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  #1  
Old June 2nd, 2002, 12:49 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andrés:

I really like the droids you made. I agree that the movement boosting is problematic, as you can only add one "afterburner-like" device per fighter (well actually you can have as many as you want, but only the best one functions)

Four questions for you

1) The addition of one extra sheild is good, but what if the fighter doesn't have any sheilds normally? (that is, what if the rebel player makes fighters that are unsheilded... will the game still give them sheild points from the R-unit?)

2) I notice that the ratios of "Tonnage Space Taken" (TST) to "Tonnage Structure" (TS) is a linear relationship (R-1 1:3, R-2 1:4, etc.). But the R-1 actually has an "absolute" TST value of 2: TS 6. Because you can only put one Droid on a fighter the R-1 could still be better than the R-2 in some cases. Could the values be changed to TST=1 and TS=3?

3) What if the Empire, or a non-SW race wants to use droids on some of their fighters? It seems that many races could use droids, but simply choose not to. This is especially true of the Empire, who employ droids in other capacities, but simply do not choose to put them on their fighters... I would like to see this be a research & design choice on the part of the player if possible.

4) (assuming that you introduce a fully automated technology tree) For the trade federation and cylons... will there be fully automated droid/robot fighter systems? If so, will they be a general or specialized research branch?

The Force:
The Sith crew and force crew components... very cool. I like this a lot.

Dark Storm, could you make the weapon skip sheilds and armor? It seems to me that armor should confer no protection either (and it says so in the description). There is a "skip everything" weapon in SEIV, isn't there? Can you use it's ability type?

Dark Force Pilot, has a combat bonus. I don't think that this bonus is layerable with afterburners and the like. What if this was a straight movement bonus?

I only read over the component and other data files today, but the mod looks great! I'm really looking forward to the Sci-Fi X-over mod. Thanks for all your hard work Andrés.

[ June 01, 2002, 23:52: Message edited by: jimbob ]
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Old June 2nd, 2002, 06:52 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I found a mistake in TechArea.txt:
Droids' racial area should be 24 not 6 they were never available to anyone.

That shows that I didn't attempt to test them in the game until now

Your questions
1)Shield regenerators should be useless without shields, but shouldn't hurt either. Now I doubt that they work in fighters at all.

2)R1s were supposed so large that they could be used in very few fighters. But I see your point. Maybe make them even larger or decrease their tonnage structure to 4.

3) My idea was to eventually add more stuff under the Droids research (listening ideas). That is why (once racial area is fixed) the tech are should be available to all SW races, but fighter R2s only to Rebels (Old/New Republic?)

4)Trade Federation should have many things under droids. Bettledroids, droid tanks, Droid fighters, (droid chairs? walking holoprojectors?) ect.
Cylons, if Battlestar Galactica races are ever added, should not have droids, that is a SW exclusive tech and I can't make them share a tech unless it's shared with everybody else, standard SE4, ST, B5.

5?)
The Force

You're right, Dark Storm and Force Lightning are described to skip shields and armor like standard Null-Space Projectors.
Perhaps they were "balanced" by "reducing" their damage type, and the description wasn't updated accoedingly. I'd have to ask Nick (Bearclaw)
I feel storms should be more "super-weapon" like, much more damage, and a virtually indestructible seeker, but of course larger and with longer reload time.

BTW there is no other weapon that uses the Skips All Shields damage type.
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Old June 19th, 2002, 03:33 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

How are the mods progressing? I think I'll be doing a Honor Harringon mod, but I need information on the other mods so I can keep the numbers sane.

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Old June 19th, 2002, 09:16 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

All riiiight, no comments.. then again the Trek mod and B5 mod threads are there so I'll just check those.
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Old September 26th, 2002, 06:46 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Has anyone done anything with this mod lately?
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Old September 26th, 2002, 10:04 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Sorry I've been a little distracted lately.
I hope to come back to this mod soon.
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Old September 27th, 2002, 05:24 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Hey, I'd love to help with the X-over mod. I'm a little bummed out that the ST:NG mod is in limbo, but I've offered to help with it. My biggest hope is to bring it into the X-over mod so that we can finally have things like the Enterprise-D vs. Grand Admiral Thrawn's flag ship, etc.

Harrington, B5, ST:NG, SW, the monsters from Oleg and friends... what else would there be to add?

Edit: Oh, nevermind, Cpt. Kwok is gonna make ST:NG happen... so maybe I'm freer than I thought! Yeah Kwok!

[ September 27, 2002, 04:26: Message edited by: jimbob ]
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