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October 4th, 2007, 03:55 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Star Wars Mod
Thanks BK. I appreciate this very much.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 5th, 2007, 04:00 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Star Wars Mod
I have over come a few road blocks, thanks to the help of Kana and BK. Thanks guys.
I am thinking that I should have only one colonization component and that would be colony module, and it would only colonize rock and ice works together. I want the empire to have a greater degree of colonization ability over the rebellion.
I am considering giving the rebels a limited facility tree given that they are rebels and are not in the business of establishing large colony worlds. They are trying to free the colony worlds of the Empire so the empire should have the lions share of colony tech and facility tech. The empire wants to build up its planets, the rebels want to take them over.
I am also thinking about establishing a monitary system in the game whereas mineral would function building materials, much the way they are in stock, but organics and radioactives would work differently. Organics would be Population and Food, and Radioactives would function as currency.
For facilities, ship hulls, and people oriented components such as crew quarters, bridge, etc, the organic cost would represent population needed to run the plant. Farms would produce Organics, which of course the more organics you have the larger the population you can feed the more population you have.
Radioactives would be produced through specialized facilities and would be limited in production quantity in order to simulate an economic model of supply and demand.
Radioactive storage facilities would become banks, with banking neutral clans having better storage and radioactive production abilities.
The rebels would generate radioactive income from Intel operations against the empire, and through sales of minerals and organics via resource conversion. (The AI of course wouldn't work well that way so it will be standardized to have special facilities to generate appropriate combinations of needed resources.)
Also I am thinking about a progressive upgrade expansion model for colonization of planets. When the empire establishes a new colony, (Remember the empire has greater access and lower cost to colonize than the rebels will have) the colony first builds a settlement, upgrades at specific predetermined tech level, to town, upgrades again to a small city, then a large city, metropolis, and then mega metropolis. With each increase more facilities become available that increase production, pop happiness, which for empire will be set into a negative range by default, and other improvements. As they grow they can hold more and more storage, and have a greater construction ability.
There will be improvements like planetary infrastructure, commerce, etc.
For ships they will have classes and require mounts, these mounts will be called "Superstructures" and will be what determines the ships overall base armor rating. Of course players will have the option to improve the armor via armor components.
Again for ships the larger the ship the greater the cost to build and maintain. Once built players will want to keep them so hopefully they will develop tactics and strategies to keep those ships from being lost. The smaller ships will have bonuses in cost reduction, speed, maneuverability and such.
Also I am considering giving each ship classification the following pre-established abilities. ECM, Combat Support, Muti-Tracking, pre-set base fighter and cargo capacities. Of course there will be components available to increase fighter capacity and launch numbers, cargo, storage, etc.
Ships will not have a large number of combat movement, while fighters will have considerable combat movement and no standard movement. (Say for specific advanced models.)
I am also considering making a ship class of say 20 to simulate an advanced kind of fighter. I don't know how to work it yet, but I am in the process of conceptualizing a unique type of FLEET class for them via the use of mounts and such. IE no capital ship will have access to this fleet, only fighters. This way I can try to simulate a fighter group using the limitations and physics of Space empires. I don't know if I can make it work, like I said I am trying to conceptualize it now. Might not be able to make it work... might have to make them glorified drones, but drones only work if you send them to a specific "target" not location.
More to come as I continue to work out the mod details.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 5th, 2007, 04:26 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Star Wars Mod
Quote:
Atrocities said:
I have over come a few road blocks, thanks to the help of Kana and BK. Thanks guys.
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Your welcome. Did you get the other reference material?
Quote:
Atrocities said:
I am also thinking about establishing a monitary system in the game whereas mineral would function building materials, much the way they are in stock, but organics and radioactives would work differently. Organics would be Population and Food, and Radioactives would function as currency.
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PES did something similar for his SEV mod. He even changed the Rad and Org icons to something that looks like money and people.
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October 8th, 2007, 01:19 PM
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Captain
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Join Date: Apr 2004
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Re: Star Wars Mod
More reference material posted for you AT.
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October 8th, 2007, 02:20 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Star Wars Mod
Re: Organics -> population
It would probably be better to make that "trained personnel" or some such rather than just random schmoes (which you can load into cargo by the millions)
Something you have to invest in, via universities and recruitment camps and such.
In such a case, organics value would represent the overall knowledge level of the planet. Schools and universities would boost value... recruitment centers would be like organics farms, but reduce value as they skim the technically minded off to work on the starships.
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Things you want:
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October 8th, 2007, 03:12 PM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
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Re: Star Wars Mod
Quote:
Atrocities said:
I have over come a few road blocks, thanks to the help of Kana and BK. Thanks guys.
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You're more than welcome AT !
I'm just glad if I could help out in some small way.
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October 8th, 2007, 08:57 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Thanked 30 Times in 18 Posts
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Re: Star Wars Mod
Thanks Guys for the help and the advice. There is a lot to consider and it is at times somewhat overwhelming.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 24th, 2007, 12:59 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Thanked 30 Times in 18 Posts
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Re: Star Wars Mod
Working on the Pirate Ships.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 25th, 2007, 12:35 PM
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Captain
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Join Date: Sep 2005
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Re: Star Wars Mod
Very cool looking.
They maintain the overall "Star Wars" look and feel while still being unique from anything already seen.
Nice work.
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October 25th, 2007, 02:18 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Star Wars Mod
Thank you BK. The first image is used in EAW. The second is just me muking around a bit trying to flesh out a usable ship set for the pirates.
Once I have the pirates done, I will begin working on the data files. I am conflicted though. I don't know if I should go with a simplified tech tree or one that has many branches.
Simply put, Imperial Tech I - XX. As the tech level increases, the player gains access to new things like ships, weapons, and so on. No choices as to which branch to follow, the tech is progressive and locked.
Or two, branched, this would allow players to select what tech they want to research over other tech.
The pros of a simplified system are that it matches EAW, and Rebellion, is AI friendly, easy to added new tech, and makes the research file very simple. Cons- is that it becomes very predictable, there is no choices made by the player.
Of course a multi branched approach is what most SE IV players are used to and seem to prefer. But it is time consuming to set up, isn't all that AI friendly, and it doesn't really lend itself well to the addition of new tech. (requires modding of many files)
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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