View Full Version : Star Wars Mod - II (Sci-Fi Xover Mod)
openair
June 30th, 2003, 07:39 AM
found the problem... some hulls too small for a mininium speed of 3... was running out of room b4 the supply generation solar got on... and just filled up rest with engines... mininium speed needs to be 2 for colony, poptrans, and trooptrans...
well that and a must have solar supply generation makes it work...
[ June 30, 2003, 06:44: Message edited by: openair ]
Andrés
June 30th, 2003, 04:33 PM
Some changes I've made but didn't upload yet.
Corrected superlaser tech requirements. They had a level 10 'turbolaser weapons' requirement, a tech I had removed but forgot to correct here, the curious thing is that this didn't give an error but instead made the requirement be ignored.
Removed the extra 's' in the description fo most engines (Generates 1 thrust points.)
Removed Boarding Defense ability from Bridge (& SW), Life Support (& SW), Crew Quarters (& SW), Auxiliary Control, Shield Regenerators, Point - Defense Cannons and SW Shield Recharger and Anti-Fighter Lasers and added it to SE4 engines, Supply Storage and SW reactors.
This should 'fix' ion cannons damage.
TH if you think your 'balancing' is worth it, post your changes.
AIs will not find the right weapon and not design attack ships.
openair
July 1st, 2003, 10:23 PM
is there anyway to use a component on a ship (ie HyperDrive) that is in a fleet without pulling the ship out of the fleet?
its really pissing me off having to pull my fleets apart everytime i wanna go anywhere...
Andrés
July 2nd, 2003, 01:19 AM
Unfortunately there is not.
Also AI will never use those components so making them research and add them to their designs would be wasted research points and onboard space.
Erax
July 2nd, 2003, 01:57 AM
Sorry Erax... I knew that. Just testing you. BTW... I've been meaning to say... there's something... I dunno... 'sinister' about your avatar. <font size="2" face="Verdana, Helvetica, sans-serif">You think so ? http://forum.shrapnelgames.com/images/icons/icon10.gif The original picture (http://www.starwars.com/databank/character/grandadmiralthrawn/index_eu.html) is a little less scary. http://forum.shrapnelgames.com/images/icons/icon7.gif
Andres, here are a few things I've noticed :
- When starting a full-tech game, the Empire had access to the following SEIV tech : phased-polaron beams (incl. the small Version), incinerator beams (incl. small Version), ripper beams, wave motion guns, gravitic sensors, solar sails, solar collectors and null-space projectors.
- The light frigate's description could be 'Lancer Frigate'.
- The Carrack cruiser is spelled 'Carrak'.
- The slugthrower rifle is spelled 'slugthrowing'.
- Small-sized ion cannon use the image for the bLaster rifle.
- Fighter-sized ion cannon and lasers may be mounted on troops, but their damage values are on a different scale so they become quite weak.
- The AT-AT uses an AT-ST image.
That's it for now, gotta get some sleep. Keep up the great work !
openair
July 2nd, 2003, 02:18 AM
y not make hyperdrives like the Warpdrives from AST then?
they generate a only bonus movement points, like system bonus movement points, no standard, no combat bonus...
problem i see with this: by just swapping the Emergency Energy for movement bonus, its gonna bump up combat moves for even large ships to like 8...
EDIT: Nevermind! found out combat=/2 system is hardcoded... http://forum.shrapnelgames.com/images/icons/icon9.gif
i dunnno???? personally, i really hate the way its done now tho...
[ July 02, 2003, 02:40: Message edited by: openair ]
Andrés
July 2nd, 2003, 05:06 AM
Openair,
Traveling through Hyperspace ain't like Dusting Crops, Boy. Without precise calculations we'd fly right through a star or bounce too close to a supernova, and that'd end your trip real quick, wouldn't it?
It's supposed to be complicated.
Emergency movement is the only way to increase normal movements without increasing combat movements.
There is no opposed ability and combat movement does not work with negative numbers.
I want to mantain the contrast in speed between capital ships and fighters.
And the popular belief that trekkie capital ships are faster and more manuverable at sub-light speeds.
Erax,
Many SE4 techs are not researchable but capturable. Being available in a high-tech game is a side effect, but that should not happen after researching a lot in a long game.
