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  #51  
Old October 15th, 2007, 02:21 PM
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Default 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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  #52  
Old October 15th, 2007, 11:25 PM
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Default Re: Star Wars Mod

Thanks Intimidator.
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  #53  
Old October 16th, 2007, 06:17 AM
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Default 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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  #54  
Old October 16th, 2007, 10:03 AM
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Default 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.
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  #55  
Old October 24th, 2007, 12:59 AM
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Default Re: Star Wars Mod

Working on the Pirate Ships.

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File Type: png 558984-pirateship1.PNG (12.8 KB, 134 views)
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  #56  
Old October 25th, 2007, 12:35 PM
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Default 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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  #57  
Old October 25th, 2007, 02:18 PM
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Default 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)
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  #58  
Old October 25th, 2007, 05:03 PM
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Default 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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  #59  
Old October 26th, 2007, 01:40 PM
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Default 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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  #60  
Old October 26th, 2007, 02:25 PM
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Default 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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