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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #301  
Old May 10th, 2002, 05:38 AM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Files:
Ok what about these files
1-TXTs
2-Component/Facility/GameBitmaps
3-ShipsetBitmaps
4-Sounds
Would it be too complicated for a non-computer-literate player to have to repeat the install process 4 times?

No I didn't attempt to convert anything from the B5 mod yet.
It shouldn't be too hard, and it would be nice to test them together.

But IIRC there are details that need to be revised/edited before merging. Such as tech areas with repeated names and adding a Boarding Defense to the appropriate components to make Ion Cannons (sw) work.

You're using excel/word to merge the files, right? It would be easier if you can post or email me those files.

Mini-ringworld station:
We still have the star requirement (a problem to create many orbital cities around a planet)
Probably different techs will lead to different small artifical planets used by different races in B5/SW/ST

Sounds:
That's right standard sounds are 15Mb plus another 12Mb if you want to include the "old sounds" option. Didn't check how much compressed but I doubt they can be compressed more than 50%.

If we use a traditional approach we'd need to include all them plus new sounds.
That's why I was asking which alternative was best.

Vehicle Sizes:
I totally agree, most B5 ships I had added (even those that were used for smaller ships in the shipsets) look too big, they definitely need smaller ships.
I'd like to add more sizes but I don't know enough about B5 and ST to find the right ones.

Trek:
I'm not working in the trek part.
Natural progression would be cool.
I don't know enough about ST to even know if it's possible to make a believable tech tree to reflect this evolution through the different eras.
Reply With Quote
  #302  
Old May 10th, 2002, 11:53 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Sounds easy enough to me.

In fact, on the alternate B5 Mod page, the D/Ls are broken into 12 different zips plus updates!

But, I know a lot of people had trouble with that, so I changed it to the current format. I think 4 may be a good medium
Reply With Quote
  #303  
Old May 23rd, 2002, 05:42 PM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Nothing new since my Last post.
I didn't upload the files I was talking about.
Now I can't login with my FTP program an I'm waiting for an answe from host.

In the meantime, jimbob can you post or send me the data files for your astromech droids?
I'll see if they fit with the other techs and include them.
Reply With Quote
  #304  
Old May 24th, 2002, 03:45 AM
jimbob's Avatar

jimbob jimbob is offline
First Lieutenant
 
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
jimbob is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Ok, here are the droids as I've made 'em. I made the attack bonuses to match the P&N mod, so they might need some balancing for the Sci-Fi mod [edit - plus they are designed for a QN movement system]. The droids replace cockpit, because the pilot will still need air etc. Finally, I introduced the tech area "miniaturization" as a pre-requisite. Critique and mod away!

Name := R11 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 4
Cost Minerals := 3
Cost Organics := 0
Cost Radioactives := 25
Vehicle Type := Fighter
Supply Amount Used := 2
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Computers
Tech Level Req 1 := 1
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 2
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (4 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 4% attack bonus in combat.
Ability 3 Val 1 := 4
Ability 3 Val 2 := 0
Weapon Type := None

Name := R12 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 6
Cost Minerals := 3
Cost Organics := 0
Cost Radioactives := 25
Vehicle Type := Fighter
Supply Amount Used := 2
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Computers
Tech Level Req 1 := 2
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 2
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (6 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 7% attack bonus in combat.
Ability 3 Val 1 := 7
Ability 3 Val 2 := 0
Weapon Type := None

Name := R13 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 8
Cost Minerals := 3
Cost Organics := 0
Cost Radioactives := 30
Vehicle Type := Fighter
Supply Amount Used := 2
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Computers
Tech Level Req 1 := 3
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 2
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (8 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 10% attack bonus in combat.
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Weapon Type := None

