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  #1  
Old April 29th, 2004, 06:40 AM

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

Is it just me or is the ISD a better ship than the SSD? For certain as a carrier type ship the ISD can put far more Tie Fighter Bays than the SSD and plain old tonnage remaining after essential components goes to the favour fo the ISD as well.
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  #2  
Old April 29th, 2004, 10:57 AM

Bill Door Bill Door is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by BlackRose:
Is it just me or is the ISD a better ship than the SSD? For certain as a carrier type ship the ISD can put far more Tie Fighter Bays than the SSD and plain old tonnage remaining after essential components goes to the favour fo the ISD as well.
The Executor class hull can use Heavy and Massive battery mounts but the ISD can only use Heavy and normal battery mounts. This gives it longer range and greater damage/kT ratio for the weapon. Wether or not this makes up for the increase in tonnage used for essential items is another question.

Another example of a dodgy increase is from the Nebulon B-1 (frigate) to the Nebulon B-2 frigate (mod frigate). A five engined B-2 has 12 kT less space, greater supply useage a move and a 5% worse defensive modifier, for the gain of an extra target attackable per turn (10 for the B-1, 11 for the B-2).
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  #3  
Old April 29th, 2004, 11:55 PM

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

Update on Star Wars System Map:

This map is currently being molded for the time that Thrawn was in controll of the Empire and the New Republic held Coruscant. The Map will be set up to play with 17-20 players/empires. Not sure if I will include Neutral Empires as they are placed randomly.

Empire Files for All Major Empires and Empires
Status: 90% (so that races can be placed)
The only reason why it isnt 100 is I'd like a few suggestions. Currently I have the Yhuzman Vong having Organic Tech, Mon Cals have Temporal Tech (better space yards), Droid Revolution and Ssi Ruuk having Crystaline and the Hapes Consortiuum having Religious, any thoughts suggestions here would be helpful.
Of course even more helpful would be AI files for Rebels, Various Imerial Factions, Smugglers, Bounty Hunters, BSO and Jawa's! So that the AI would actually use that tech.

System Mapping: 100% Currently it is a 255 system Large Galaxy started from scratch, all 255 slots have been filled and mapped according to a star wars map I located here:

http://www.nav-computer.com/

OFC there are more that 255 systems so a few had to be exluded.

Placement of Hyperspace Lanes: 5% This is probably the most tedious and excrutiatingly boring process!

System Planets/Moons/Suns etc: 20% This will take a while but wont be boring

System Specialties: Ruins, Modifieers etc: 0% I'd like some help here as well, I cant seem to get some of the more exotic functions to work, ie Ship Training and Fleet Training modifiers for planets/systems.

Any questions feel free to ask
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  #4  
Old April 30th, 2004, 11:08 PM

Bill Door Bill Door is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I've only just realised exactly how powerful the Weapon Ioniser Cannons (WIC) are, particularly when mounted. A single hit from a level 1 battery mounted WIC will prevent a ship from firing for almost a whole battle and there is no really effective defense against them except not getting hit. And thats something that the larger ships don't do all that well.

I feel that it is too effective a weapon as of now, and it could do with reducing in power
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  #5  
Old May 2nd, 2004, 04:08 AM

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

Update on Star Wars System Map:

Empire Files for All Major Empires and Empires
Status: 90% (so that races can be placed)
The only reason why it isnt 100 is I'd like a few suggestions. Currently I have the Yhuzman Vong having Organic Tech, Mon Cals have Temporal Tech (better space yards), Droid Revolution and Ssi Ruuk having Crystaline and the Hapes Consortiuum having Religious, any thoughts suggestions here would be helpful.
Of course even more helpful would be AI files for Rebels, Various Imerial Factions, Smugglers, Bounty Hunters, BSO and Jawa's! So that the AI would actually use that tech.

System Mapping: 100% 255 systems, map used is located below
http://www.nav-computer.com/

Placement of Hyperspace Lanes: 100% - Included in this map is a territoral hyperspace system (ie Outer Rim, Core, Inner Rim) with hyperspace lanes that go through all the areas that are cannon like Perlemian Trade Route, Hydian Way etc.


System Planets/Moons/Suns etc: 40% All the major mapped systems have been completed including individual names of planets and moons etc. The only liberties I took was to tone down the moon count which often reaches as high as 40 for gas giants in the SW univers I'll have to make up most of the rest, but I dont plan on making it overly dense as I hate sloooow games

System Specialties: Ruins, Modifieers etc: 0% I'd like some help here as well, I cant seem to get some of the more exotic functions to work, ie Ship Training and Fleet Training modifiers for planets/systems.

This map is currently being molded for the time that Thrawn was in controll of the Empire and the New Republic held Coruscant. The Map will be set up to play with 17-20 players/empires. Not sure if I will include Neutral Empires as they are placed randomly.

Any questions feel free to ask
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  #6  
Old May 6th, 2004, 10:37 PM
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gregebowman gregebowman is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I still haven't played the updated Version of the mod, but maybe by this weekend I'll get to. Anyway, is this mod going to stay Star Wars? I know it's subtitled the Crossover Mod, but I haven't seen too many mentions of that lately. Maybe we can have both. Keep this mod Star Wars, and then create a separate crossover mod in the future. What do you think?
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  #7  
Old May 7th, 2004, 11:06 PM

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

A preliminary Star Wars Systems Map is now complete. I'm quite proud of it, it has all cannon Planets, Systems, Hyperspace Routes etc. The next phase would be tweaking for balancing and the choice to add in more planets, but I dont want the map to play too slowly. The starting posistions are set, as are the empire files.

For now I'll email the map to anyone who is interested, contact me if you'd like to test it out!
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