|
|
|
|
|
December 23rd, 2001, 04:54 PM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I'm beginning to code in the racial advantages and the vehicle sizes. I'll post the results once I finish.
I hope that then you can help me fill in the needed techs.
BTW there's someone in the yahooGroups (don't recall name right now) interested in adding Starfire races.
|
December 27th, 2001, 03:48 PM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Take a look at this.
http://se4kdy.cyberwars.com/files/sc...ci-ficross.zip
I only added thew ships sizes. Some races will need more ship sizes. Maybe make colony ships available to all players.
They are ordered by size, some sizes may need to be re-ordered to represent advanced small ships with some extra abilities.
Please post your comments and modded data. I'll put them togeather and post them again.
|
January 12th, 2002, 02:41 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Do you guys need any help making this mod? I can't really help in the graphics department, excpet maybe facilities for some Trek races (from BOTF), but I can help with racial techs and what-ot.
|
January 13th, 2002, 10:28 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Well?
|
January 13th, 2002, 04:54 PM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Don't worry about graphics. There are aleready shipsets, and new component/facilities pics (and even weapon sounds) can be added later.
It would be useful if you can pick a race you're familiar with and start designing their tech tree.
Keep in mind that they will not have acces to most standard techs, so they'll need race-exclusive or group-exclusive equivalents.
|
January 13th, 2002, 08:36 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Which races are already being designed?
|
January 13th, 2002, 08:59 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
You know, the data files for this mod are going to get very, very large, what with all these different components for all the different races and all. Are empire files for each race going to be included? They should be used by all players, especially humans, so that the different races stay true to themselves, and you don't get things like Narns with ancient race or Borg without it. Also, are we going to try and get the resources to be used more evenly? Minerals dominating all sucks and is pretty unrealistic. And speaking of resources, how long should the ships be designed to tak to build? Should Light Cruiser sized ships take 2 turns to build, 4 turns, 12? What? Races with larger ships would definitely have to take longer to build them. I just want to know what sort of standards I should try and stick to when designing a race's stuff for this mod. How is vehicles.txt going to work? Is every race going to get their own custom set of ship sizes, or will this be done by genre type?
|
January 13th, 2002, 09:06 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I guess my question about ship classes has already been answered.
Did you copy those values for ship tonnage directly from Babylon Trek Wars? Cause they seem pretty strange for SEIV ship sizes, especially ships with values like 622 and 138.
[ 13 January 2002: Message edited by: Imperator Fyron ]
|
January 14th, 2002, 05:29 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
AFAIK no one has already started this.
I’m revising my old starwars mod, Bearclaw is working the “Force sensitive” racial trait I never got to add. And some Bab5 techs have been mentioned in the B5 mod thread, IIRC Val and s_j were working on them.
Ship tonnage is based on their known tonnage or estimations of their "real" tonnage and then scaled to make logical SE4 sizes. Some races will need a few more sizes and maybe rounding the values is not a bad idea.
Yep advanced faster space yards for races with really big ships sounds like a good idea.
The 2nd Death Star was build in ~6 months (alright it wasn't finished).
[ 14 January 2002: Message edited by: Andrés Lescano ]
|
January 14th, 2002, 06:41 PM
|
|
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
No, don't round the values. It might be a little annoyance if the minimum component tonnage is still 10, but keep the tonnages especially if the minimum component tonnage is 1.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|