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  #31  
Old October 1st, 2007, 08:21 PM
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Default Re: Star Wars Mod

Thanks Kana, that was a great source for a lot of information.

Also because of it I made a new model.
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File Type: png 553412-deathravenmini.PNG (14.6 KB, 182 views)
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  #32  
Old October 2nd, 2007, 03:05 AM
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Default Re: Star Wars Mod

Would that be the 'DeathRaven'?
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  #33  
Old October 2nd, 2007, 04:53 AM
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Default Re: Star Wars Mod

Yup. Pretty damn cool. I wonder if it can be called a D-Wing or an H-Wing?
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  #34  
Old October 2nd, 2007, 04:43 PM
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Default Re: Star Wars Mod

I can kick it butt.... just get me in a TIE-Fighter
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  #35  
Old October 4th, 2007, 01:54 PM
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Default Re: Star Wars Mod

I did some searching and finally found a link that shows lots of flags, logos, and emblems for different groups within the Star Wars Universe. Thought it might prove helpful.



Star Wars Gallery of insignia, logos, and symbols
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  #36  
Old October 4th, 2007, 03:55 PM
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Default Re: Star Wars Mod

Thanks BK. I appreciate this very much.
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  #37  
Old October 5th, 2007, 04:00 AM
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Default 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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  #38  
Old October 5th, 2007, 04:26 PM
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Default 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.
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.
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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  #39  
Old October 8th, 2007, 01:19 PM
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Default Re: Star Wars Mod

More reference material posted for you AT.
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  #40  
Old October 8th, 2007, 02:20 PM
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Default 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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