At least in the .XLSs, I'm correcting all the other errors you've reported. I want to finish adding the basic techs of Outlaws before compiling the data files and star testing.
Erax
July 2nd, 2003, 03:05 PM
Traveling through Hyperspace ain't like Dusting Crops, Boy. Without precise calculations we'd fly right through a star or bounce too close to a supernova, and that'd end your trip real quick, wouldn't it?
<font size="2" face="Verdana, Helvetica, sans-serif">ROFLOL !!
Andres, I've been looking through the data files and have a few more suggestions/comments :
- I really like the way Imperial ship construction is set up, I feel it simulates the choices the Empire had to make in its weapons programs.
- I also really like the Rebel fighter sequence.
- I noticed that the TIE Bomber image is actually a TIE X1.
- Is there any reason why you kept the Caduceus Fighters tech area ? Fighters + Imperial Technology would work just as well IMO.
- The tech requirements for the Missile Boat could be raised a bit IMO. I suggest Fighters 2 + Missile Weapons 2.
- The Spacetroopers have a requirement of Troops 1. It's a bit odd to get them before regular Stormtroopers. http://forum.shrapnelgames.com/images/icons/icon12.gif I suggest moving them to Troops 3.
- The 'available to all' fighters follow this progression : Toscan -> Pinook -> CloakShape -> R41 -> BLastboat. I personally feel Pinook -> CloakShape -> Toscan -> R41 -> BLastboat would be better, based on their effectiveness in combat. Maybe the R41 could come before the Toscan but this is debatable.
- The Torpedo Sphere and Suncrusher mounts could be moved up the tech tree (perhaps linked to Death Stars and Stellar Manip, respectively) so they won't show up in our design screens way before we can use them.
I'll be looking at the data files in a more organized manner now. First up is CompEnhancement. Keep up the great work !!
Fyron
July 2nd, 2003, 07:10 PM
Emergency movement is the only way to increase normal movements without increasing combat movements.<font size="2" face="Verdana, Helvetica, sans-serif">Yes, but it is a huge pain to use in the game when you have lots of ships. Relying on it is going to drive people away from the mod IMO because it will make playing it become very very tedious.
openair
July 2nd, 2003, 11:42 PM
the Maintenace droids need balancing!
80% is way too high, a fully loaded DS2 goes from like 210k/turn to like 42k/turn... SSD from 43k to 8k... ESSD from 102k to 21k... <- cheaper then an ISD b4 maintenace droids!
OSD and Golan's can be free, with only the second lvl maintence droids... 50%+50% =100%
i think they should start at like 10% and only go up to 40%-50%... and shouldn't be allowed on bases...
[ July 02, 2003, 22:48: Message edited by: openair ]
Erax
July 3rd, 2003, 12:14 AM
Andres, the mounts seem OK so far. I'd just change their names and descriptions to be closer to the standard SEIV naming scheme. Here's my suggestion :
Dual Ship Mount (instead of 'Ship Dual Mount')
Twin barreled mount which increases damage from the weapon by 2 times. Suffers a -2% accuracy penalty due to lower turret traverse speed. Can only be used on Direct Fire weapons.
all the way down to :
Massive Quad Battery Ship Mount
Massive battery arrangement of quad barreled turrets which increases damage from the weapon by 43.64 times. Suffers a -30% accuracy penalty due to lower turret traverse speed. Can only be used on Direct Fire weapons.
That's it for today, I'll look at scaling, planetary, troop and special mounts tomorrow. Keep up the great work !
PS - The second item might also be "Massive quad barreled turrets in a battery arrangement which increases", etc. It all depends on whether you imagine successive mounts getting more turrets or larger ones.
[ July 02, 2003, 23:17: Message edited by: Erax ]
Erax
July 4th, 2003, 09:05 PM
OK, finished looking at CompEnhancement. Here's my suggestions / comments :
Special Mounts (Suncrusher and Torpedo Sphere) - OK as they are right now, except that, as I said before, they could be moved up the tech tree a bit.
Troop mount - Use the scheme suggested for ship mounts.
Satellite mounts - Same as above. Drop the 'accuracy penalty' bit because it's always 0%.
