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November 19th, 2003, 01:40 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Thanked 14 Times in 12 Posts
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Well, just because in the canon Star Wars universe they were never able to build more than the prototype for the Death Star - doesn't mean that in the Star Wars Space Empires universe the Rebellion will be just as successful at preventing their deployment, so you keep it as a valid option for later in the game...perhaps those Imperial engineers were able to come up with a fully functional Death Star. Plus, couldn't the Death Star prototype still move around in order to reach the different planets that it would target? I don't see the issue really. 
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November 20th, 2003, 04:46 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)
The DS prototype was meant to have enough tonnage to carry little more than command components the superlaser (it can't be made a requirement, but it should be) and very few other weapons, shields or other components. I'd have to check if afer so many quick and not thorougtly tested changes that remains true. It shouldn't be very good in combat, it's relatively vulnerable, but if it manages to hit you with its sl you're fried.
About the picture, it was one of the many things I had left to add later. The one you linked looks cool.
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November 24th, 2003, 11:57 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
well, I was finally able to break the file into several files to take home on floppies. I don't know what the difference was, but instead of trying to condense the folder, I opened the folder to see if I could condense the actual Star WArs II folder and the path file. For whatever reason, it worked. I'm currently transferring the files to floppies, and plan on checking it out tonight. Can't wait to play this one.
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December 5th, 2003, 07:53 PM
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Private
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Join Date: Dec 2003
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Thanks for the sound tip Andres. I'm still wondering if anyone else have problems with concussion missiles. The missiles won't fire in tactical combat simulations. I have all the correct strategy and supply, and all the other weapons fire just fine. The strange thing is that during tactical simulations, the concussion missiles are highlighted just like all the other weapons, but when I try to target an enemy ship, it just stays highlighted while all the other weapons fire. It might just be some minor detail that I have overlooked, but A-wings sure are weak without missiles.
Frank
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December 5th, 2003, 11:09 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)
Maybe it's this, fighter concussion missiles are meant to shoot at other fighters, not at capital ships.
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March 9th, 2004, 04:32 PM
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Private
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Join Date: Feb 2004
Location: Sweden
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Hmm... this thread has been dead for a while, but I like the Star Wars mod and I wonder if anyone is still working on it?
I would love to help 
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March 9th, 2004, 06:37 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)
Sorry I haven't been working on any SE4 related things lately.
ISTR I had made a few additions after Last time I had uploaded the mod, but not major improvements.
I'll try to ulpoad an update ASAP.
Does an anyone volunteer to make some AI?
Where was my to-do list?
BTW do you like my new avatar?
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