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  #581  
Old March 11th, 2004, 12:28 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

There is not much reason to do PBEM. PBW is exactly the same, except that all of the tediousness of hosting a PBEM game is done by the server.
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  #582  
Old March 11th, 2004, 08:31 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Yes I know, But I was very happy Last october ,When pbw was down for weeks (the most terrible weeks of my life), that there was still an alternative so I played some PBEM games in that period.
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  #583  
Old March 13th, 2004, 02:23 AM

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

I think the AI should be high on the to do list. It is hard to find PBW games and I would love to be able to practice against something that fights back.
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  #584  
Old March 13th, 2004, 04:44 AM

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

Actually AIs will fight you back quite effectively the way the game now.
AI's must use the "Standard SE4" racial trait, and use their original AI without problems. They will (or at least they should) pick it when randomly added, and of course you should do it manually if you add them that way.

Of course that having AI that uses starwarish techs would be nice, but my priority right now is finishing all techs to get something more or less playable so we can multiplay.
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  #585  
Old March 14th, 2004, 06:30 AM

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

OK I just uploaded this:
http://kdy.spaceempires.net/starwars-ii.rar

Help me check if I overlooked any major problem.
If everything looks OK, I'll ask Geo to install it on PBW so we can try it.
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  #586  
Old March 14th, 2004, 08:39 AM

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

Maybe you wanted it to be like this but I can still build a few standard SEIV components when I use SW Tech. When using the SW tech you can still build: Cargo Bay, Mine Sweepers, Phased Polaron Beam, Ripper Beam, Incinerator Beam, Wave Motion Gun, Gravitic Sensors, Solar Sails, Solar Collectors, and Null Space Projectors.

Is this intentional, or did you leave them in by accident? Looking at the components.txt file it would seem that you did not make it a requirement to have standard SEIV tech to build these comps.
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  #587  
Old March 14th, 2004, 10:54 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

You are right JayB, noticed that also.

But again, I think to play it with a few, say 5 people, is the best way to get the bugs and errors out of this mod.

So Andres, it's up to you now. Upload it to pbw and let's play and get your mod up and running.

Intimidator

BTW. one point: every time you use the hyperdrive you have to activet it but isn't possible in fleets, you must activate the hyperdrive one by one.
Am I correct? and if so can't that be changed ?
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  #588  
Old March 14th, 2004, 01:31 PM

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

Quote:
Originally posted by Intimidator:
BTW. one point: every time you use the hyperdrive you have to activet it but isn't possible in fleets, you must activate the hyperdrive one by one.
Am I correct? and if so can't that be changed ?
Yep. Its a limitation of the SE4 program itself. The hyperdrive component uses the emergancy movement ability with all the same limitations placed on it.

That is also why the Hyperdrive Motivator is a 0 construction rate shipyard component.
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  #589  
Old March 14th, 2004, 01:48 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

But if you do it the way I did it, see below:

Name := Warp Core I
Description := Creates a warp field surrounding a ship.
Pic Num := 1189
Tonnage Space Taken := 200
Tonnage Structure := 400
Cost Minerals := 5000
Cost Organics := 0
Cost Radioactives := 2000
Vehicle Type := Ship
Supply Amount Used := 100
Restrictions := One Per Vehicle
General Group := Engines
Family := 25048
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Warp Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 5 bonus movement points.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Weapon Type := None

It will function anytime without active it again, and can be used in fleets, without seperate activation.

remark: the Hyperdrive function can simply be added in the sample I used here.
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  #590  
Old March 14th, 2004, 03:34 PM

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

Quote:
Originally posted by JayBdey:
Maybe you wanted it to be like this but I can still build a few standard SEIV components when I use SW Tech. When using the SW tech you can still build: Cargo Bay, Mine Sweepers, Phased Polaron Beam, Ripper Beam, Incinerator Beam, Wave Motion Gun, Gravitic Sensors, Solar Sails, Solar Collectors, and Null Space Projectors.

Is this intentional, or did you leave them in by accident? Looking at the components.txt file it would seem that you did not make it a requirement to have standard SEIV tech to build these comps.
Those techs are not normally available for SW races (can't be researched), but can be obtained by analizing captured ships or traded.
A side efect of this feature is that they're available in full tech starts, but that's something unusual so it's no big deal.

About hyperdrives and fleets, I know it's annoying when you have large fleets.
But there is still no other ability that would make ships move fast in normal movements but not in combat.
Using 'Extra Movement Generation' as warp cores do, will make ships super-fast in combat.
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