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March 14th, 2004, 10:54 AM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
You are right JayB, noticed that also.
But again, I think to play it with a few, say 5 people, is the best way to get the bugs and errors out of this mod.
So Andres, it's up to you now. Upload it to pbw and let's play and get your mod up and running.
Intimidator
BTW. one point: every time you use the hyperdrive you have to activet it but isn't possible in fleets, you must activate the hyperdrive one by one.
Am I correct? and if so can't that be changed ?
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March 14th, 2004, 01:31 PM
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Private
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Quote:
Originally posted by Intimidator:
BTW. one point: every time you use the hyperdrive you have to activet it but isn't possible in fleets, you must activate the hyperdrive one by one.
Am I correct? and if so can't that be changed ?
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Yep. Its a limitation of the SE4 program itself. The hyperdrive component uses the emergancy movement ability with all the same limitations placed on it.
That is also why the Hyperdrive Motivator is a 0 construction rate shipyard component.
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March 14th, 2004, 01:48 PM
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First Lieutenant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
But if you do it the way I did it, see below:
Name := Warp Core I
Description := Creates a warp field surrounding a ship.
Pic Num := 1189
Tonnage Space Taken := 200
Tonnage Structure := 400
Cost Minerals := 5000
Cost Organics := 0
Cost Radioactives := 2000
Vehicle Type := Ship
Supply Amount Used := 100
Restrictions := One Per Vehicle
General Group := Engines
Family := 25048
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Warp Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 5 bonus movement points.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Weapon Type := None
It will function anytime without active it again, and can be used in fleets, without seperate activation.
remark: the Hyperdrive function can simply be added in the sample I used here.
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March 14th, 2004, 03:34 PM
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Major
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Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Quote:
Originally posted by JayBdey:
Maybe you wanted it to be like this but I can still build a few standard SEIV components when I use SW Tech. When using the SW tech you can still build: Cargo Bay, Mine Sweepers, Phased Polaron Beam, Ripper Beam, Incinerator Beam, Wave Motion Gun, Gravitic Sensors, Solar Sails, Solar Collectors, and Null Space Projectors.
Is this intentional, or did you leave them in by accident? Looking at the components.txt file it would seem that you did not make it a requirement to have standard SEIV tech to build these comps.
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Those techs are not normally available for SW races (can't be researched), but can be obtained by analizing captured ships or traded.
A side efect of this feature is that they're available in full tech starts, but that's something unusual so it's no big deal.
About hyperdrives and fleets, I know it's annoying when you have large fleets.
But there is still no other ability that would make ships move fast in normal movements but not in combat.
Using 'Extra Movement Generation' as warp cores do, will make ships super-fast in combat.
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March 14th, 2004, 09:50 PM
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Corporal
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I rarely play anything but full tech; it's not that unusual for me.
Starting at low or even medium tech just makes the game move so unbearably slow, I can't stand playing like that.
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March 14th, 2004, 09:54 PM
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First Lieutenant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I absolutly disagree with you JayB.
It's just the strenght of the game that your opponents have complete other weapons and strenghts than you have. It's realistic and more fun to choose the way of your empire from scratch.
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March 14th, 2004, 10:20 PM
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Corporal
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
That's great if you enjoy playing that way more, but I don't. Is there no way to stop this from happening in full tech games?
I thought the standard SEIV tech and races were just held over to allow single play until the SW AI was done. Won’t this go away after the AI is finished? I know I certainly won’t be using standard SEIV races in any games so how could I capture or analyze to get those components if no empires have standard SEIV tech?
Or do you plan on keeping the standard SEIV tech in the game even after the AI is done?
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