Planetary mounts - Same as above, with the following descriptions : "Twin barreled", "Four-barreled", "Six-barreled".
Scaling mounts - Use "1% scale component" instead of "1% component scale".
Have I told you how much I like this mod ? Keep up the great work !
[ July 04, 2003, 20:08: Message edited by: Erax ]
Andrés
July 12th, 2003, 10:41 PM
Some ideas on imperial troops, something similar can be made with rebels
starting - scout trooper
Construction 1 - stormtrooper
Troops 1 - speederbike - Spacetrooper
Troops 2 - ?
Troops 3 - ?
Walkers 1 - atpt
Walkers 2 - atst
Walkers 3 - atat
starting - Slugthrower Rifle
Construction 1 - BLaster Pistol
Troops 1 - BLaster Rifle
Troop Weapons 1 - Light Repeating BLaster
Troop Weapons 2 + ESW 1 - Heavy Repeating BLaster
Troop Weapons 3 + ESW 3- Light BLaster Cannon
Troop Weapons 3 + ESW 5 - Heavy BLaster Cannon
Erax
July 14th, 2003, 08:35 PM
How about : Army Troopers -> Scout Troopers -> Stormtroopers -> Spacetroopers -> Speederbikes ?
Regarding troop weapons, I like the progression, but how about requiring ESW 1 for bLaster pistols and rifles, then 2 for light and heavy RB ?
Urendi Maleldil
July 15th, 2003, 03:05 AM
Breaking up the fleet to go into hyperspace is standard imperial procedure. It's a shame the AI can't use the hyperdrives.
Erax
August 9th, 2003, 06:12 PM
I've been meaning to post what follows for a long time - some additions to the Emperor Names, Emperor Titles and Empire Names files, mostly from the various Separatist organizations (and a few from the Thrawn trilogy) :
Emperor Names - Garm Bel Iblis, Talon Karrde, Finis Valorum, Dooku, Wat Tambor, San Hill, Shu Mai, Passel Argente, Rune Haako, Poggle the Lesser, Tyranus.
Emperor Titles - Archduke, Senator, Presidente, Foreman, Magistrate.
Empire Names - Techno, InterGalactic Banking, Corporate, Commerce.
Andrés
August 27th, 2003, 07:56 AM
It took a long time, but it's finally uploaded:
http://kdy.spaceempires.net/StarWars-II.rar
Please don't ask me to correct a couple of details and re-upload tomorrow.
Everything is included into a single file.
You will need winrar to open this it.
I think I had fixed most of what Erax suggested and added as well the basic parts of the pirate-like outlaw racial trait and 4 quickly copied shipsets to use it (Black Sun, Bounty Hunters, Smugglers and Jawabobs... eh... Jawas)
Andrés
August 29th, 2003, 07:47 PM
BUMP.
Hey no comments?
jimbob
August 30th, 2003, 05:34 AM
Sorry, been to busy in the lab to play. I'm looking forward to playing this one once the fall term starts up. Thanks for introducing the Jawa by the way! That's gonna be hip.
[ August 30, 2003, 18:23: Message edited by: jimbob ]
Imperial
August 31st, 2003, 03:28 PM
playing a test game-- as Galactic Empire. about turn 5 or so i noticed that the first race i came in contact with was---The Galactic Empire--hahahhaha--i looked at players and noticed 2 gal empire and 3 Sith players. I am playing on a large quadrant map with max amount of players selected. I only added the Empire no other races were added. never really noticed this happenning in any other SE 4 ????. Ill post any more bugs or weirdess as i play more.
[ August 31, 2003, 14:30: Message edited by: Imperial ]
General Woundwort
August 31st, 2003, 03:53 PM
There has to be a minimum of 20 major races (i.e. races with pics and data files in the Races folder) - the game will run duplicates if this is not done. How many Races are there in this mod?
