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  #1  
Old June 29th, 2004, 09:37 PM

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

Quote:
Originally posted by astruskustuvas:
ok here we go...............
Id like that you comment on what i posted here

Ships

VSD ok
ISD ok
SSD broken fix: make hull bigger and (or) decrease life support and crew quarters to 1

Sovereign SSD ok
Eclipse SSD broken fix: decrease life support and crew quarters to 2

Torpedo Sphere ok
DS Prototype could be bigger
DS I could be bigger
DS II could be bigger

Fighters: Dont think fighter needs tweaking

Other:

Armor: make armor size dependant like shields

fix seeker, make them cheaper and smaller but not efective on larger hulls (they should use TL)

Superlaser MK x: decrese size 1/2 of curent one

World Devastator: i like this thing but it would be better if thet had SY capability

Advances Shipyards x: make them deplete less resources and only on that planet not on all in system

Mining facilitys give them resource storage capability and increase rescource storage

Add medium sized solar ionizator reactor

Where is AI?

To be continued.......
I agree with everything here except perhaps the fighters. In the end I noticed Tie Fighters seemed to rule the day as better pound for pound than Interceptors or Defenders (and Advanced). I think that perhaps the Torpedoes the fighters use might be over balanced, however all this is probably moot as without an AI to test the tech against its kind of hard to gauge.

Have you considered using the AI files from TDM to at least make the SW AI stronger? Ideally I suppose an AI that used SW tech would be the best but the TDM AI's could probably do some damage against the superior SW tech player.
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  #2  
Old June 30th, 2004, 07:22 AM

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

i noticed a bug that was quite a turn-off for me...

Every race seems to want to be rock/oxygen... if I choose any other type, gas or ice, somehow all rock planets still have *, and I have rock planet colo?! but not the colo tech for my homeworld...

Anyone else have this problem?

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  #3  
Old June 30th, 2004, 10:03 AM

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

Well personaly i think that rebel fighters are more powerfull. I played few lan (1vs4) games and i can say that K-Wings are fearsome fighters and i as empire builded fighters only to stop rebel ones (and bomb planets\ships).
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  #4  
Old July 5th, 2004, 04:35 PM
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psimancer psimancer is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

black rose could i get that map file please ?

piterdvries@icqmail.com

thanks

ps surprised you havend put it on pbw server it seems to be talked about so much
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