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  #511  
Old July 3rd, 2003, 12:14 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andres, the mounts seem OK so far. I'd just change their names and descriptions to be closer to the standard SEIV naming scheme. Here's my suggestion :

Dual Ship Mount (instead of 'Ship Dual Mount')
Twin barreled mount which increases damage from the weapon by 2 times. Suffers a -2% accuracy penalty due to lower turret traverse speed. Can only be used on Direct Fire weapons.

all the way down to :

Massive Quad Battery Ship Mount
Massive battery arrangement of quad barreled turrets which increases damage from the weapon by 43.64 times. Suffers a -30% accuracy penalty due to lower turret traverse speed. Can only be used on Direct Fire weapons.

That's it for today, I'll look at scaling, planetary, troop and special mounts tomorrow. Keep up the great work !

PS - The second item might also be "Massive quad barreled turrets in a battery arrangement which increases", etc. It all depends on whether you imagine successive mounts getting more turrets or larger ones.

[ July 02, 2003, 23:17: Message edited by: Erax ]
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  #512  
Old July 4th, 2003, 09:05 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

OK, finished looking at CompEnhancement. Here's my suggestions / comments :

Special Mounts (Suncrusher and Torpedo Sphere) - OK as they are right now, except that, as I said before, they could be moved up the tech tree a bit.

Troop mount - Use the scheme suggested for ship mounts.

Satellite mounts - Same as above. Drop the 'accuracy penalty' bit because it's always 0%.

Planetary mounts - Same as above, with the following descriptions : "Twin barreled", "Four-barreled", "Six-barreled".

Scaling mounts - Use "1% scale component" instead of "1% component scale".

Have I told you how much I like this mod ? Keep up the great work !

[ July 04, 2003, 20:08: Message edited by: Erax ]
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  #513  
Old July 12th, 2003, 10:41 PM

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

Some ideas on imperial troops, something similar can be made with rebels

starting - scout trooper
Construction 1 - stormtrooper
Troops 1 - speederbike - Spacetrooper
Troops 2 - ?
Troops 3 - ?
Walkers 1 - atpt
Walkers 2 - atst
Walkers 3 - atat

starting - Slugthrower Rifle
Construction 1 - BLaster Pistol
Troops 1 - BLaster Rifle
Troop Weapons 1 - Light Repeating BLaster
Troop Weapons 2 + ESW 1 - Heavy Repeating BLaster
Troop Weapons 3 + ESW 3- Light BLaster Cannon
Troop Weapons 3 + ESW 5 - Heavy BLaster Cannon
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  #514  
Old July 14th, 2003, 08:35 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

How about : Army Troopers -> Scout Troopers -> Stormtroopers -> Spacetroopers -> Speederbikes ?

Regarding troop weapons, I like the progression, but how about requiring ESW 1 for bLaster pistols and rifles, then 2 for light and heavy RB ?
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  #515  
Old July 15th, 2003, 03:05 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Breaking up the fleet to go into hyperspace is standard imperial procedure. It's a shame the AI can't use the hyperdrives.
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  #516  
Old August 9th, 2003, 06:12 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I've been meaning to post what follows for a long time - some additions to the Emperor Names, Emperor Titles and Empire Names files, mostly from the various Separatist organizations (and a few from the Thrawn trilogy) :

Emperor Names - Garm Bel Iblis, Talon Karrde, Finis Valorum, Dooku, Wat Tambor, San Hill, Shu Mai, Passel Argente, Rune Haako, Poggle the Lesser, Tyranus.

Emperor Titles - Archduke, Senator, Presidente, Foreman, Magistrate.

Empire Names - Techno, InterGalactic Banking, Corporate, Commerce.
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  #517  
Old August 27th, 2003, 07:56 AM

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

It took a long time, but it's finally uploaded:
http://kdy.spaceempires.net/StarWars-II.rar

Please don't ask me to correct a couple of details and re-upload tomorrow.

Everything is included into a single file.
You will need winrar to open this it.

I think I had fixed most of what Erax suggested and added as well the basic parts of the pirate-like outlaw racial trait and 4 quickly copied shipsets to use it (Black Sun, Bounty Hunters, Smugglers and Jawabobs... eh... Jawas)
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  #518  
Old August 29th, 2003, 07:47 PM

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

BUMP.
Hey no comments?
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  #519  
Old August 30th, 2003, 05:34 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Sorry, been to busy in the lab to play. I'm looking forward to playing this one once the fall term starts up. Thanks for introducing the Jawa by the way! That's gonna be hip.

[ August 30, 2003, 18:23: Message edited by: jimbob ]
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  #520  
Old August 31st, 2003, 03:28 PM

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

playing a test game-- as Galactic Empire. about turn 5 or so i noticed that the first race i came in contact with was---The Galactic Empire--hahahhaha--i looked at players and noticed 2 gal empire and 3 Sith players. I am playing on a large quadrant map with max amount of players selected. I only added the Empire no other races were added. never really noticed this happenning in any other SE 4 ????. Ill post any more bugs or weirdess as i play more.

[ August 31, 2003, 14:30: Message edited by: Imperial ]
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