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  #1  
Old October 13th, 2002, 06:01 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

OK, here are the stats for stormtrooper boarding parties and cargo bays for SW ships. I designed the stormtroopers to be slightly more efficient than SE IV space marines and the cargo bays to be a good deal less efficient (for some reason I feel SW ships are less cargo-efficient than standard SE IV ships):

Name := Stormtrooper Boarding Parties I/II/III/IV/V
Description := Imperial stormtroopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num := 65
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 200/250/300/350/400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2460
Roman Numeral := 1/2/3/4/5
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Ship Capture
Tech Level Req 1 := 1/2/3/4/5
Tech Area Req 2 := Imperial Ship Construction
Tech Level Req 2 := 1
Tech Area Req 3 := Troops
Tech Level Req 3 := 2
Number of Abilities := 2
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 3/6/9/12/15 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1 := 3/6/9/12/15
Ability 1 Val 2 := 0
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 6/12/18/24/30kT worth of cargo space.
Ability 2 Val 1 := 6/12/18/24/30
Ability 2 Val 2 := 0
Weapon Type := None

Name := Cargo Bay I/II/III
Description := Area on a starship where cargo can be housed.
Pic Num := 269
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 120
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Cargo
Family := 9
Roman Numeral := 1/2/3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1/2/3
Tech Area Req 2 := Star Wars Technology
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Cargo Storage
Ability 1 Descr := Provides 50/100/150kT worth of cargo space.
Ability 1 Val 1 := 50/100/150
Ability 1 Val 2 := 0
Weapon Type := None

Name := Small Cargo Bay
Description := Area on a starship where small amounts of cargo can be housed.
Pic Num := 269
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Cargo
Family := 9
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Tech Area Req 2 := Star Wars Technology
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Cargo Storage
Ability 1 Descr := Provides 20kT worth of cargo space.
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Weapon Type := None

Name := Massive Cargo Bay I/II/III
Description := Massive area on a starship where cargo can be housed.
Pic Num := 269
Tonnage Space Taken := 360
Tonnage Structure := 360
Cost Minerals := 2160
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Cargo
Family := 9
Roman Numeral := 1/2/3
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1/2/3
Tech Area Req 2 := Large Scale Construction
Tech Level Req 2 := 1/2/3
Tech Area Req 3 := Star Wars Technology
Tech Level Req 3 := 1
Number of Abilities := 1
Ability 1 Type := Cargo Storage
Ability 1 Descr := Provides 1250/2500/3750kT worth of cargo space.
Ability 1 Val 1 := 1250/2500/3750
Ability 1 Val 2 := 0
Weapon Type := None

I have the cargo/kt and cargo/mineral cost efficiency figures for all SW cargo components & can post them if anyone's interested.

Hope it helps.
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  #2  
Old October 14th, 2002, 05:50 AM

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

Just uploaded new files:
Sci-Fi Crossover Mod Homepage
(Note that I didn't bother to change anything in the html, but I the "Datafiles" and "Xls'" zips are new)

I made the change in the shape of the tech tree, there are very few "new" tech areas, but most of the standard ones give new stuff, that should make trade and tech capture easier.

Also added a lot of new things including most of Erax's contributions.
Most Imperial and a good part of the Rebel are done, soon I want to move on into some of the other starwars races.

I'm still adding new stuff, making changes and correcting mistakes.
But I decided to upload the "Last Version" (and try to keep doing that periodiacally) so we don't end up talking about different things.

Take a try and let me know what you think.

[ October 14, 2002, 04:51: Message edited by: Andr&eacutes Lescano ]
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  #3  
Old October 15th, 2002, 08:29 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Erax:

First, great work. That's a lot of work, and it's well balanced with the SEIV generic game. I was just wondering about this:
Quote:
I scaled them so that the AT-AT was as large as a SE IV large troop (20 kt). This equates things at the top end, but perhaps the other SW vehicles do become 'tiny and weak' as a result. Maybe the AT-AT should be 30kt?
Because the Star Trek Empire is a racial trait, it would be okay for it to have some advantages over the SEIV generic game. Perhaps the AT-ST could be equiv. to the SEIV large troop and then yes, bump up the AT-ATs to 30, even 35 kT. If balance is really an issue, which I don't think it will be, just bump up the racial trait cost a tad.

Just my .02$Cdn.
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  #4  
Old October 15th, 2002, 11:37 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by jimbob:
Erax:

First, great work. That's a lot of work, and it's well balanced with the SEIV generic game. I was just wondering about this: (quote deleted)
Because the Star Trek Empire is a racial trait, it would be okay for it to have some advantages over the SEIV generic game. Perhaps the AT-ST could be equiv. to the SEIV large troop and then yes, bump up the AT-ATs to 30, even 35 kT. If balance is really an issue, which I don't think it will be, just bump up the racial trait cost a tad.

Just my .02$Cdn.
Thanks, but it isn't work when I'm having fun.
About the vehicle sizes, my main concern is that they must 'feel right' for everyone (balance issues can be fixed easily, as you said). Nobody knows how big an SE IV troop is supposed to be, so we can just pick a size for the AT-AT that 'feels right' for everyone and then adjust all the other SW vehicles so they stay in scale - if 30kt seems like a good figure for the AT-AT, then the AT-ST goes from 10kt to 15kt.

I'm out of ideas for now, so I guess I'll just play SW-SE IV for a while to get some new ones. Andrés, you're the man, let me know if you need any help.
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  #5  
Old October 16th, 2002, 01:41 AM

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

Quote:
Originally posted by jimbob:

Because the Star Trek Empire is a racial trait, it would be okay for it to have some advantages over the SEIV generic game.
And what's the Star Trek Empire anyway??? The Romulans?? The Klingon???

Anyway most racial traits cost 0 and must be choosen in order to play the right race.
When you choose "Star Wars" and "Imperial Technologies", you MUST NOT choose "Standard SE4".
Choosing a bad combination will lead to unexpected results and will most like be considered cheating.
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  #6  
Old October 17th, 2002, 12:13 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Because the Star Trek Empire is a racial trait, it would be okay for it to have some advantages over the SEIV generic game.
Duh.... Me not speak so good.
You probably guessed that I meant the Empire from Star Wars. I will adopt the term "Imperial" to avoid such confusion.

Anyway, as you likely also guessed, I simply meant that if making larger units seemed to throw off game balance, one could quite easily just bump up the racial trait cost a bit. If you want these to stay at zero however (for asthetic's sake for example) then just ignore my babblings.

[ October 16, 2002, 23:31: Message edited by: jimbob ]
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  #7  
Old October 17th, 2002, 06:07 AM

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

Sorry, long time no speak here. What all can I distill from the B5 mod for y'all?
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