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  #1  
Old September 2nd, 2003, 07:09 AM

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

And I'll see what can I do to provide at least a pack of quickly-made placeholder races to complete the 20 required ones.
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Old September 2nd, 2003, 11:39 PM

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

Thank you Andres. I am really quite satisfied with the mod, and while more races would always be welcome, I am having a good time with it as is. Now that i have fixed the sounds the game is enhanced alot.Just trying to say "Thanks"--for a fun mod to add to the mix of mods to play. I am hoping to get my LAN players off our current game and into a Star Wars shoot em up soon--so this is a great mod for that--again Thank You)
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Old September 9th, 2003, 01:47 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I've been playing a couple of test games the Last couple of days and I must say that I am quite impressed. I love the way that you changed so many of the game pics, it's like playing a whole new game.

I have a few thoughts about how it plays out though.

Hull Sizes- I like the range but why are there so many redundant sizes? If you research a tech level you should recieve an actual improvement, whether it be size, special abilities, etc. There seem to be several hulls that serve no porpose (the imperial repair base comes to mind). Scrolling through scores of hulls with only negligible differences cam get tedious. Adding an ability or a special mount can go a long way to making them usable.

Fighters- Nice job but some things could be changed. How about making the thrusters (the first fighter engine) 2kt. Still larger than Ions but now small enough to be able to add to a Tie Fighter and still have room for a weapon. I hated not being able to use Tie's till I researched several levels of propulsion. Also, Proton Torps are sweet. Perhaps too sweet. How about only allowing them to target ships, bases, and planets. That way they still retain their punch but over-reliance will leave you vulnerable to other fighters. Staying with the weapons, the damage for laser and bLaster cannons should be upped to @5 (depending on range) instead of 3. This would make them comparable to standard SE4 weapons (helpful since this is a X-over mod) and give you a reason to mount something other than proton torps.

Monoliths- Why deny them to SW? They fall in nicely with the technological level of the series and it fills out the severely depleted SW stellar manipulation tech area.

Cultures- Not necessarily applicable to SW but more for the X-over mod as a whole. I recently tried out Ed Kolis' (I think) Highliner mod and he had a rework of the cultures (and included a few new ones) that is quite impressive. It would be a great addition to the x-over mod.

I hope some of this helps, and I've got to say, I love this mod.

P.S. When do you plan on having the racial AI's done? I dearly look forward to seeing them use thier actual tech.

[ September 09, 2003, 00:51: Message edited by: QuarianRex ]
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Old September 9th, 2003, 04:24 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Some things that I forgot...

These components/facilities need to have different families; Durasteel Armor/DurapLast Armor (everytime I upgrade a ship it gets loaded with fighter armor), Targeting Sensors/Small Targeting Sensors (same problem as with the armor), and Shipyard Facility/Advanced Shipyard Facility (I want to be able to hit 'upgrade facility' without potentially shattering my economy).

The structure of infantry weapons needs to be doubled to give more life to smaller troops yet still mahe armor useful. Currently 1500 Stormtroopers equiped with Heavy Repeating BLasters typically take 700+ casualties vs. 200 militia (and Jawa militia at that}.

Maintainence Droids need to be reworked a bit. Currently the maint. reduction stacks, andwhile it is nice that my Star Destroyers are actually producing resources I do feel like a big cheater. I suggest limiting Maint. Droids to one per ship and adding Dedicated Repair Droids (or somesuch) at the same levels with the same stats minus the maint. reduction.

Hope this helps.
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Old September 9th, 2003, 04:43 PM
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General Woundwort General Woundwort is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by QuarianRex:
Cultures- Not necessarily applicable to SW but more for the X-over mod as a whole. I recently tried out Ed Kolis' (I think) Highliner mod and he had a rework of the cultures (and included a few new ones) that is quite impressive.
Actually, the Highliner Mod is mine, but the cultures are from Jourin's Culture Mod. I really liked his idea of balancing out the cultures using a set amount of racial advanatge points - I just added a few of my own, using his formulas.

[ September 09, 2003, 17:55: Message edited by: General Woundwort ]
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Old September 9th, 2003, 04:52 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by General Woundwort:
Actually, the Highliner Mod is mine
My apologies GW, I downloaded a bunch of mods all at once and couldn't remember which came from where. Kudos to you for the additions though. The descriptions are great and the bonuses are disturbingly appropriate.
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Old September 9th, 2003, 06:21 PM

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

About hull sizes... You might be right. I guess it's because I'm made up hull sizes in the oposite direction than how they're made in most mods. I started with stats of a bunch of ships and converted them into hull sizes, instead of starting with SE4 sizes and wondering what else would be interesting to add. I accept suggestions about additional abilities, re-arranging tech levels, and even removing some hull if it is too redundant. Also I haven't been so strict with bases tonnage as I was in ships, so we can somehow play a little with that.
Some bases and perhaps some ships and fighters don't look like the ship they are. Please help me list all missing pics.
Also larger transports hulls are missing.

About fighters...
T.I.E. Fighter stands for Twin Ion Engine. How come you can have such a fighter before having Ion engines.
But perhaps fighter engines should be re-arranged.

Also, Proton Torps are sweet. Perhaps too sweet. How about only allowing them to target ships, bases, and planets. That way they still retain their punch but over-reliance will leave you vulnerable to other fighters.

Torpedoes can only target Ships\Planets.
You must be talking about Concussion Missiles that can target Ships\Planets\Ftr\Sat\Drone.
I thought it was nice to have a ship mounter seeker able to tagert fighter, but I guess you're right and that's a very big advantage. Perhaps it can be compensated with lower damage.
Or are you talking about fighter torps.

About figter lasers.
Checking it now it looks like I made a mistake when copying them into the green beam imperial Versions. Check the rebel fighter lasers.
Laser cannon V should do 4-4-3-3 but perhaps a little boost would be nice.

I guess the restriction to monoliths is a leftover from the old Versions when I wanted to remake the entire tech tree.

I've never payed much attention to cultures. I'll check those ones. Also IIRC B5 and Trek mods also add some nice new cultures.

I'm not good on modding AI and it's not on top of my priority list, but I guess that if noone comes to help with that I'll do it eventually. I guess it can difficult to mod AI while data files might change, but it's also a good way to find misbalances and missing techs.

I've resurrected Thrawn's and the Emperor's Version of the Empire, added Ackbar's Mon Cal and Fey'lya Bothan Versions of the Rebellion quick-made incomplete and ugly Yevethan and Ssi-ruuk shipsets and another shipset re-colored as the Wookiee, and IG-88's droids.
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