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  #91  
Old December 28th, 2007, 11:33 AM
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Default Re: Star Wars Mod

Ya I got a cold as well... thats why i'm sitting here playing se4 and se5 (not at the same time) and trying mods.

I got my butt handed to me playing AST
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  #92  
Old December 29th, 2007, 11:40 AM
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Default Re: Star Wars Mod

That is good. I still have to finish the update for AST as well. I just lost interest in everything when I got sick. I haven't been able to shake this damn thing since I got it.
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  #93  
Old December 30th, 2007, 04:06 PM
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Default Re: Star Wars Mod

I hit a snag called information overload. I was able to put in some work today on the mod. I have fleshed out the ship sizes for the Empire, as that is really all that I am working on at the moment.

I went through the information that was provided regarding books and such, and I have to tell you there is really no way in hell that SE IV will ever allow any one to make a true Star Wars type mod. There simply isn't a way.

That being said of course, we must improvise a solution. So that is what I have been doing since September.

There is so much going on in my head that I am finding it hard to get it all down. Get it all to work. So please keep in mind that when the alpha is posted, it will be a very basic version of what I hope to expand upon.
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  #94  
Old December 30th, 2007, 11:02 PM
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Default Re: Star Wars Mod

well thats good that your trying to make it as close to StarWars but remember it's still SE4 game

just like Startrek, Babylon 5, and that Fantasy Empires Mod... close but still se4 game

ok so don't be to nit-picky on the true Star Wars type, just make it close as ya can ok... we don't mind
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  #95  
Old December 30th, 2007, 11:58 PM
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Default Re: Star Wars Mod

The more you tighten your grip, the more players slip through your fingers
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  #96  
Old January 7th, 2008, 04:35 AM
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Default Re: Star Wars Mod

Well I cannot say much for my accomplishments with this mod but I am getting the empire done.

What I have done:
Made all Empire images
Made all Rebel Set images
Made all Underworld Set images
Made all Separatist Set images
Made all Trade Federation Set images
Made over 100 new Star Wars component images
Added over 50 new facilities images
Made all neutral race portraits (Collected and set up)
I have most of the imperial ship size file done.
I have 50% of the imperial facilities set up.
I have the Empire Research file completed
I have the Empires Tech file completed

I am working on the mounts and components now.

I still need to finish the Empire files, then move onto the rebels and other races.

I need to construct Intel and Events files.

The hard part has been to try and get what is in my head done. I have remade the ship size file at least 20 times over the last week. I have gone from having all the ships have their own abilities to limiting them and adding more components. Components can be destroyed, built in abilities cannot.

I am working on the mounts right now. I hope to have them pretty well done by the end of tomorrow. As I work on the mounts I am also working on the base components for the empire. You know engines, weapons, and specialty items.

I have set it up so that some fighters are both fighters and equal size ships. This way players can make squadrons to roam with the fleets, and still have fighters to pack into those star destroyers and carriers. TIE fighters are just fighters though.

I should have the rest of the facilities for the empire completed tonight. That is if I can keep working. My shoulder and neck are killing me.

When I release the alpha of the empire I hope that some of you will take some time to help me out. I will need feed back on how the economic system works. Are things too expensive, or cheap, did I miss any components? Do I need to add more mounts, fix things, tweak things, spell check things, add better descriptions and such?

The AI is going to be a real PITA. But hopefully I can just get it to work well with some work around's.

Economics in the mod are a bit different now. Minerals now represent ship and facility income. You need these resources to build ships and facilities.

Organics have become Troop income needed to build troops.
And radioactives have become Fighter Income needed to build fighters.

Additionally now that they have been separated, there is a construction facility needed for all three. (AI has conventional construction yard that can build with all three resources.) The Planetary Construction yard can build with all three but has limited organic and radioactives building capabilities.

The reason behind this is to force the player to consider how and what they elect to build. Also it will allow the player to concentrate construction of each type on different planets.

It may not work but it seemed interesting to me so I gave it a whirl.
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  #97  
Old January 7th, 2008, 12:45 PM
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Default Re: Star Wars Mod

sounds good so far can't wait to give it a try.
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  #98  
Old January 8th, 2008, 08:59 PM
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Default Re: Star Wars Mod

If you need help testing anything, feel free to drop me a line.

Sounds like you're up to you're usual High Standards in all aspects again !
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  #99  
Old January 8th, 2008, 11:18 PM
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Default Re: Star Wars Mod

Right now I am still working on the comps. I am trying to get it so that small ships are cost effective and larger ships cost a [censored] load to build and take a long time to do so and cost a ton to maintain. Unfortunately it looks like when you add the ability maintenance to each hull and give it a huge handicap, it doesn't work.
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  #100  
Old January 8th, 2008, 11:44 PM
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Default Re: Star Wars Mod

hehehe THATS why there's only 1 Deathstar
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