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  #1  
Old September 26th, 2007, 01:07 PM
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Morkilus Morkilus is offline
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Default Re: New Mod: Star Wars- Jedi vs Sith

Modding the ocean into space would kinda work. You'd need an overland map that was extremely stylized to be able to play on both planets and space, and make it impossible for stormtroopers and the like to gain "water breathing" and the like.

I totally support you on this; nobody's really attempted a TC mod for this game yet, though we might be getting close with all the Warhammer nations
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  #2  
Old September 29th, 2007, 10:14 AM

Aezeal Aezeal is offline
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Default Re: New Mod: Star Wars- Jedi vs Sith

Whole armies of jedies?

Wouldn't it nicer to have troops from all planets we know in the starwars universe and have the jedis more as leaders?

and a clone army
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #3  
Old September 29th, 2007, 06:23 PM

Desert_Fox Desert_Fox is offline
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Default Re: New Mod: Star Wars- Jedi vs Sith

I have also been working on a mod of the typical Empire and Rebel troops (Stormtroopers, even AT-ATs, etc). I am still nowhere near done on this one though (it only has a few units from the Empire so far). I think massive Jedi/Sith armies fills a gap in the SW realm. Anyway, I still agree with you on standard forces, and I do eventually plan on creating a total SW mod, which would be force guys (reduced #s) anlong side of huge regular armies.

But, I had start somewhere; plus at least Jedi and Sith use "swords", which Dom3 has the proper sounds and sprites for. It is hard to make ranged units with blasters and lasers because Dom3 does not have such sounds or sprites (except the lightning ones) that make sense. I have found the bane fire arrows, regular arrows, fire javelin, and lightning bolt make the best resemblence to lasers and blasters, so those are what I will use. It is very sad we can not mod our own new sounds and sprites, as it would not be too difficult I think. Anyway, the point is we will need to sacrifice some realism to go into a full blown SW army.

Thanks for your feedback; as I said, I do agree with you, but I just love Jedi, so they got priority. A mod like the one you speak of is in my future plans; definitely some clones too!
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  #4  
Old September 29th, 2007, 06:59 PM

Desert_Fox Desert_Fox is offline
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Default Re: New Mod: Star Wars- Jedi vs Sith

Here it is folks: The first release of my Star Wars: Jedi vs Sith Mod

Here are the details:

The mod adds two new nations: The Jedi Order and the Sith Dominion.

Units:

Each nation has one Pretender: Jedi- Yoda ; Sith- Emperor Palpatine

Each nation has two heros: Jedi- Mace Windu, Obi-Wan Kenobi ; Sith- Darth Maul, Darth Vader

Jedi Units:

Infantry- Jedi with one light saber, two light sabers, one long light saber
Cavalry- One Jedi with one saber on a speeder, two Jedi with one saber on a skiff
Ranged- The speeders have a small blaster (like the movie), but no formal ranged units yet
Commanders- Jedi Masters, Jedi Knight Commander, Jedi Knight Commander (mounted)

Sith Units:

Infantry- Sith with one light saber, two light sabers, one duel-blade light saber
Cavalry- One Sith on a speeder
Ranged- Same as Jedi
Commanders- Same as Jedi, but plus a stealthy assassin

Other Details:

vanila- no; this mod has the Jedi and Sith well balanced, but Dom3 units are no match for them

Play Style- Due to balancing, this mod is just meant for Jedi vs Sith games. I suggest playing with the world supply, wealth, and resource levels at the max of 300. Dominion is mostly ingnored as a game factor, the only priest is your prophet, but this is due to an error with giving Priest skills (see bellow).

Bugs- none known, but please inform me of any you may find


Error (from above):
When I tried giving units the Priest skill I got the following error message- "no holiness". This occured when I coded "#magicskill 8 3" for the unit. The # for skill level did not affect the error, as I tried several. The error occurs when the game tries to load a new turn. If anyone knows how to fix this, I would greatly appreciate help, as I need to get priests into my mods (this error also happens with my other mods).

Well, there it is, my first mod for Dom3 (I have made a number of mods for myself, but this is the only one I have released; though I did release one other for Dom2). I will really, really like feedback on this, any at all. I will use it for newer versions of this mod and others in the future.

Thanks, and enjoy!
Attached Files
File Type: zip 553037-SW.zip (78.2 KB, 262 views)
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  #5  
Old September 29th, 2007, 08:59 PM
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Juzza Juzza is offline
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Default Re: New Mod: Star Wars- Jedi vs Sith

You need to give any unit with priestly magic skill the tag #holiness to make them sacred.
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  #6  
Old October 1st, 2007, 05:56 AM

Aezeal Aezeal is offline
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Default Re: New Mod: Star Wars- Jedi vs Sith

IF you will do what I proposed (jedi as commanders) you could more easily give them sacredness and then pass the blessings off as JEDI POWERS (speciallity of that specific jedi)
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #7  
Old November 2nd, 2007, 07:59 AM

Desert_Fox Desert_Fox is offline
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Default Re: New Mod: Star Wars- Jedi vs Sith

Hey,

So, it has been quite a while. Any feedback for improvement at all?
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Repitio est mater studiorum.

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