.

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  #340  
Old October 13th, 2002, 01:16 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Phoenix-D:
FYI on the shuttles- you can make a component that has both the bridge and crew quarters ability; that way the CQ doesn't take up any extra space.
I thought about that, but then what's to stop the Empire from using it (and saving 10kt) on all of its other hull sizes ?
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