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April 22nd, 2004, 06:12 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)
OK, I see Andres has already joined, that makes 2. We need a few more players and then we can get started. We need at least 4 but 5 or 6 would be better.
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April 24th, 2004, 11:54 PM
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Corporal
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Join Date: Feb 2004
Location: Canada
Posts: 170
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Hello!
Well this certainly seems like quite the work in progress, however, there is sooo much potential here! Looks like the game has been totally redesigned, great work! I really do hope that you find the time/energy to continue this mod as it has so much potential!
I do have to add in my thoughts about the motivators, however. It may just be too complex, unless there is way to get more of them doing it than just 1 at a time. Does the AI use them? If they dont i'd just suggest getting rid of them all together. Too bad, really, it is a fantastic idea.
[ April 24, 2004, 23:50: Message edited by: BlackRose ]
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April 26th, 2004, 04:01 AM
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Corporal
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Join Date: Feb 2004
Location: Canada
Posts: 170
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Hmmmm, the more I play the more I think i've changed my mind. In the later game you have so few ships anyhow  You start out with great big fleets and slowly but surely trade them in for big monsters, i like that  So Hyper Drive works great, assuming the AI uses it
I'd love a temp working AI for the races that use SW tech, even if you select SEIV tech along with there techs they still fair very poorly.
This has the the fetchings of a fantastic mod and it plays very well even now. I like the porportions aspect of it, the game doesnt get too big/too slow even in the late game which is refreshing to say the least  Very good fun...
Please for the love of Star Wars let's get this thing out! I dont mind lending a hand ofc
I'm quite good at finding bugs/ inconsistenies etc. if that is needed. I wish I knew something about AI design tho
I've also made custom EMP files (5k) for all the races and I've started on a SW systems map as well.
Anywho, those are my thoughts 
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April 26th, 2004, 09:55 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Blackrose, the SWII mod's been out for quite awhile. I've been playing it off and on for months. As a matter of fact, I played a few turns Last night, just to make sure that the 1.91 patch didn't mess up my save game. I had no problems. Can't wait for the latest update, or patch, though. It's a great mod, almost as good as Atrocities' Star Trek Mod.
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April 27th, 2004, 12:15 AM
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Corporal
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Join Date: Feb 2004
Location: Canada
Posts: 170
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Quote:
Originally posted by gregebowman:
Blackrose, the SWII mod's been out for quite awhile. I've been playing it off and on for months. As a matter of fact, I played a few turns Last night, just to make sure that the 1.91 patch didn't mess up my save game. I had no problems. Can't wait for the latest update, or patch, though. It's a great mod, almost as good as Atrocities' Star Trek Mod.
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Exactly Part of the reason why I never downloaded it in the past (I proffess a love for Vintage Star Wars that surpasses Trek) is because I knew it was in a state of flux. I read a few things over the past week that made me give it a go and it is, as you say, quite great
But I daresay that it isnt quite done yet either ? Still it is quite playable as long as you control the major races as the AI files for the Rebel Alliance dont seem to work (they dont expand) and even adding SEIV tech to the other Empires (exluding THE Empire) produces a severely stunted AI that performs similiar to a neatral Empire.
Still very fun, just a tad bit of polish and perhaps some techs for the other empires.
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April 27th, 2004, 01:29 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)
You were supposed to give them only standard se4 ai, not both. So their old ai works as in the stock game.
I'm not sure how sw techs will disrupt their ai files.
I though I had modded all AI_general files to make them pick it automatically when randomly added, but I noticed some don't, so I might have missed them or made some mistake.
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April 27th, 2004, 07:23 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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Thanked 12 Times in 10 Posts
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
If you have 0 point racial traits, they MUST come BEFORE a trait that costs points in the AI General files. If the AI reaches a point where they have 0 points left, they stop picking advanced traits, even if the next trait costs 0 points.
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