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May 22nd, 2003, 10:32 PM
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Captain
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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.
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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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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.
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May 23rd, 2003, 02:59 AM
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Major
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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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May 23rd, 2003, 10:54 AM
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Captain
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
It seems like we are thinking along the same lines. I'll wait.
__________________
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, 10:58 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Do you want any help in accomplishing this Andres? SW-based ideas are not gonna come from me, but brute-force coding can.  Give me ideas and I can turn them into comps and such.
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May 24th, 2003, 01:08 AM
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Captain
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
The first part of the job would actually be to re-organize existing comps and tech areas, but it's all brute coding work anyway.
__________________
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, 08:42 PM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
These are the Last master XLS I used to make data files.
1053715291.zip
You can take a look to that while you wait for me to upload the whole mod this weekend.
I think that most of the Rebel and Imperial techs are done.
What indispensable components/facilities/hulls ect are missing?
What other cool star wars techology can be included?
What's exactly the I think the re-organization you think is needed?
[ May 23, 2003, 19:46: Message edited by: Andres ]
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