Imperial
September 1st, 2003, 11:23 PM
yes indeed there are 10 main races--ill prob add more if i can find some star wars copmpatible looking ones. another thing i recently noticed is that during combat--the mp-3 files arent working--the guns(dup cannon) at the time made dinging noises and no explosion sounds were heard.--Do i have to load the cd up to enable sounds? More to come as i explore the mod more--
Captain Kwok
September 1st, 2003, 11:29 PM
Originally posted by Imperial:
yes indeed there are 10 main races--ill prob add more if i can find some star wars copmpatible looking ones. another thing i recently noticed is that during combat--the mp-3 files arent working--the guns(dup cannon) at the time made dinging noises and no explosion sounds were heard.--Do i have to load the cd up to enable sounds? More to come as i explore the mod more--<font size="2" face="Verdana, Helvetica, sans-serif">It depends on where Andres put the sound files. If he put them in his mod directory>sounds, then you'll hear them only when 'classic' sound effects are chosen. Most people use the 'new' sound effects, so they would need to be in the sounds>new directory instead.
Andrés
September 2nd, 2003, 01:18 AM
Right, sounds are from in sounds\new dir, copy the files from the default one to the one in the mod (answer 'no' if it asks you to overwrite files).
It wasn't worth to increase the size of the file in about 10 Mb (compressed) only to include wav sounds you already have. I should have included a warning and instructions about this.
Imperial
September 2nd, 2003, 03:50 AM
OK before i do that let me ask this-- in the default SE-IV sound folder--there is a subfolder called new and several mp-3 files outside that folder. Do i select all and copy them into the SW-2 mod?. And also once i do copy them--do i turn classic effects on?--sorry if i seem dumb--i just want it to work--heh.Also the mod seems pretty stable otherwise--I plan on playing a few hours each day this week so ill post my findings accordinly--thanks for the replies))
Andrés
September 2nd, 2003, 07:07 AM
The feared "System Default Sound" gun. http://forum.shrapnelgames.com/images/icons/icon10.gif
First, they’re not .mp3 files, they are .wav files, though your system may show the same icon and play them with the same program.
You have to copy the files from
...\Space Empires IV Gold\Sounds\New
to
...\Space Empires IV Gold\StarWars-II\Sounds\New
(this folder should exist and hold some sounds of starwars weapons and a couple of interface sounds it would be nice not to overwrite)
Leave the classic effects option off.
Unless you prefer to listen to the old sounds for SE4 weapons, in which case you should:
copy new sounds from “...\Space Empires IV Gold\StarWars-II\Sounds\New” to “...\Space Empires IV Gold\StarWars-II\Sounds” and all sounds except the overwriting ones from “...\Space Empires IV Gold\StarWars-II\” to the same dir.
Andrés
September 2nd, 2003, 07:09 AM
And I'll see what can I do to provide at least a pack of quickly-made placeholder races to complete the 20 required ones.
Imperial
September 2nd, 2003, 11:39 PM
Thank you Andres. I am really quite satisfied with the mod, and while more races would always be welcome, I am having a good time with it as is. Now that i have fixed the sounds the game is enhanced alot.Just trying to say "Thanks"--for a fun mod to add to the mix of mods to play. I am hoping to get my LAN players off our current game and into a Star Wars shoot em up soon--so this is a great mod for that--again Thank You)
QuarianRex
September 9th, 2003, 01:47 AM
I've been playing a couple of test games the Last couple of days and I must say that I am quite impressed. I love the way that you changed so many of the game pics, it's like playing a whole new game.
I have a few thoughts about how it plays out though.
Hull Sizes- I like the range but why are there so many redundant sizes? If you research a tech level you should recieve an actual improvement, whether it be size, special abilities, etc. There seem to be several hulls that serve no porpose (the imperial repair base comes to mind). Scrolling through scores of hulls with only negligible differences cam get tedious. Adding an ability or a special mount can go a long way to making them usable.
Fighters- Nice job but some things could be changed. How about making the thrusters (the first fighter engine) 2kt. Still larger than Ions but now small enough to be able to add to a Tie Fighter and still have room for a weapon. I hated not being able to use Tie's till I researched several levels of propulsion. Also, Proton Torps are sweet. Perhaps too sweet. How about only allowing them to target ships, bases, and planets. That way they still retain their punch but over-reliance will leave you vulnerable to other fighters. Staying with the weapons, the damage for laser and bLaster cannons should be upped to @5 (depending on range) instead of 3. This would make them comparable to standard SE4 weapons (helpful since this is a X-over mod) and give you a reason to mount something other than proton torps.
