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View Poll Results: Star Wars Mod
Absolutely 15 50.00%
Hell No 6 20.00%
Sure, but your wasting your time 1 3.33%
Whatever 8 26.67%
Voters: 30. You may not vote on this poll

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  #11  
Old September 14th, 2006, 11:48 AM
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Default Re: Gaging the Need

My solution is to build both mods at once.
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  #12  
Old September 14th, 2006, 12:00 PM
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Default Re: Gaging the Need

SE V, once released, will more or likely require a significant amount of modding time in order to produce a quality mod. And given the fact that many things will change over the course of then next few months following the release of SE V, modding the game so soon after its release might prove to be more of a waste of time early on.

Also modding SE V is not like modding SE IV. While you have far more modding options with SE V, modding SE V requires a significant dedication and pronounced effort.

As to making ship sets for SE V, it can be done with DOGA, but again texturing the models has proven to be a nightmare that I have yet been unable to overcome.
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  #13  
Old September 14th, 2006, 05:24 PM
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Default Re: Gaging the Need

I'd wait for SEV to come out, then choose which one to make the mod for. Right now, all you have is other peoples' opinions.
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  #14  
Old September 14th, 2006, 07:05 PM
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Default Re: Gaging the Need

I get the impression that you want to hardcode the ship designs in this mod... is that accurate?
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  #15  
Old September 14th, 2006, 07:18 PM
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Default Re: Gaging the Need

Yes to some degree I do. The one thing I've noticed about both EAW and REbellion is that the ships all have pre-set amounts for fighters and troops.

Engines and weapons will be added by the player in the design process along with other support components such as mine sweepers, layers, bonus sensors and other items.
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  #16  
Old September 14th, 2006, 09:37 PM
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Default Re: Gaging the Need

Well, first you should consider if such restrictions are truly a good thing...

If you still want to, then you will probably want to use SE5 to allow greater control over such things.
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  #17  
Old September 15th, 2006, 01:41 AM
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Default Re: Gaging the Need

Good point.
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  #18  
Old September 15th, 2006, 09:46 AM
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Default Re: Gaging the Need

It's still a mod, with the PLAYER ultimately designing the ships. If you don't want somebody doing something that could upset balance of the ship designs then it would be better to hardwire the ships. "Give someone enough rope and see where they hang out."
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  #19  
Old September 15th, 2006, 03:12 PM
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Default Re: Gaging the Need

Hard-coding ship designs doesn't seem very fun to me. Should I bring out the Canon Cannon?
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  #20  
Old September 15th, 2006, 04:12 PM
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Default Re: Gaging the Need

Its star wars not space empires. By the time the rebellion was formed most of the major research was done for both the empire and the rebellions. They had fighters, large ships, and standard technology. If you want to research massive amounts of technology, and design every faciet of a Star Destroyer then this mod won't be for you.

In order to achieve the feel of the Star Wars universe, hard coding the ships to limit the amount of fighters and troops they can carry is essencial. It is the Star Wars way.
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