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March 30th, 2005, 08:41 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
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Re: Ideas for new Star Wars mod
Here's the list of races that will be in the mod right now:
Old Republic
Separatists
Galactic Empire
Rebel Alliance
New Rupublic
Imperial Remnant
Ssi-Ruuk
Yuuzhan Vong
I want to add at least two more, but I don't know enough about the Extended Universe to decide what ones would be best.
Here are some races I've heard about, but don't know anything about:
Hapans
Black Sun
Hutt Syndicate
Sith
Yevethan
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March 31st, 2005, 02:54 AM
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Sergeant
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Join Date: Jan 2005
Location: Los Angeles, California
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Re: Ideas for new Star Wars mod
Here's some other ideas for races
The Mandalorians (almost a must)
The Corporate Sector Authority
The Tion Hegemony
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Rudy Huxtable
Cosby Kid and Proprietor
The Won-Ton Violence Take-Out Hut
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March 31st, 2005, 08:04 AM
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Major General
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Re: Ideas for new Star Wars mod
Quote:
Urendi Maleldil said:
<snip>
Here are some races I've heard about, but don't know anything about:
Hapans
Black Sun
Hutt Syndicate
Sith
Yevethan
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The Black Sun is an underground criminal organization, you could give them a lot of additional intel projects and more efficient intel gatherers while making their weapons less effective.
The Hutt have never really taken to space I believe.
The Sith are extremely ancinet as a race, and died out IIRC over 1000 years before Episode 1. Could be even earlier.
Hapans and Yevethan mesa not knowen anything about.
Oh, but you could make the Hutts a Neutral race. You could also do that for the Gungans - I read somewhere that after Ep1, the Gungans founded their first offworld colony. Other possible Neutral races:
Naboo
Mon Calamari
Wookiee
perhaps more to come
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March 25th, 2005, 05:35 AM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Ideas for new Star Wars mod
Quote:
Strategia_In_Ultima said:
Perhaps multiple types (i.e. races) of bounty hunters. The Empire can build BHs of races such-and-such, the Rebels can use such-and-such, the Trade Federation such-and-such.....
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I assume you were going to use the for troops...just make the available to everyone...or maybe you can use BH as some form of Intel Attack...
Kana
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March 25th, 2005, 12:08 PM
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Brigadier General
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Re: Ideas for new Star Wars mod
I was thinking that some of the Jedi abilities would be Intel projects. Give everyone Counter-Intel abilities but only Jedi/Sith the ability to do intel attack projects; appropriately aligned with their goodness/badness. Jedi could have CI bonus and Sith would have CI penalty.
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March 25th, 2005, 12:46 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Ideas for new Star Wars mod
Yes. The Jedi should have some strong intel projects, but I also want to use intel as a political arena that simulates the bantering that goes on in the Senate and as a way to simulate hiring Pirates, Smugglers, and Information Brokers.
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March 25th, 2005, 04:02 PM
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Shrapnel Fanatic
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Re: Ideas for new Star Wars mod
You could use SJ's active CI system. There are no stock CI projects. Instead, CI consists entirely of intelligence sabotage projects. This way, not all projects will be blocked by a magic wall and intelligence actually becomes part of the game. Expensive projects become harder to pull off, not easier. There are more chances of them being hit by an active CI project (it is in the queue for more turns), unlike the stock system, where cost is the key factor in how hard it is to defend against that project. This system will not work so well with AIs, since we have no influence over their selection of intelligence projects. An AI trait that gives the AI some standard CI projects might help them out. But for human players, it works great.
About leaky armor and randomness... You can reduce the randomness by increasing the hit points of the armor components. Randomness is definitely a major purpose of the system, however.
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