Monoliths- Why deny them to SW? They fall in nicely with the technological level of the series and it fills out the severely depleted SW stellar manipulation tech area.
Cultures- Not necessarily applicable to SW but more for the X-over mod as a whole. I recently tried out Ed Kolis' (I think) Highliner mod and he had a rework of the cultures (and included a few new ones) that is quite impressive. It would be a great addition to the x-over mod.
I hope some of this helps, and I've got to say, I love this mod.
P.S. When do you plan on having the racial AI's done? I dearly look forward to seeing them use thier actual tech.
[ September 09, 2003, 00:51: Message edited by: QuarianRex ]
QuarianRex
September 9th, 2003, 04:24 PM
Some things that I forgot...
These components/facilities need to have different families; Durasteel Armor/DurapLast Armor (everytime I upgrade a ship it gets loaded with fighter armor), Targeting Sensors/Small Targeting Sensors (same problem as with the armor), and Shipyard Facility/Advanced Shipyard Facility (I want to be able to hit 'upgrade facility' without potentially shattering my economy).
The structure of infantry weapons needs to be doubled to give more life to smaller troops yet still mahe armor useful. Currently 1500 Stormtroopers equiped with Heavy Repeating BLasters typically take 700+ casualties vs. 200 militia (and Jawa militia at that}.
Maintainence Droids need to be reworked a bit. Currently the maint. reduction stacks, andwhile it is nice that my Star Destroyers are actually producing resources I do feel like a big cheater. I suggest limiting Maint. Droids to one per ship and adding Dedicated Repair Droids (or somesuch) at the same levels with the same stats minus the maint. reduction.
Hope this helps.
General Woundwort
September 9th, 2003, 04:43 PM
Originally posted by QuarianRex:
Cultures- Not necessarily applicable to SW but more for the X-over mod as a whole. I recently tried out Ed Kolis' (I think) Highliner mod and he had a rework of the cultures (and included a few new ones) that is quite impressive.<font size="2" face="Verdana, Helvetica, sans-serif">Actually, the Highliner Mod is mine, but the cultures are from Jourin's Culture Mod (http://forum.shrapnelgames.com/newuploads/1007661485.ZIP). I really liked his idea of balancing out the cultures using a set amount of racial advanatge points - I just added a few of my own, using his formulas.
[ September 09, 2003, 17:55: Message edited by: General Woundwort ]
QuarianRex
September 9th, 2003, 04:52 PM
Originally posted by General Woundwort:
Actually, the Highliner Mod is mine<font size="2" face="Verdana, Helvetica, sans-serif">My apologies GW, I downloaded a bunch of mods all at once and couldn't remember which came from where. Kudos to you for the additions though. The descriptions are great and the bonuses are disturbingly appropriate.
Andrés
September 9th, 2003, 06:21 PM
About hull sizes... You might be right. I guess it's because I'm made up hull sizes in the oposite direction than how they're made in most mods. I started with stats of a bunch of ships and converted them into hull sizes, instead of starting with SE4 sizes and wondering what else would be interesting to add. I accept suggestions about additional abilities, re-arranging tech levels, and even removing some hull if it is too redundant. Also I haven't been so strict with bases tonnage as I was in ships, so we can somehow play a little with that.
Some bases and perhaps some ships and fighters don't look like the ship they are. Please help me list all missing pics.
Also larger transports hulls are missing.
About fighters...
T.I.E. Fighter stands for Twin Ion Engine. How come you can have such a fighter before having Ion engines. http://forum.shrapnelgames.com/images/icons/tongue.gif
But perhaps fighter engines should be re-arranged.
Also, Proton Torps are sweet. Perhaps too sweet. How about only allowing them to target ships, bases, and planets. That way they still retain their punch but over-reliance will leave you vulnerable to other fighters.
Torpedoes can only target Ships\Planets.
You must be talking about Concussion Missiles that can target Ships\Planets\Ftr\Sat\Drone.
I thought it was nice to have a ship mounter seeker able to tagert fighter, but I guess you're right and that's a very big advantage. Perhaps it can be compensated with lower damage.
Or are you talking about fighter torps.
About figter lasers.
Checking it now it looks like I made a mistake when copying them into the green beam imperial Versions. Check the rebel fighter lasers.