Name := R21 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 4
Cost Minerals := 5
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Fighter
Supply Amount Used := 12
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Computers
Tech Level Req 1 := 1
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 3
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 3
Number of Abilities := 4
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (4 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 4% attack bonus in combat.
Ability 3 Val 1 := 4
Ability 3 Val 2 := 0
Ability 4 Type := Standard Ship Movement
Ability 4 Descr := R2-D1 astromech droids can boost the fighter engine output, but at considerable expense.
Ability 4 Val 1 := 2
Ability 4 Val 2 := 0
Weapon Type := None

Name := R22 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 6
Cost Minerals := 5
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Fighter
Supply Amount Used := 15
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Computers
Tech Level Req 1 := 2
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 3
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 6
Number of Abilities := 4
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (6 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 7% attack bonus in combat.
Ability 3 Val 1 := 7
Ability 3 Val 2 := 0
Ability 4 Type := Standard Ship Movement
Ability 4 Descr := R2-D2 astromech droids can boost the fighter engine output, but at considerable expense.
Ability 4 Val 1 := 4
Ability 4 Val 2 := 0
Weapon Type := None

Name := R23 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 8
Cost Minerals := 5
Cost Organics := 0
Cost Radioactives := 45
Vehicle Type := Fighter
Supply Amount Used := 20
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 6
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Computers
Tech Level Req 1 := 3
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 3
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 10
Number of Abilities := 4
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (8 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 10% attack bonus in combat.
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Ability 4 Type := Standard Ship Movement
Ability 4 Descr := R2-D3 astromech droids can boost the fighter engine output, but at considerable expense.
Ability 4 Val 1 := 6
Ability 4 Val 2 := 0
Weapon Type := None

[ May 24, 2002, 02:50: Message edited by: jimbob ]
__________________
Jimbob

The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Sřren Kierkegaard
Reply With Quote
  #305  
Old May 24th, 2002, 03:54 AM
jimbob's Avatar

jimbob jimbob is offline
First Lieutenant
 
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
jimbob is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

In addition to the astromech droids, how about introducing fully automated fighters (a la Episode One). I've got a few tiny fighters made up, and I'm hoping to test them in P&N v.2.6. They seem to be pretty balanced, and would make excellent droid fighters (IMHO ).

If you'd like, I'll email them or post them here.
__________________
Jimbob

The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Sřren Kierkegaard
Reply With Quote
  #306  
Old May 24th, 2002, 03:45 PM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I'm not completely convinced with your R2s but you gave some ideas.
I was planning to add droidfighters with the Trade Federation techs.
Reply With Quote
  #307  
Old May 25th, 2002, 02:38 AM
jimbob's Avatar

jimbob jimbob is offline
First Lieutenant
 
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
jimbob is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Regarding the R2s, I wanted to add a short term boost to movement, as occurred in the "trench run" on the death star (Episode iv I guess).

Do you not like the movement as combat movement, or is there too much combat movement added?

Unfortunately combat movement bonuses are not stackable, so I made the R2s to put out a significant amount of movement points to make up for the fact that afterburners would have no additional affect.

Quote:
I was planning to add droidfighters with the Trade Federation techs.
Good! Are you going to make a fighter class that has no cockpit and/or life support requirement, or go the fighter sized master computer route?
__________________
Jimbob

The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Sřren Kierkegaard
Reply With Quote
  #308  
Old May 26th, 2002, 08:41 AM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I've uploaded some of the files.
here

Critics/comments about what's Online are welcome.

[ May 26, 2002, 07:46: Message edited by: Andr&eacutes Lescano ]
Reply With Quote
  #309  
Old May 26th, 2002, 02:49 PM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andrés,
Yout site only has the "data" and graphics files, but not the races/sets nor sounds.
Do you have hosting problems - no space left ?
Reply With Quote
  #310  
Old May 26th, 2002, 04:13 PM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

No, I haven't uploaded those files yet.
They are too big and I'm using a slow modem.

Edit: All files should be up now

[ May 27, 2002, 00:00: Message edited by: Andr&eacutes Lescano ]
Reply With Quote
Reply

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 05:50 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.