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  #1  
Old April 9th, 2006, 10:55 PM
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Default Re: Star Wars Mod notes

Sounds familiar.

I remember suggesting a PBW game in which there are a lot of neutrals, or at least neutral-like empires, played by humans.

These players all start out being subjugated to the Empire race, which starts with one homeworld, no colonization tech, a huge military (funded by the subjugations) and is played by a human.
Also present is Rebel race, which starts with very little, and tries to overthrow the Empire by getting stuff from the neutral players.

The empire wins by crushing the rebellion... loses if the capital falls to rebels.
The Rebels have the opposite victory conditions.
The neutrals Win if the rebels win. The neutrals lose if their homeworlds are destroyed.

Let fly the politics and rampant gifts to the rebels while the empire stomps around putting out fires and trying to keep the neutrals in line!
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Old April 10th, 2006, 10:32 AM
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Default Re: Star Wars Mod notes

Information is always helpful. Not too far off of what I am doing now. Thanks.
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Old April 10th, 2006, 12:01 PM
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Default Re: Star Wars Mod notes

How do you make races start with different tech levels? Use the Racial abilities?
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Old April 10th, 2006, 12:31 PM
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Default Re: Star Wars Mod notes

You cannot unless you do significant modding and then assign those new techs to Advanced Racial Traits.

For example if you wanted Beginer, Developed, or Advanced tech levels that you could assign to any race via the ART's then you would need each technology, each component, and each facility in triplicate, one for each starting tech level.

It is quite an extensive undertaking that really should have been built into the game from the start. However, most players think, and I am not one of them, that not being able to set the starting tech level for each individual player, is a good thing. To me its just dumb not to have this ability.
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Old April 10th, 2006, 01:25 PM
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Default Re: Star Wars Mod notes

How would you setup the automated treaties?
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Old April 10th, 2006, 01:42 PM
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Default Re: Star Wars Mod notes

The host would play some turns to build up the Empire's military, sign the protectorates, and scatter some rebel forces.

Then the game would be saved and used as the starting scenario.
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Old April 10th, 2006, 03:28 PM
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Default Re: Star Wars Mod notes

It would take a lot of time, but a decent enough scenario could be made for the game.

We would have to get the mod made first. I am only in the first stages of working on the Star Wars Mod I am working on.. All I have so far is a basic lay out for the Empire in ships and technology. I hope to have a playable version within a month. It won't be no CB mod, but it will be a fair mod that I hope adiquitly represents a Star Wars environment.
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