Laser cannon V should do 4-4-3-3 but perhaps a little boost would be nice.
I guess the restriction to monoliths is a leftover from the old Versions when I wanted to remake the entire tech tree.
I've never payed much attention to cultures. I'll check those ones. Also IIRC B5 and Trek mods also add some nice new cultures.
I'm not good on modding AI and it's not on top of my priority list, but I guess that if noone comes to help with that I'll do it eventually. I guess it can difficult to mod AI while data files might change, but it's also a good way to find misbalances and missing techs.
I've resurrected Thrawn's and the Emperor's Version of the Empire, added Ackbar's Mon Cal and Fey'lya Bothan Versions of the Rebellion quick-made incomplete and ugly Yevethan and Ssi-ruuk shipsets and another shipset re-colored as the Wookiee, and IG-88's droids.
QuarianRex
September 9th, 2003, 09:39 PM
Originally posted by Andres:
T.I.E. Fighter stands for Twin Ion Engine. How come you can have such a fighter before having Ion engines. http://forum.shrapnelgames.com/images/icons/tongue.gif <font size="2" face="Verdana, Helvetica, sans-serif">I have been a Star Wars fan my entire life (I've seen all of the movies in their original theatrical release starting when I was two years old) but that is the first time that I have heard what T.I.E. actually stands for. Curse my slack arse.
Or are you talking about fighter torps.<font size="2" face="Verdana, Helvetica, sans-serif">Yup, fighter torps. Currently they can target all but seekers.
Check the rebel fighter lasers.
Laser cannon V should do 4-4-3-3 but perhaps a little boost would be nice.<font size="2" face="Verdana, Helvetica, sans-serif">I didn't notice that. I've only playtested the Imperials so far. I was hoping that the laser cannons would keep their damage constant at range (as with the Imperials) while the bLaster cannons would have higher-yet-degrading damage at range. It would make a nice distinction between the weapon types.
A Last general thought would be that the fighter supply storage components could be dropped down to 1kt instead of 2. They hold a small enough amount that their inclusion is a nice bonus but not high enough to justify replacing two cannons or a fighter torp.
I'll try to come up with some specific thoughts on the hull sizes and get back to you later.
The Canuck
September 10th, 2003, 01:42 AM
quick q, where can i d/l ur mod, i tried the link at the SEIV mod webpage but it didnt work, so... can someone post alink or tell me where to go to get this mod
General Woundwort
September 10th, 2003, 02:46 PM
EDIT - old link removed, see correct link above.
[ September 10, 2003, 15:46: Message edited by: General Woundwort ]
Andrés
September 10th, 2003, 03:39 PM
No, it's here:
http://kdy.spaceempires.net/StarWars-II.rar
I'll move the rest of the siteinto Fyron's server when I have time.
Fyron
September 10th, 2003, 07:11 PM
Link on the mods list page should be updated soon. http://forum.shrapnelgames.com/images/icons/icon7.gif
JayBdey
November 12th, 2003, 03:27 AM
Is there a working download link for this mod right now?
Andrés
November 12th, 2003, 05:38 AM
Fyron, I can't login with my FTP program, the spaceempires.net server gives me a '530 Login incorrect' error.
ANd as JayBdey said, the download doesn't work.
Fyron
November 12th, 2003, 05:55 AM
Oh... should probably set that up again. http://forum.shrapnelgames.com/images/icons/blush.gif
Fyron
November 12th, 2003, 06:56 AM
Check your email Andres.
JayBdey
November 12th, 2003, 06:56 AM
Is the download expected to be working soon?
Andrés
November 13th, 2003, 02:02 AM
Fyron
Thanks for the quick response. Now I can login without errors and see an empty folder. I should get to work with the site now.
Is there any chance you can find the file somewhere in the server so I don't have to upload it again?
[ November 12, 2003, 12:05: Message edited by: Andres ]
JayBdey
November 13th, 2003, 05:24 AM
So there is currently no place to download this mod?
Andrés
November 13th, 2003, 04:48 PM
Sorry not right now.
It looks like I'll have to upload it again.
