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  #1  
Old March 14th, 2003, 04:51 AM

hydra hydra is offline
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Default 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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Old May 22nd, 2003, 08:43 PM
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Default 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 ?
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Old May 22nd, 2003, 08:57 PM
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Default 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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Old May 22nd, 2003, 10:32 PM
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Default 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.
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Old May 23rd, 2003, 01:32 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Erax: PM
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Old May 23rd, 2003, 02:59 AM

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

I've been thinking something similar.
For a start, halt the idea of a full crossover mod for a while and call it more honestly "Starwars mod 2".
How to adapt other mods so they can be merged and balanced shold be problem left for once we've made a fully working starwars mod.

Actually there was very little to strip, a few old Versions of Atrocities' and B5 shipsets, and a few empty racial traits and tech areas.

One of the latest changes I've made to the SW2mod is mount scaling for engines and B/LS/CQ. It seems to work well though it may still need a few adjustments.
I've also added some more SW stuff including base hulls and mines.

I was also thinking of some other starwars races that could be added such as the yevethan, ssi-ruuk and chiss. But this can wait, first finish imerial and rebel techs, then of included races and then add more races.

I've just read your story from the beggining to the Last post.
I've made some little changes to some of the techs you mention, so it reminds me that I must post my latest files.
But it's a great piece of work!

I've been neglecting this mod for a while. Perhaps it's time I get to work again.
Any help you can give will be of course welcomed.
But I don't think that it will be useful if you and I start making two variations of the same mod.
We must find a better way to coordinate our efforts.

I'll post or send you my Last files ASAP.

[ May 23, 2003, 02:00: Message edited by: Andres ]
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Old May 23rd, 2003, 10:54 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

It seems like we are thinking along the same lines. I'll wait.
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