Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Ok you have some starting files Online.
Now, all of you who were asking me over and over "When will this mod be finished?" go download it, and report your oppinions.
BTW I have no answer for that Q, I've been advancing at a very irregular speed but with more people involved and more feedback it will sure be sooner.
I know there are many vital techs that I'm forgetting to include.
For example I see that I had made pics for Cargo and Med bays but never included those techs.
Help me make a list of all techs that need to be added. Or even better submit your own portions of data files (be sure to make them looking at the rest of this mod and not to work with standard data files).
jimbob, what do you think of the astromech droids I made?
I don't like them replacing the bridge, and after making up the engines/eng.permove system for sw fighters I didn't think that additional engine abilities would help.
Starting to write AI is also another important part.
Will AI ever use emergency propulsion? All starwars movements are based on an emergency propulsion "hyperdrive" and a special repair tool (can only be repaired by space yards) "hyperdrive motivator".
I really like how it works, ships are slower than other races using only sub-ligh drives and faster when using hyperdrives. And capital ships being slow in combat increases dependence on fighters and give an overall "star wars" feeling in combat.
If AI races don't use it, they will move very slowly and will be barely able to expand.
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