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  #421  
Old May 23rd, 2003, 02:59 AM

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

I've been thinking something similar.
For a start, halt the idea of a full crossover mod for a while and call it more honestly "Starwars mod 2".
How to adapt other mods so they can be merged and balanced shold be problem left for once we've made a fully working starwars mod.

Actually there was very little to strip, a few old Versions of Atrocities' and B5 shipsets, and a few empty racial traits and tech areas.

One of the latest changes I've made to the SW2mod is mount scaling for engines and B/LS/CQ. It seems to work well though it may still need a few adjustments.
I've also added some more SW stuff including base hulls and mines.

I was also thinking of some other starwars races that could be added such as the yevethan, ssi-ruuk and chiss. But this can wait, first finish imerial and rebel techs, then of included races and then add more races.

I've just read your story from the beggining to the Last post.
I've made some little changes to some of the techs you mention, so it reminds me that I must post my latest files.
But it's a great piece of work!

I've been neglecting this mod for a while. Perhaps it's time I get to work again.
Any help you can give will be of course welcomed.
But I don't think that it will be useful if you and I start making two variations of the same mod.
We must find a better way to coordinate our efforts.

I'll post or send you my Last files ASAP.

[ May 23, 2003, 02:00: Message edited by: Andres ]
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  #422  
Old May 23rd, 2003, 10:54 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

It seems like we are thinking along the same lines. I'll wait.
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  #423  
Old May 23rd, 2003, 10:58 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Do you want any help in accomplishing this Andres? SW-based ideas are not gonna come from me, but brute-force coding can. Give me ideas and I can turn them into comps and such.
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  #424  
Old May 23rd, 2003, 08:42 PM

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

These are the Last master XLS I used to make data files.
1053715291.zip
You can take a look to that while you wait for me to upload the whole mod this weekend.
I think that most of the Rebel and Imperial techs are done.
What indispensable components/facilities/hulls ect are missing?
What other cool star wars techology can be included?
What's exactly the I think the re-organization you think is needed?

[ May 23, 2003, 19:46: Message edited by: Andres ]
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  #425  
Old May 24th, 2003, 01:08 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

The first part of the job would actually be to re-organize existing comps and tech areas, but it's all brute coding work anyway.
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  #426  
Old May 24th, 2003, 04:04 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andres, I'm impressed ! That's a LOT of components !! I liked the way you eliminated many of the old SW-only tech areas (Energy Generation and so on).

I suggest two minor fixes:

- the combat bonuses for the R6 and R7 units seem to be inverted;

- the three levels of Rebel troops have Troops 1 as a requirement, but it should probably be 1, 2 and 3.

I'll post my other comments tomorrow (I think more clearly in the morning).
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  #427  
Old May 24th, 2003, 03:53 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

OK, to answer your questions :

- What's missing ? Nothing that I can see. No, wait, there is the Force, but we can add that in after we have the Empire and Rebel tech working.

- What other cool technology can be included ? You seem to have thought of everything already. We could add some more troop weapons (grenades, thermal detonators, mini-proton torpedo launchers, heavy bLaster pistols) but it would just be chrome.

- What reorganization is needed ? You have done most of it already by moving the SW tech over to regular SEIV tech areas. I personally feel we could take this one step further - I'll try to organize my ideas, then put them on my next post.

Edit : 5 stars for your work !!

[ May 24, 2003, 14:56: Message edited by: Chief Engineer Erax ]
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  #428  
Old May 24th, 2003, 06:06 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

OK, my thoughts are in order now. I really liked the % scaling mounts, BTW - I didn't understand their purpose at first, but now I do. I believe you could eliminate some of the families for these mounts (14, 15, 48, 24027) - some of these are fighter-sized components and the rest are 'regular'-sized SEIV components.

Now to the main point. I believe there are two or three SW tech areas left that can be 'migrated' over to SEIV tech areas. These are :

Turbolaser weapons - Could be gotten via research into Energy Stream Weapons. The downside of this is that you would have go through Physics 1 to get them. However, see below.

BLaster weapons - A family of 'bLaster cannon' could be created to serve as pre-laser SW tech. BC I could be available with no tech requirements (other than SW Tech), BC II with Physics 1 and BC III - VIII with Energy Pulse Weapons 1-6. They should be less efficient than their laser counterparts but might have a longer range at the top tech level, or allow an exclusive 'auto-bLaster' mount that increases their range (edit : you could also have them be more wasteful of supplies than turbolaser weapons).

Ion Cannons - Would be researched via Energy Stream Weapons + Shield Damaging Weapons.

Fighter tech - Star Wars races should generally get fighters earlier, since their light fighters are smaller than SEIV fighters. Here's what I had in mind :

At start - TIE Fighter / Z95
Construction 1 - TIE Vader+Bomber / Y-Wing
Fighters 1 - TIE Interceptor / X-Wing
Fighters 2 - TIE Avenger+Phantom / A-Wing+B-Wing
Fighters 3 - TIE Defender+Scimitar / E-Wing+K-Wing

The 'bomber' hulls could have a secondary Nuclear Warheads tech requirement. I believe this progression would eliminate the need for the Caduceus Fighters tech area.

There's more, but I'll wait to see what you think first.

[ May 24, 2003, 17:10: Message edited by: Chief Engineer Erax ]
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  #429  
Old May 25th, 2003, 08:41 AM

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

About those families in the scaling mounts you're probably right. I wanted to consider some possible crossover with standard SE4 but results would be weried anyway.

It's more of a question like if for example APBs and TLs similar enough to assume that it's logical that analyzing one can get you the other.

Nuclear Warheads could be migrated into Missile Weapons, but that might make missiles more used than beams.

I like the idea of earlier fighters. Maybe the fighters available to all, Toscan, R-41, CloakShape should be the one available early.

TIEs are advanced fighters, (they are smaller but have more space because they do not require life support and have more movs with fewer engines) the Empire should get other fighters such as Assault Gunboats first.

About the force we have also to consider if Jedi and Sith will have their own race/empires, what techs should be exclusive of them and wich for those who only have a handful of force-Users among them.
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  #430  
Old May 25th, 2003, 08:42 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Edit : 5 stars for your work !!
He get's 5 stars for just one of those beautiful ship sets he has made.

Andres, if you give me a list of things you want coded, I can make the data files for ya in a giffy.
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