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  #61  
Old October 26th, 2007, 09:04 PM
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Default Re: Star Wars Mod

Quote:
Atrocities said:
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.
Do you want to make it more of a movie reenactment, or a sandbox with SW physics?
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  #62  
Old October 26th, 2007, 09:56 PM
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Default Re: Star Wars Mod

What would you prefer? I mean as one of the most skilled mod makers in the community, what do you think would be the best approach to make? I value any and all help any one is willing to hand me. Advice is something that I desperately need.
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  #63  
Old October 26th, 2007, 11:21 PM
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Default Re: Star Wars Mod

I personally prefer things to work with the least amount of iron-fist rules.

In my preferred paradigm, a game trying to replicate movie action would be a scenario... Plenty of neutrals helping the rebels-without-a-homeworld (just a hidden, tiny ice world colony for maintaining political contact?) all while trying to avoid the planetbusting wrath of the established empire empire (who starts with subjugation treaties with everyone, and thus huge resources for huge ships and fleets with which to oppress the others).

The scenario would start out with a big fleet of movie like designs, but there would be no reason you couldn't build new custom stuff when events start unfolding.
Maybe the rebels could start out with a single million-organics cost fighter that has a special damage type, Deathstar-killer weapon (only planet destroyers, 64k damage?) Try to keep it from dying before the final battle...


On the other hand, for a typical PBW game, you're starting your own empires from scratch, and you have 5 or 6 equally strong empires. Too much canon starts to conflict with the actual game events in that case


PS:
Certainly, going with a heavy handed canon approach will be the most straightforward.
Plug in a limited set of options, and set the abilities such that all of the legal tokens are reasonably accurate.

Making it work sandbox style takes a lot more planning, math, effort, more math, planning, and tuning. And free time to do all of that.
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  #64  
Old October 31st, 2007, 05:19 PM
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Default Re: Star Wars Mod

Just messing around

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File Type: png 560735-smImprerialShipYard.PNG (22.9 KB, 134 views)
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  #65  
Old October 31st, 2007, 09:58 PM
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Default Re: Star Wars Mod

All of the ship sets are 90% done. All that is left are the weapon platforms, satellites, drone, and mine images.

I can begin work on the data files now.

Should be interesting as to how this will all play out.
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  #66  
Old October 31st, 2007, 10:00 PM
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Default Re: Star Wars Mod

I have added two additional ship images to the Imperials. She if you can guess their names.
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  #67  
Old November 8th, 2007, 04:08 AM
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Default Re: Star Wars Mod

Neutral Race Crap


Neutral Race walker. Neutral races like to buy out dated military equipment and these 10 year old (pre-IV) walkers are ideal and affordable.

Neutral Army


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  #68  
Old November 8th, 2007, 10:20 PM
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Default Re: Star Wars Mod

VERY, VERY cool. Can't wait for this to come out !!!
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  #69  
Old November 9th, 2007, 01:18 AM
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Default Re: Star Wars Mod

Thanks bk.
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  #70  
Old November 9th, 2007, 02:56 AM
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Default Re: Star Wars Mod

I have to figure out what ships to give them now. I don't think they will get that many as the neutral races in the mod don't colonize, and won't have any need for huge fleets. There primary protection will be ground based weapons, ion cannons, fighters, and troops.

Right now I am considering making troops that kinda look like the races they belong to. That would take some time to do, but since I have already worked out the neutral races and have their files all made (Say for data) it shouldn't take but a day.

What I need now is to get the combat images done. Torps, beams, and such. There will only be four beams, one broken up dash dash beam, a bit larger dash dash beam, a solid beam, and singe dash beam. Torps about the same. However there will be five colors for each beam set. This way the empire will have green, rebels red, pirates orange, syndicate yellow, and a blue beam set for neutrals, smugglers, and bounty hunters.

Smugglers and bounty hunters will basically be separate monster races. I have five ships for each, yes slave 1 is included as is a YT-1300 Corellian Transport.

I am in the process now of setting up the imperial ships. Each ship will have built in fighter launch bays, extra built in cargo space for troops/fighters and some other basic stuff like multi-tracking, combat support, and such. Via weapon mounts each ship will also have a preset number of spaces available for weapons like laser, ion cannons, turbo lasers, and such. Players will be able to add upgraded systems of course as they become available, they would work, I hope, in tandom via stacking, with the built in components abilities. The players will be able to add cargo or extra fighter bays to their designs as well. There will be engine upgrades and such as well as weapon upgrades.

Ships will have their own hull mounts - one of SJ's mods as the inspiration behind this.

Right now I am not going to do much with systems, I doubt I will include FQM at this point. I love FQM but I find that using FQM results in a lot of asteroids, useless planets, and ugly systems. I don't know if that would be a good match for a star wars mod.

I might still do a squardant based fighter system. I simply don't know yet if that would work as intended or just piss people off.

Squadrant system is you add fighters as components to a "Squadrant." Each fighter component would have its own abilities. Tie fighters would be cheap and do limited damage. Tie Advanced would give a combat bonus and be limited to how many could be added to a squadrant. Tie Interceptors would be do more damage, tie bombers would basically be bombs, etc. There are advantages and disadvantages to a system like this. One you can name the Squadrants but then the human factor about designing your fighters would be taken out of the equation. I will try both systems to see which one works best. I might even give the player a choice during race set up to choose which system they want.

Drones... basically spy bots. Can be deployed from a ship and basically have a limited cloaking ability that allows them to "spy" on a system. For the empire it would be probe droids. For the Rebels either modified y-wings, or droids. For the other races, spy satellites or cloaked drone-ships.

I am also thinking about making a 20kt to 40kt fighter. This would not be a "fighter" that can be added to ships, but a really small ship that can travel warp points and look like a fighter. For the Rebels this is going to be that modified B-wing and Modified Y-wings. For the Empire, Tie Defenders, the other races, I don't know yet. Probably a fighter looking small 20kt ship with stealth ability.

The purpose to this would be to give players the option to launch fighter attacks from remote bases. (I might even throgh in some x-wing variants and tie variants to spice this up.) They would be NO stronger than their true fighter counter parts.

I am also considering the option of removing Resupply Depot from the game. Make the supplies for ships large. Give each ship the ability to regenerate supplies. This would force players to consider "down time" for their ships. They would need to stop over for resupplying and would then be taken out of use while they built their supply inventory back up. I really like this idea but fear the AI would just go bonkers with it so the AI again would get to cheat their way out of it by having greater resupply and supply advantages.

I am worried as to how I would set things up for planets. I want Rock oxygen worlds to have the most facility slots, and Oxygen Gas worlds to have but only one. Bespin Gas Mining Base for example. Ice planets would have limited spaces about 1/4 the size of a rock world of the same size. I sincerely lack the modding ability in this area to understand how I would do that or if even it can be done.

Help in this area would be greatly appreciated.
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