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October 15th, 2007, 02:21 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Star Wars Mod
BTW.
Also let me know if you are in need of an SW map.
I still got all the info at hand so could help you with one (the one I made is based on the SW-rebellion propulsion system, so maybe not good for yours)
So if you need an SW-map, tell me how your propulsion system works and if you are ussing FQM or something else ??
Inti,
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October 15th, 2007, 11:25 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Star Wars Mod
Thanks Intimidator.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 16th, 2007, 06:17 AM
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Sergeant
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Join Date: Oct 2006
Location: Kingston, Ontario
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Re: Star Wars Mod
I have an idea if ya want to give it a try, how about making fighters the PD weapons each ship can carry fighters that can lanch from them like Small Fighter: PD, Med fighter: fighter vs fighter, large fighter: missle lanchers
what do you think about this?
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October 16th, 2007, 10:03 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Star Wars Mod
It is pretty close to what I was thinking about doing. Except that there are some ships that are designed with fighter management in mind. IE they are equipped with anti-fighter lasers. Good idea though about PD fighters.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 24th, 2007, 12:59 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Star Wars Mod
Working on the Pirate Ships.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 25th, 2007, 12:35 PM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
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Re: Star Wars Mod
Very cool looking.
They maintain the overall "Star Wars" look and feel while still being unique from anything already seen.
Nice work.
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October 25th, 2007, 02:18 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Star Wars Mod
Thank you BK. The first image is used in EAW. The second is just me muking around a bit trying to flesh out a usable ship set for the pirates.
Once I have the pirates done, I will begin working on the data files. I am conflicted though. I don't know if I should go with a simplified tech tree or one that has many branches.
Simply put, Imperial Tech I - XX. As the tech level increases, the player gains access to new things like ships, weapons, and so on. No choices as to which branch to follow, the tech is progressive and locked.
Or two, branched, this would allow players to select what tech they want to research over other tech.
The pros of a simplified system are that it matches EAW, and Rebellion, is AI friendly, easy to added new tech, and makes the research file very simple. Cons- is that it becomes very predictable, there is no choices made by the player.
Of course a multi branched approach is what most SE IV players are used to and seem to prefer. But it is time consuming to set up, isn't all that AI friendly, and it doesn't really lend itself well to the addition of new tech. (requires modding of many files)
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 25th, 2007, 05:03 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Star Wars Mod
I say do the first, and then if you feel up to it work on the second and offer it as an alternative version of the mod.
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October 26th, 2007, 01:40 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Star Wars Mod
I agree with Kana,
And starting with the easier option first will give you an easy chance to test and work out some of your ideas.
(And knowing you just a little, you will never stop adjusting your mod, just take a look at AST, STM )
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October 26th, 2007, 02:25 PM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
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Re: Star Wars Mod
I think I'd have to agree here, too. Go for the simplest approach first, then expand on it if you'd care to later, as time, motivation, and energy permit.
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