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May 25th, 2002, 02:38 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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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.
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I was planning to add droidfighters with the Trade Federation techs.
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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?
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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.
-Søren Kierkegaard
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May 26th, 2002, 08:41 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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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: Andrés Lescano ]
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May 26th, 2002, 02:49 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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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 ?
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May 26th, 2002, 04:13 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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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: Andrés Lescano ]
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May 28th, 2002, 06:12 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Ok you have some starting files Online.
Now, all of you who were asking me over and over "When will this mod be finished?" go download it, and report your oppinions.
BTW I have no answer for that Q, I've been advancing at a very irregular speed but with more people involved and more feedback it will sure be sooner.
I know there are many vital techs that I'm forgetting to include.
For example I see that I had made pics for Cargo and Med bays but never included those techs.
Help me make a list of all techs that need to be added. Or even better submit your own portions of data files (be sure to make them looking at the rest of this mod and not to work with standard data files).
jimbob, what do you think of the astromech droids I made?
I don't like them replacing the bridge, and after making up the engines/eng.permove system for sw fighters I didn't think that additional engine abilities would help.
Starting to write AI is also another important part.
Will AI ever use emergency propulsion? All starwars movements are based on an emergency propulsion "hyperdrive" and a special repair tool (can only be repaired by space yards) "hyperdrive motivator".
I really like how it works, ships are slower than other races using only sub-ligh drives and faster when using hyperdrives. And capital ships being slow in combat increases dependence on fighters and give an overall "star wars" feeling in combat.
If AI races don't use it, they will move very slowly and will be barely able to expand.
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May 28th, 2002, 06:40 AM
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Brigadier General
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Join Date: Dec 2001
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Just got the Scifi-Crossover; and I am impressed.
Incredible-godlike job
Unless you have some sort of schedule going on or you have too much free time
But If you need help with the scifi project; I'm good at typing 
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Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.
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May 31st, 2002, 05:15 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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