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February 9th, 2003, 09:33 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Ok, since I have made most of the changes requested, here is a current Version of the modifications. Please reference all future requests based off of this file.
FQM Sci-fi Crossover.zip
Note: this requires the Image Mod and the system nebulae pics from FQM Deluxe.
I only changed the 3 mid-life quadrants. Most of the others have exactly the same systems, so it is just a matter of lots of copy-pasting to get them updated.
[ February 09, 2003, 07:34: Message edited by: Imperator Fyron ]
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March 8th, 2003, 12:39 AM
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Private
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Join Date: Mar 2003
Location: San Jose, CA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Does anyone know the status of this mod? Is it still being worked on? Is it usable in it's current state? I downloaded the files from
http://se4kdy.cyberwars.com/files/sci-fi-cross/
Are these usable with se4g 1.84? I noticed that only the empire and rebellion empires show up in the 'pick existing' list, are the others (ST & B5) not yet usable? Anything else I should know about?
So far this mod looks really cool. I just want to make sure I have the right set of files/settings before I get too far into a game.
Thanks,
3hd
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March 14th, 2003, 04:51 AM
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Private
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Join Date: Feb 2003
Location: Purdue University
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
It appears to be a work in progress... That is, progress is still being made, albeit slowly. Hopefully we will see an update soon.
Since progress is so slow, I was wondering if I might offer my services to the developers? I have very little time, but if you need help balancing, or writing tools, I might be able to help
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May 22nd, 2003, 08:43 PM
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Captain
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Join Date: Oct 2002
Location: Brazil
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andres, what are your thoughts on creating a stripped-down Version of the Crossover Mod using SW and SEIV technology only ? It could implement your ideas on research between different tech systems (analyze an enemy ship, get your universe's Version of their components) and it would be relatively simple to make (no need to create new components / tech areas, just edit existing ones).
More to the point, would you give me your permission to create this derivative Version of the Crossover Mod ?
PS - Have you read my War for the Stars story thread ?
__________________
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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May 22nd, 2003, 08:57 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
You can get a SW Version of the mod by removing all non-SW races from the Pictures\Races folder of the mod, or by manually adding just SW races when starting a game.
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May 22nd, 2003, 10:32 PM
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Captain
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Join Date: Oct 2002
Location: Brazil
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
That is a part of it, yes. But the SW tech tree needs to be integrated into the SEIV tech tree (Andres came up with this idea and this was discussed a while back on this very thread). Turbolasers need dual and quad mounts instead of dual and quad components (Andres's idea too). The Yuuzhan Vong tech tree should be partially integrated into SEIV organic tech areas. Most of the races lack .emp files. Like I said, there's some data file work to be done.
__________________
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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May 23rd, 2003, 01:32 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Erax: PM
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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