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  #101  
Old January 15th, 2008, 09:25 AM
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Default Re: Star Wars Mod

Here is an update for those following this mod.

I have pretty much finished the troops up. I only need to get the cost figured out for them so that they don't get built in 1 turn.

I have the fighters pretty much done now. Just some tweaking and cost re-figuring.

I might run into a problem with the number of mounts I am using. There is a limit to them and I think I am near 80 mounts with just the empire. I will count them later and cut and combine what I can.

What I am finding out is that having a basic tech tree, one tech that gives you a lot per level, is kinda working against me at this point. I am going to have to talk to the guys who give the mod a whirl and see what they feel should be done once I get the basic part of the empire worked out and playable onto itself.

I have added some new combat comps as well. The fighters needed a much narrower laser beam than the current combat pack offered. So I made four new images to be used with the mod.

I plan to have the fighters nailed down within a couple of days so that I can finish with the ships and move onto the weapon platforms and later the facilities.

After that I will work on the AI for the empire.

If I find that I need to re-work the tech, then I will. I will most likely try to keep it as simple as possible, breaking it down into basic tech components like Ship Construction, Colony Tech, Fighter Design, etc.

In fact the more I think about it, the more I think I just might have to do that because I need to combine and cross use a lot of the mounts in order to get all of the mounts I will need for all of the races into the mod.

In the last two days I have put nearly 16 hours into this so I will be taking some time off to do other things in order to avoid becoming burned out. Sorry for the delay in releasing the Alpha version, I really feel I need more time to get it in shape before asking people to put time into it. Right now the game freezes when I process a turn using identical empires. (Since there is only one in game at the moment.)

I know that most players have moved onto SE V now, and that is great as SE V has really matured into an outstanding game in its own rights. While I would like to work with SE V, I just find it more satisfying at the moment working on old SE IV. So it is important to the ongoing development of any mod for SE IV that people show interest in the modders work. While I doubt there aren't too many interested players out there, I trust those that are will eventually get a chance to play this mod and perhaps enjoy it to some small degree. After all, SE IV is nearly eight years old.. WOW what a run.
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  #102  
Old January 15th, 2008, 03:09 PM
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Default Re: Star Wars Mod

Quote:
Atrocities said:
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.
Huh? It worked just fine for me in GritEcon.

Code:
Number of Abilities           := 2
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes ship 10% harder to hit in combat.
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Ability 2 Type := Modified Maintenance Cost
Ability 2 Descr :=
Ability 2 Val 1 := 2900
Ability 2 Val 2 := 0


(This is from the size-200 ship, which actually costs more to maintain than to build)
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  #103  
Old January 16th, 2008, 01:07 AM
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Default Re: Star Wars Mod

Oh I see, you went way up.. I am in like the 200 mark... LOL I thought I would break the game if I went above 255 for Ability 2 Val 1. LOL. Thanks SJ.
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  #104  
Old February 11th, 2008, 10:50 AM
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Default Re: Star Wars Mod

I haven't given up on this thing, I am just taking some time off to focus on other things. Sorry I didn't get it together enough to release an alpha. I am still working on it, and have made some good progress, but like I said I am just not focused on it at the moment.

I have begun to revamp the research and technology tree. I had to scrap the one tech idea as SE IV makes that option very unapproachable. In fact there are a ton of limitations regarding the ideas and concepts that I had for this mod. Without being able to change the hard code, the virtual limits of the game are extremely limiting.

As I get back into it I will post updates. Right now there isn't enough to upload as it isn't playable and is really only in the testing phase.

But if you are interested, drop me a pm and I will zip what I have and send it to any one who wants to check it out. The zip will be huge as there are a lot of new images.

I haven't given up, I am just moving at a slow pace.
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  #105  
Old February 11th, 2008, 01:14 PM
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Default Re: Star Wars Mod

We don't mind at all if it take a bit of time (just put the same work into making the A.I. work and we will all be happy)
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  #106  
Old February 12th, 2008, 06:52 AM
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Default Re: Star Wars Mod

Thanks. I have put a lot of work into creating over 1,000 new images and I don't want to see those go to waste. I do hope that people will continue to play SE IV as it is a really fun game.

The limitations of the SE IV though have proven to be a major frustration for me. However as I get back into modding this mod I hope to find a work around for as many of the issues as I can.
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  #107  
Old February 12th, 2008, 03:00 PM
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Default Re: Star Wars Mod

I know I absolutely WILL be playing SEIV for years to come, and I'm very eager to see your latest efforts come to fruition
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  #108  
Old February 13th, 2008, 08:35 PM
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Default Re: Star Wars Mod

Ran into an interesting thing today. The AI in SE IV is extremely [censored] stupid. I had to make fighters that can be used with fleets a racial trait because the AI would use the fighter components on ships. Joyous. It looks like this feature of the mod will be RPG only.

This is how it breaks down as to what I have done.

Imperial Only
Components 95%
Facilities 50%
Technology 75%
Vehicles 100% (might add one or two more)
AI 0%

Overall:
Cultures 100%
Happiness 100%
Events 0%
Intel 0%
Race AI 0%
Neutral AI 0%

Ship Sets
Imperial 100%
Rebellion 90%
Trade Federation 100%
Separatists 100%
Underworld 100%
Smugglers 50%
Pirates 10%
Neutrals 0%
Events 0%
Components 90%
Facilities 100%
Combat 100%
Mod Art Work 0%
Custom UI 0%
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  #109  
Old February 21st, 2008, 08:57 PM
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Default Re: Star Wars Mod

Thanks to some great help from PvK I hope to have a playable alpha version of the empire part of the mod out very shortly.

I am working on the design creation file now. With any luck I will have it out in a couple of days.
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  #110  
Old February 25th, 2008, 03:57 AM
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Default Re: Star Wars Mod

I really am seriously beginning to hate this game because the AI is so damn difficult to work with. Getting the Ai to build anything is really next to impossible given the design of the mod. In order to get it to do anything I will have to give it its own special trait, and that defeats the entire point of the mod. I am about to say to hell with it and throw in the towel. Either I am a complete idiot, or there simply is no way to execute a Star Wars mod effectively using SE IV.
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