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November 22nd, 2002, 09:03 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Maybe you can stretch the image horizontally to make it square? Nah, bad idea, it will mess up the aspect ratio...
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November 24th, 2002, 06:54 AM
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Major
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Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Yeah, don't want to mess with any aspect ratios!!
mlmbd 
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November 24th, 2002, 06:13 PM
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Private
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Join Date: Nov 2002
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Stop discussing about avatars and get back to the mod!
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November 24th, 2002, 10:18 PM
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Captain
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Join Date: Oct 2002
Location: Brazil
Posts: 827
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Actually, Andres is doing the mod, all we are doing is kicking around some ideas about ship and fighter stats. If he likes them, he will try to mod them in.
But you are right... we should get back to SW ship stats. Be with you soon with more numbers. 
__________________
Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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November 25th, 2002, 03:03 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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December 22nd, 2002, 04:15 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Sorry for the long time without working on this mod.
If I continue at the current speed this mod will never be finished.
I need to recruit some volunteers to help me put together this project that from the beginning was meant to be bigger than me.
I need someone to mod the maps, the FQM could be a good start, but there are several details I'd like to change. Remove some "unrealistic" systems, add some others, add station/planets (there was a thread about this recently).
I need someone to make the B5 mod fit into the standard techs that are being to be shared by everyone, that means shortening or splitting some tech areas. Somehow reduce the number of redundant components, consolidating too similar ones, and if possible making different sizes into weapon mounts, add custom ship sizes for every race according to my "scaling".
With AST mod out and TNG mod in beta testing there should be enough for someone to start working in making trek fit the base tech tree.
I'll try to add SW bases and interdictors to finish the basic part of the two main SW races.
We'll sure want to add more races (B5, ST and SW) that I had not included in the original release.
I also need someone with web design experience to help me manage and improve my site.
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December 22nd, 2002, 09:19 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
What exactly did you plan on changing with FQM? Tell me, and I'll do it for you. 
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