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  #321  
Old September 26th, 2002, 06:46 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Has anyone done anything with this mod lately?
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  #322  
Old September 26th, 2002, 10:04 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Sorry I've been a little distracted lately.
I hope to come back to this mod soon.
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  #323  
Old September 27th, 2002, 05:24 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Hey, I'd love to help with the X-over mod. I'm a little bummed out that the ST:NG mod is in limbo, but I've offered to help with it. My biggest hope is to bring it into the X-over mod so that we can finally have things like the Enterprise-D vs. Grand Admiral Thrawn's flag ship, etc.

Harrington, B5, ST:NG, SW, the monsters from Oleg and friends... what else would there be to add?

Edit: Oh, nevermind, Cpt. Kwok is gonna make ST:NG happen... so maybe I'm freer than I thought! Yeah Kwok!

[ September 27, 2002, 04:26: Message edited by: jimbob ]
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  #324  
Old October 2nd, 2002, 12:58 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Andr&eacutes Lescano:

I need Playtesters
Although they are not finished yet, Imperial and Rebel techs should be roughly playable by now. Give it a try and tell me your opinions.
Hi there,
Andres and everyone else who's been working on this project, thanks for creating such a great mod. I've been playing with it and here's what I've found :

- The descriptions for the TIE fighter bays II and greater are incorrect - they all read 30 kt of cargo when in fact they are bigger;

- Some racial AI files are not updated to patch 1.79 : Gaim, Grome, Hurr, Llort, Markab and Yolu;

- Computers is a prerequisite for some SW tech, so it cannot be racial tech area 6;

- Droids should be racial tech area 24, not 6;

- The Empire (haven't played the Rebellion yet) needs troops, transports and cargo rather badly.

I've designed a troop + troop weapon scheme for the Empire and the Rebellion, if you're interested I can post it here.
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  #325  
Old October 2nd, 2002, 04:23 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Thanks for the pointing out some of the mistakes and things that are still to be added such as troops.
Now I’m planning a major redesign with many more common of tech areas.
I will make most standard SE4 technologies, except most weapon techs and other punctual techs, available to everyone. But make most those techs give everyone different items.

For example the current layout was giving standardSE4 the standard "Shields" technologies, starwars races one called "Deflector Shields", b5 races nothing, and startrek races some other (insert appropriate techno-babble name here) shielding technology.
Those tech areas would be only researchable by the specific races but tradable/stealable, by having an exclusive pre-requisite. (this format can still be suitable for some technologies that will not be common to most genres such as weapons, and there may still be some technologies that are so alien that cannot be traded)

My Last idea is making the standard "shields" technology available for everyone, but with each component having a second tech requirement, so researching the same tradable/analyzable tech "StandardSE4" will get standard and phased shields, trekkies their leaky shields (that due to their probably high regeneration should not be inferior to standard shields), starwars races their Version of shields, and B5ers probably nothing (they can probably want to research it for trades or perhaps we can find some auxiliary fancy component that can be somehow related to the concept of shields to place here).
IIRC this was suggested in the forums quoting something that happened in some star trek episode.
If say a trek race manages to capture a starwars ships with more advanced shields and analyzes it, they will get not a low Version of starwars shields, but a more advanced Version of their own "leaky" shields.

Can you help me fill in documents like [this one] for other races to have most of the techs that will be needed.
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  #326  
Old October 2nd, 2002, 11:11 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Andr&eacutes Lescano:
Thanks for the pointing out some of the mistakes and things that are still to be added such as troops. [...]

I will make most standard SE4 technologies, except most weapon techs and other punctual techs, available to everyone. But make most those techs give everyone different items. [...]

Can you help me fill in documents like [this one] for other races to have most of the techs that will be needed.
Having the different tech trees interact with each other (but still remain different) is a great idea. In fact, I was planning on doing exactly that for troops - at Troop level 3 (out of 5 total), for example, the Imperials get speederbikes and the Rebels get elite Rebel troopers (troops with more kt for the Imperials and troops with bonuses to attack+defense for the Rebels). Troop weapons would start at level 1 (bLaster pistols) and go up to level 8 (dual heavy bLaster cannon), with all SW races except the YV having access to the same weapons. I have the numbers worked out & can send them to you or post them here.

