.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #531  
Old September 9th, 2003, 04:43 PM
General Woundwort's Avatar

General Woundwort General Woundwort is offline
Lieutenant Colonel
 
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
General Woundwort is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by QuarianRex:
Cultures- Not necessarily applicable to SW but more for the X-over mod as a whole. I recently tried out Ed Kolis' (I think) Highliner mod and he had a rework of the cultures (and included a few new ones) that is quite impressive.
Actually, the Highliner Mod is mine, but the cultures are from Jourin's Culture Mod. I really liked his idea of balancing out the cultures using a set amount of racial advanatge points - I just added a few of my own, using his formulas.

[ September 09, 2003, 17:55: Message edited by: General Woundwort ]
Reply With Quote
  #532  
Old September 9th, 2003, 04:52 PM
QuarianRex's Avatar

QuarianRex QuarianRex is offline
Sergeant
 
Join Date: Feb 2002
Location: Canada
Posts: 346
Thanks: 0
Thanked 0 Times in 0 Posts
QuarianRex is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by General Woundwort:
Actually, the Highliner Mod is mine
My apologies GW, I downloaded a bunch of mods all at once and couldn't remember which came from where. Kudos to you for the additions though. The descriptions are great and the bonuses are disturbingly appropriate.
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
Reply With Quote
  #533  
Old September 9th, 2003, 06:21 PM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

About hull sizes... You might be right. I guess it's because I'm made up hull sizes in the oposite direction than how they're made in most mods. I started with stats of a bunch of ships and converted them into hull sizes, instead of starting with SE4 sizes and wondering what else would be interesting to add. I accept suggestions about additional abilities, re-arranging tech levels, and even removing some hull if it is too redundant. Also I haven't been so strict with bases tonnage as I was in ships, so we can somehow play a little with that.
Some bases and perhaps some ships and fighters don't look like the ship they are. Please help me list all missing pics.
Also larger transports hulls are missing.

About fighters...
T.I.E. Fighter stands for Twin Ion Engine. How come you can have such a fighter before having Ion engines.
But perhaps fighter engines should be re-arranged.

Also, Proton Torps are sweet. Perhaps too sweet. How about only allowing them to target ships, bases, and planets. That way they still retain their punch but over-reliance will leave you vulnerable to other fighters.

Torpedoes can only target Ships\Planets.
You must be talking about Concussion Missiles that can target Ships\Planets\Ftr\Sat\Drone.
I thought it was nice to have a ship mounter seeker able to tagert fighter, but I guess you're right and that's a very big advantage. Perhaps it can be compensated with lower damage.
Or are you talking about fighter torps.

About figter lasers.
Checking it now it looks like I made a mistake when copying them into the green beam imperial Versions. Check the rebel fighter lasers.
Laser cannon V should do 4-4-3-3 but perhaps a little boost would be nice.

I guess the restriction to monoliths is a leftover from the old Versions when I wanted to remake the entire tech tree.

I've never payed much attention to cultures. I'll check those ones. Also IIRC B5 and Trek mods also add some nice new cultures.

I'm not good on modding AI and it's not on top of my priority list, but I guess that if noone comes to help with that I'll do it eventually. I guess it can difficult to mod AI while data files might change, but it's also a good way to find misbalances and missing techs.

I've resurrected Thrawn's and the Emperor's Version of the Empire, added Ackbar's Mon Cal and Fey'lya Bothan Versions of the Rebellion quick-made incomplete and ugly Yevethan and Ssi-ruuk shipsets and another shipset re-colored as the Wookiee, and IG-88's droids.
Reply With Quote
  #534  
Old September 9th, 2003, 09:39 PM
QuarianRex's Avatar

QuarianRex QuarianRex is offline
Sergeant
 
Join Date: Feb 2002
Location: Canada
Posts: 346
Thanks: 0
Thanked 0 Times in 0 Posts
QuarianRex is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Andres:
T.I.E. Fighter stands for Twin Ion Engine. How come you can have such a fighter before having Ion engines.
I have been a Star Wars fan my entire life (I've seen all of the movies in their original theatrical release starting when I was two years old) but that is the first time that I have heard what T.I.E. actually stands for. Curse my slack arse.

Quote:
Or are you talking about fighter torps.
Yup, fighter torps. Currently they can target all but seekers.

Quote:
Check the rebel fighter lasers.
Laser cannon V should do 4-4-3-3 but perhaps a little boost would be nice.
I didn't notice that. I've only playtested the Imperials so far. I was hoping that the laser cannons would keep their damage constant at range (as with the Imperials) while the bLaster cannons would have higher-yet-degrading damage at range. It would make a nice distinction between the weapon types.

A Last general thought would be that the fighter supply storage components could be dropped down to 1kt instead of 2. They hold a small enough amount that their inclusion is a nice bonus but not high enough to justify replacing two cannons or a fighter torp.

I'll try to come up with some specific thoughts on the hull sizes and get back to you later.
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
Reply With Quote
  #535  
Old September 10th, 2003, 01:42 AM
The Canuck's Avatar

The Canuck The Canuck is offline
Private
 
Join Date: Jun 2002
Location: Toronto, Ontario
Posts: 46
Thanks: 0
Thanked 0 Times in 0 Posts
The Canuck is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quick q, where can i d/l ur mod, i tried the link at the SEIV mod webpage but it didnt work, so... can someone post alink or tell me where to go to get this mod
__________________
Pain is only temporary, but honor Last forever...
Reply With Quote
  #536  
Old September 10th, 2003, 02:46 PM
General Woundwort's Avatar

General Woundwort General Woundwort is offline
Lieutenant Colonel
 
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
General Woundwort is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

EDIT - old link removed, see correct link above.

[ September 10, 2003, 15:46: Message edited by: General Woundwort ]
Reply With Quote
  #537  
Old September 10th, 2003, 03:39 PM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

No, it's here:

http://kdy.spaceempires.net/StarWars-II.rar

I'll move the rest of the siteinto Fyron's server when I have time.
Reply With Quote
  #538  
Old September 10th, 2003, 07:11 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Link on the mods list page should be updated soon.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #539  
Old November 12th, 2003, 03:27 AM

JayBdey JayBdey is offline
Corporal
 
Join Date: Nov 2003
Posts: 73
Thanks: 0
Thanked 0 Times in 0 Posts
JayBdey is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Is there a working download link for this mod right now?
Reply With Quote
  #540  
Old November 12th, 2003, 05:38 AM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Fyron, I can't login with my FTP program, the spaceempires.net server gives me a '530 Login incorrect' error.
ANd as JayBdey said, the download doesn't work.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:50 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.