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March 9th, 2004, 10:54 PM
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Corporal
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Join Date: Apr 2003
Posts: 156
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I like this mod too, --new avatar is cool))
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March 10th, 2004, 01:35 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
So far I've been working just by myself, and I must admit I didn't spend much time on this project lately.
I apologize again for the slowness in the developing of this mod.
I admit I didn't spend much time on this lately, but so far I've been working on all this just by myself (with the honorable exception of a few contributions by Erax), and this project is too big to be a one man job.
Maybe setting trying to set up a multiplayer game is a good idea to force the completion of the mod.
ISTR that transports were missing (imperial had a few hulls but no one else), is there any other vital tech missing?
I'll try to fix the most critical points, if possible have the mod loaded into PBW and then we can try a multiplayer game.
About the avatar, it's Prof Neurus the villan from Hijitus, a classical Argentinaen cartoon. And you're right Narf, my old sig didn't match.
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March 10th, 2004, 11:29 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
Posts: 739
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
PBW would be great, but I'm willing to run a PBEM also (I'll do everything for a Star Wars Game)
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March 11th, 2004, 12:28 AM
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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)
There is not much reason to do PBEM. PBW is exactly the same, except that all of the tediousness of hosting a PBEM game is done by the server.
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March 11th, 2004, 08:31 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
Posts: 739
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Yes I know, But I was very happy Last october ,When pbw was down for weeks (the most terrible weeks of my life), that there was still an alternative  so I played some PBEM games in that period.
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March 13th, 2004, 02:23 AM
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Corporal
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Join Date: Nov 2003
Posts: 73
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I think the AI should be high on the to do list. It is hard to find PBW games and I would love to be able to practice against something that fights back.
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March 13th, 2004, 04:44 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Actually AIs will fight you back quite effectively the way the game now.
AI's must use the "Standard SE4" racial trait, and use their original AI without problems. They will (or at least they should) pick it when randomly added, and of course you should do it manually if you add them that way.
Of course that having AI that uses starwarish techs would be nice, but my priority right now is finishing all techs to get something more or less playable so we can multiplay.
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