Regarding tech lists for other races... I'm a SW fan too. I could give you some suggestions regarding Imperial items and help write the Rebellion & Trade Federation/Separatists tech lists... now that Ep II is out, we could even add in the Republic as a player race (Naboo tech + clone troopers + Jedi, wow !), but I can't really help with ST or B5.

I'll study the Imperial tech list & post my comments here.

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  #327  
Old October 3rd, 2002, 04:50 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Standard SE4 should have no visible difference to the stock game, and tech areas shared by everyone must be shared by them too.
That means (edit: we cannot add any new tech area to be shared by everyone and) that top tech for standard/shared techs must not change: Troops
max = 3 ; Troop Weapons max=3

For techs such as ship construction I was planning to add and aditional tech at top level such as "Advanced Imperial Ship Construction" for their beyond normal ships.
Perhaps we can do the same for troops, for example Imperials get "Walkers" at troops 3.
And bLasters may have troop weapon + turbolaser tech requirents.

Now weapon mounts can be restricted by techs I want to remake laser weapons and make dual and quad (and perhaps even batteries) actual weapons mounts. If they can capture other's weapons they could reconfigure them to their weapon mounts, imagine a "Mrk 5 Phaser" in "Quad Heavy Battery Mount"

[ October 04, 2002, 04:49: Message edited by: Andr&eacutes Lescano ]
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  #328  
Old October 3rd, 2002, 11:04 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

OK, I just finished reading the Imperial tech list, here's my comments+suggestions.

I agree with almost all of your interpretations, what follows are the exceptions and not the rule...

- We could make Imperial shipyards decrease happiness in the entire system (they were described as a huge drain to the economy), but this has to be tested so we don't paralyze the Empire in the early game.

- Your Version of the Imp. Garrison sounds like something I'd want to build on many worlds, but I wouldn't really need that many spaceports. Why not make Imperial Urban Pac Centers planet-wide only (with an expensive-to-research system-wide Version later in the tech tree), give them a little cargo capacity and call them Imperial Garrisons ? We could build troops and keep them "in" the garrisons.

- Don't worry about building the DSII in six months, that was the Emperor's personal project and he had Vader to hurry it along too. We won't be able to simulate that in SE IV any time soon (Mega-Emergency Build ?). We could still give the Imperials bigger shipyards so they can crank out ISD's, maybe they might have to research Ship Yards and Large Scale Construction to get them.

- I'm designing the Beta-class assault shuttle and the Zero-G Stormtrooper right now, I'll post them when I'm done.

- Please, please give us the Star Wing gunboat and the Missile boat !

- I think the AT-PT was a Republic era weapon. The sequence for Imperial troops could be : Naval Troopers, Stormtroopers, Speederbikes, then (under the Walkers tech tree) AT-PTs, AT-STs, AT-ATs. I'll post my stats for troops and troop weapons & we can go on from there.

- Careful with the mines, they're a major part of standard SE IV game balance. Laser-satellite 'mines' would get lumped together in combat and become ineffective.

- I'd leave out the solar panels, reactors already fill this role. Besides, as you said, TIEs are supposed to be short range craft.

- Imperial boarding parties could be called "Stormtrooper Boarding Squads" and have a little cargo capacity so you could actually carry troop units "in" them (I'll work on the numbers for this & for regular cargo bays, will post them later too).

Hope it helps.
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  #329  
Old October 4th, 2002, 05:51 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Updated the doc
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  #330  
Old October 4th, 2002, 06:56 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Erax:
- We could make Imperial shipyards decrease happiness in the entire system (they were described as a huge drain to the economy), but this has to be tested so we don't paralyze the Empire in the early game.
Negative values of happiness on facilities do not work. And happiness modifiers do not stack: the highest one in the entire system is used for all planets in the system.
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