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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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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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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 
__________________
A* E* Se++ GdQ $ Fr! C Csc Sf+ Ai- M Mp* S++ Ss- R! Pw Fq Nd Rp+ G++ Mm+ Bb++ Tcp+ L Au
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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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
<BUMP>
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May 31st, 2002, 04:39 PM
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Major
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Location: Lansdale, PA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andrés, B5 Mod is getting much closer to finished  What adjustments do we have to make to make it more compatable? Like for the ion weapons?
[ May 31, 2002, 16:22: Message edited by: Val ]
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May 31st, 2002, 11:53 PM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
No more comments?
TerranC:
It's not that I don't like the nice things you said, but I'd like some more useful comments.
I need Playtesters
Although they are not finished yet, Imperial and Rebel techs should be roughly playable by now. Give it a try and tell me your opinions.
My impression is that you start too slowly, and you'll be in trouble if you start too close to an aggressive enemy, but then you'll eventually catch up and have better techs in late game.
But I didn't playtest that much anyway. Can you confirm this? How do you suggest to fix it?
Is there a vital tech that you'd need and don't have? or just a sw tech that'd be cool to include?
I didn't even playtest The Force, that was included just as it was sent by Bearclaw. I know they were playtested on their own, but never in combination with other SW techs.
This has been proposed in the sw-map thread, as part of a scenario idea.
But how can we represent the virtually limitless resources and recruits of the Empire (at least before Endor) and the shortage of resources and personnel, and scattered secret bases of the Alliance. Without unbalancing the game too much of course.
I also need someone to help modding star systems. I have a list of a few funny systems I want to add to the appropriate files so they are included in random maps.
If there's any volunteer I'll post the list, I'm making while collecting data for the SW-map.
I also added B5 jump-gates and DS9-like wormholes as alternative warp point pictures. I wanted the random generator to mix the different types, but it seems to always use the first and ignore the others. Can anyone confirm? is there a workaround?
Val:
To make ion work we just need to add a boarding defense 1 ability to all bridges, shield regenerators and PDCs equivalents. That isn't too hard, and I could do it myself if necessary.
The most difficult part to merge B5 mod would be separating "Standard SE4 Tech" from "B5 Tech".
Players that select "Standard SE4 Tech" should get exactly the same that in the un-modded game.
B5 races should select "Bab 5 Tech" + their race specific racial trait.
Tech areas can be common to both (and all other races BTW), SE4 standard exclusive or B5 exclusive.
If it's going to be common, then it must keep Standard cost and max level.
Actual components/facilities/ect every one gets researching can be different by using a second tech req, but cost and max level cannot be changed.
More common tech areas were requested, to allow more tech capture.
I'm currently studying how to merge all ship construction into a shared standard.
Probably by adding a second tech area after highest ship construction, for those that have too many ship sizes, and leaving blank intermediate techs for those with too few (to be filled later?).
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