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  #621  
Old April 30th, 2004, 11:08 PM

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

I've only just realised exactly how powerful the Weapon Ioniser Cannons (WIC) are, particularly when mounted. A single hit from a level 1 battery mounted WIC will prevent a ship from firing for almost a whole battle and there is no really effective defense against them except not getting hit. And thats something that the larger ships don't do all that well.

I feel that it is too effective a weapon as of now, and it could do with reducing in power
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  #622  
Old May 2nd, 2004, 04:08 AM

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

Update on Star Wars System Map:

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% 255 systems, map used is located below
http://www.nav-computer.com/

Placement of Hyperspace Lanes: 100% - Included in this map is a territoral hyperspace system (ie Outer Rim, Core, Inner Rim) with hyperspace lanes that go through all the areas that are cannon like Perlemian Trade Route, Hydian Way etc.


System Planets/Moons/Suns etc: 40% All the major mapped systems have been completed including individual names of planets and moons etc. The only liberties I took was to tone down the moon count which often reaches as high as 40 for gas giants in the SW univers I'll have to make up most of the rest, but I dont plan on making it overly dense as I hate sloooow games

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.

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.

Any questions feel free to ask
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  #623  
Old May 6th, 2004, 10:37 PM
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gregebowman gregebowman is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I still haven't played the updated Version of the mod, but maybe by this weekend I'll get to. Anyway, is this mod going to stay Star Wars? I know it's subtitled the Crossover Mod, but I haven't seen too many mentions of that lately. Maybe we can have both. Keep this mod Star Wars, and then create a separate crossover mod in the future. What do you think?
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  #624  
Old May 7th, 2004, 11:06 PM

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

A preliminary Star Wars Systems Map is now complete. I'm quite proud of it, it has all cannon Planets, Systems, Hyperspace Routes etc. The next phase would be tweaking for balancing and the choice to add in more planets, but I dont want the map to play too slowly. The starting posistions are set, as are the empire files.

For now I'll email the map to anyone who is interested, contact me if you'd like to test it out!
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  #625  
Old May 14th, 2004, 10:12 PM
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gregebowman gregebowman is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Finally was able to play the mod. I had d/l the game at work, used WinRar to chop it to disk-sized files, and cut them and took them home. When I got home, however, one of my discs crapped out on me and the file couldn't be copied from the disk. It took me a couple of days to find a good disk, re-chopped the program (I usually keep the downloads on my work computer a few days for problems like this), and copied the appropriate disk-sized file to take home. I finally was able to get all the files together Last night and put them together. And it's playable. I was wondering if I had to bring back those disks to work to re-copy everything if that one file didn't quite mix with the others. Fortunately, that didn't happen and I was able to play it finally. Didn't really notice too many differences, though. AT least none that were obvious. But what a great mod. I still think there should be 2 Versions; one for SW fans, and one for the crossover fans.
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  #626  
Old May 22nd, 2004, 10:17 PM

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

I just noticed something....

There are slight new additions to the Jedi Shipset. The Starbase is different, The Small Transport and Light Carrier images are new as well. And Looking extremely cool.

Are there any plans to finish this set? because it's one of my favourites

Edit: And AI Files, love the speech one. Shiny....

[ May 22, 2004, 21:19: Message edited by: Raging Deadstar ]
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  #627  
Old May 23rd, 2004, 06:47 AM

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

Has anyone else come across the Hyperdrive Motivator not working? My first thought was that I might have reduced my repair rate for my race, which would make anything with a repair rate of 1 become completely useless, but that wasn't the case. Hyperdrives do repair just fine at a planet shipyard though.
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  #628  
Old May 23rd, 2004, 07:15 AM

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

You might need a shipyard to repair it..
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  #629  
Old May 23rd, 2004, 12:05 PM

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

Name := .5 Hyperdrive
Description := Allows jumping and propelling a ship through hyperspace.
Pic Num := 385
Tonnage Space Taken := 200
Tonnage Structure := 600
Cost Minerals := 16000
Cost Organics := 0
Cost Radioactives := 12000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Engines
Family := 24006
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Hyperphysics
Tech Level Req 1 := 5
Number of Abilities := 2
Ability 1 Type := Emergency Energy
Ability 1 Descr := Generates 12 movements past lightspeed.
Ability 1 Val 1 := 12
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None

I think the Component Destroyed On Use makes that happen. The Emergency Resupply Pod and Emergency Propulsion both have this ability and they cannot be repaired in mid space, only spaceyards.
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  #630  
Old May 23rd, 2004, 05:21 PM

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

They can be repaired in mid space, you just need a ship mounted spaceyard instead of a repair bay or the like.
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