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  #611  
Old April 27th, 2004, 01:29 AM

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

You were supposed to give them only standard se4 ai, not both. So their old ai works as in the stock game.
I'm not sure how sw techs will disrupt their ai files.
I though I had modded all AI_general files to make them pick it automatically when randomly added, but I noticed some don't, so I might have missed them or made some mistake.
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  #612  
Old April 27th, 2004, 07:23 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

If you have 0 point racial traits, they MUST come BEFORE a trait that costs points in the AI General files. If the AI reaches a point where they have 0 points left, they stop picking advanced traits, even if the next trait costs 0 points.
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  #613  
Old April 27th, 2004, 02:38 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

How about a link to the latest Version's webpage?
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  #614  
Old April 27th, 2004, 05:30 PM

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

I haven't rebuilt the website, but the mod can be downloaded here:
http://kdy.spaceempires.net/starwars-ii.rar
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  #615  
Old April 27th, 2004, 09:56 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Is this the same mod that came out Last year, or has it been upgraded?
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  #616  
Old April 28th, 2004, 01:45 AM

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

It was updated Last month.
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  #617  
Old April 29th, 2004, 01:57 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Ok, thanks. D/l now.
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  #618  
Old April 29th, 2004, 06:40 AM

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

Is it just me or is the ISD a better ship than the SSD? For certain as a carrier type ship the ISD can put far more Tie Fighter Bays than the SSD and plain old tonnage remaining after essential components goes to the favour fo the ISD as well.
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  #619  
Old April 29th, 2004, 10:57 AM

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

Quote:
Originally posted by BlackRose:
Is it just me or is the ISD a better ship than the SSD? For certain as a carrier type ship the ISD can put far more Tie Fighter Bays than the SSD and plain old tonnage remaining after essential components goes to the favour fo the ISD as well.
The Executor class hull can use Heavy and Massive battery mounts but the ISD can only use Heavy and normal battery mounts. This gives it longer range and greater damage/kT ratio for the weapon. Wether or not this makes up for the increase in tonnage used for essential items is another question.

Another example of a dodgy increase is from the Nebulon B-1 (frigate) to the Nebulon B-2 frigate (mod frigate). A five engined B-2 has 12 kT less space, greater supply useage a move and a 5% worse defensive modifier, for the gain of an extra target attackable per turn (10 for the B-1, 11 for the B-2).
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  #620  
Old April 29th, 2004, 11:55 PM

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

Update on Star Wars System Map:

This map is currently being molded for the time that Thrawn was in controll of the Empire and the New Republic held Coruscant. The Map will be set up to play with 17-20 players/empires. Not sure if I will include Neutral Empires as they are placed randomly.

Empire Files for All Major Empires and Empires
Status: 90% (so that races can be placed)
The only reason why it isnt 100 is I'd like a few suggestions. Currently I have the Yhuzman Vong having Organic Tech, Mon Cals have Temporal Tech (better space yards), Droid Revolution and Ssi Ruuk having Crystaline and the Hapes Consortiuum having Religious, any thoughts suggestions here would be helpful.
Of course even more helpful would be AI files for Rebels, Various Imerial Factions, Smugglers, Bounty Hunters, BSO and Jawa's! So that the AI would actually use that tech.

System Mapping: 100% Currently it is a 255 system Large Galaxy started from scratch, all 255 slots have been filled and mapped according to a star wars map I located here:

http://www.nav-computer.com/

OFC there are more that 255 systems so a few had to be exluded.

Placement of Hyperspace Lanes: 5% This is probably the most tedious and excrutiatingly boring process!

System Planets/Moons/Suns etc: 20% This will take a while but wont be boring

System Specialties: Ruins, Modifieers etc: 0% I'd like some help here as well, I cant seem to get some of the more exotic functions to work, ie Ship Training and Fleet Training modifiers for planets/systems.

Any questions feel free to ask
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