.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Digital Eel > Weird Worlds: Return to Infinite Space > Scenarios and Mods

 
 
Thread Tools Display Modes
  #1  
Old June 18th, 2008, 06:02 PM

charliecooper charliecooper is offline
Private
 
Join Date: Oct 2007
Location: Seattle, Wa
Posts: 49
Thanks: 1
Thanked 0 Times in 0 Posts
charliecooper is on a distinguished road
Default Re: Star Wars Mod - continued

Yeah, the music can do that. I couldn't find anything else.
Originally, I was only going to have that music playing when the Episode IV and Episode VI Death Stars were in battles, but I couldn't swing it.

I will be doing one more version of the mod, which I was planning on changing some of the sound work.
(It will be some time before I do the the next mod. Most of my time is now used for designing a board game.)

If you find anything else annoying or some mistakes, please let me know.
  #2  
Old June 20th, 2008, 02:04 PM

ItayShahar ItayShahar is offline
Private
 
Join Date: Jun 2008
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts
ItayShahar is on a distinguished road
Default Re: Star Wars Mod - continued

Amazing mod, well done! Having lots fun playing it...
So many great items, I love the star charts too! :-)
Wish I could add new weapons to the empty slots.
You must have worked really hard making this, wow.
  #3  
Old July 6th, 2008, 03:33 AM

chabex chabex is offline
Corporal
 
Join Date: May 2006
Location: Hungary
Posts: 57
Thanks: 1
Thanked 2 Times in 2 Posts
chabex is on a distinguished road
Default Re: Star Wars Mod - continued

It seems it is only me, but after selecting the mission the game crashes badly for me... Any Idea why?
  #4  
Old July 6th, 2008, 10:04 AM

ItayShahar ItayShahar is offline
Private
 
Join Date: Jun 2008
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts
ItayShahar is on a distinguished road
Default Re: Star Wars Mod - continued

Oh yeah, happens for me as well, I think you have to accept the settings that are set as default then it doesnt crash. I also managed to work it with a couple different settings, but you can't play with large x 3.
  #5  
Old July 9th, 2008, 11:00 AM

Major_Mapleleaf Major_Mapleleaf is offline
Private
 
Join Date: Jul 2008
Posts: 8
Thanks: 0
Thanked 0 Times in 0 Posts
Major_Mapleleaf is on a distinguished road
Default Re: Star Wars Mod - continued

I am very excited to try this mod, but it crashes for me everytime I begin, regardless of the settings. It crashes after the intro dialogue "your request for a ship has been granted, blah, blah." The combat simulator works fine, though.
  #6  
Old July 9th, 2008, 02:51 PM

Major_Mapleleaf Major_Mapleleaf is offline
Private
 
Join Date: Jul 2008
Posts: 8
Thanks: 0
Thanked 0 Times in 0 Posts
Major_Mapleleaf is on a distinguished road
Default Re: Star Wars Mod - continued

I got the MOD working, so here's a bit of feedback with what I am finding.

1. The Z-95's seem to be way more effective than the X-Wings - in ANYTHING. My Z-95's ripped a Star Destroyer to shreds in seconds while my X-Wings could barely dent a corvette in combat. It doesn't matter what I take on, the Z-95's kick ***, the X-Wings get blown out of the sky in two seconds. I think it should be the other way around.

2. Capital ships seem to be completely useless against fighters. Shouldn't they be able to mount guns that work better against fighters? I can't seem to mount many of the guns that would be useful against fighters and the Flak guns seem to be of little use, especially since I can only find one of them.

3. With the Bith fighters having the teleporting ability of the Zorg, it makes them almost unbeatable in combat. They take a few shots, jump to a new location and by the time my ships can get their guns pointed at them, their shields have gone back to full.

Anyways, I can tell you've done a lot of hard work on this mod and it is lots of fun, but I think it's a bit unbalanced in combat. Keep up the good work. If I can help with anything, let me know.
  #7  
Old July 18th, 2008, 08:15 PM

charliecooper charliecooper is offline
Private
 
Join Date: Oct 2007
Location: Seattle, Wa
Posts: 49
Thanks: 1
Thanked 0 Times in 0 Posts
charliecooper is on a distinguished road
Default Re: Star Wars Mod - continued

1) I didn't see anything that was preventing the X-Wings from being effective. The difference between the Z-95's and the X-Wings is a computer system and photon torpedoes, which is identical to the movies.

2) Yes, the capital ships need to be outfitted with the correct weapons to battle fighters. Some weapons can't target fighters, because the fighters are too small and fast. (I tried to make it as realistic as possible. They made similar comments during the movies.)

3) Yes, the Bith fighters are viscious in their own right. You need to kill them before their capital ships get within range.
  #8  
Old August 19th, 2008, 02:47 PM

chabex chabex is offline
Corporal
 
Join Date: May 2006
Location: Hungary
Posts: 57
Thanks: 1
Thanked 2 Times in 2 Posts
chabex is on a distinguished road
Default Re: Star Wars Mod - continued

Are there any progress on this mod? The crashes are really annoying and this great mod does not deserves this... I'd love to play it but I'd rather not if it freezes my sysstem... Please cure this!
  #9  
Old August 25th, 2008, 02:45 AM

charliecooper charliecooper is offline
Private
 
Join Date: Oct 2007
Location: Seattle, Wa
Posts: 49
Thanks: 1
Thanked 0 Times in 0 Posts
charliecooper is on a distinguished road
Default Re: Star Wars Mod - continued

Can you be specific about when it crashes?
Is it at a specific place on the map?
A specific point, when the game is loading?

Are you having other problems?

(I am not experiencing any crashes, when I play the mod.)
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:13 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.