Fyron
November 13th, 2003, 11:57 PM
Originally posted by Andres:
Is there any chance you can find the file somewhere in the server so I don't have to upload it again? <font size="2" face="sans-serif, arial, verdana">Nope. It was lost in the down time, and I do not seem to have a copy of it locally. http://forum.shrapnelgames.com/images/icons/icon9.gif
JayBdey
November 14th, 2003, 03:30 AM
Well uploading it shouldn't take long right, unless your still on dial up.
Andrés
November 14th, 2003, 05:45 AM
Originally posted by JayBdey:
Well uploading it shouldn't take long right, unless your still on dial up. <font size="2" face="sans-serif, arial, verdana">Well unfortunately I'm still on dial up at home.
The meaning of long is relative. If 100 minutes is long, then it took a looong time.
You can download it now, the link is the same, just in case:
http://kdy.spaceempires.net/StarWars-II.rar
gregebowman
November 14th, 2003, 03:46 PM
Originally posted by Andres:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by JayBdey:
Well uploading it shouldn't take long right, unless your still on dial up. <font size="2" face="sans-serif, arial, verdana">Well unfortunately I'm still on dial up at home.
The meaning of long is relative. If 100 minutes is long, then it took a looong time.
You can download it now, the link is the same, just in case:
http://kdy.spaceempires.net/StarWars-II.rar </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I know what you mean about dial-up. That's what I have at home. That's why I prefer to d/l these big files to my work computer, and then use winrar to chop them into small enough files to put on floppies. Anyway, can't wait to try out this mod.
gregebowman
November 14th, 2003, 04:37 PM
Figures, just after praising WinRar, I found out that it will not chop up this mod so that I can have floppy-sized files. Actually, this is the second time this morning this has happened to me. I never had any troubles with winrar before. Has anyone else had this problem?
Fyron
November 14th, 2003, 05:49 PM
See answer in Official Image Collection thread.
deccan
November 14th, 2003, 10:58 PM
Originally posted by gregebowman:
That's why I prefer to d/l these big files to my work computer, and then use winrar to chop them into small enough files to put on floppies.
<font size="2" face="sans-serif, arial, verdana">That's ancient technology isn't it? Don't you have something better than floppies? Burning CDs or ZIP disks or memory sticks?
gregebowman
November 14th, 2003, 11:16 PM
Originally posted by deccan:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by gregebowman:
That's why I prefer to d/l these big files to my work computer, and then use winrar to chop them into small enough files to put on floppies.
<font size="2" face="sans-serif, arial, verdana">That's ancient technology isn't it? Don't you have something better than floppies? Burning CDs or ZIP disks or memory sticks? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well, it is ancient technology. I work for the state of Florida, and probably only Jeb Bush and other head honchos get the good stuff. I just have to deal with what I have to work on.
Fyron
November 15th, 2003, 12:42 AM
You should get a USB flash drive. You can get a 64 MB one for 20-30 dollars. Just plug it into any computer with a USB port, and away you go! http://forum.shrapnelgames.com/images/icons/icon7.gif
deccan
November 15th, 2003, 07:59 AM
Originally posted by Imperator Fyron:
You should get a USB flash drive. You can get a 64 MB one for 20-30 dollars. Just plug it into any computer with a USB port, and away you go! http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Might have to install some drivers if it's an old OS. Maybe he's not allowed to do that on his work computer.
JayBdey
November 15th, 2003, 09:32 AM
Why can you build the death star prototype in this mod? Wasn't it only used to test the idea of the super laser?
Fyron
November 15th, 2003, 09:48 AM
Because this is a mod, not a scenario. It is designed for general play within the Star Wars universe, and not every universe has to act identically to the movies. http://forum.shrapnelgames.com/images/icons/icon12.gif
JayBdey
November 15th, 2003, 10:37 AM
Well the DS prototype was nothing more than a hollow skeleton. I could understand it's purpose being there if it was a prerequisite to building the real thing, but I don't see any reason to have it in as its own combat ship.
[ November 15, 2003, 08:38: Message edited by: JayBdey ]
gregebowman
November 17th, 2003, 08:04 PM
Originally posted by deccan:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
You should get a USB flash drive. You can get a 64 MB one for 20-30 dollars. Just plug it into any computer with a USB port, and away you go! http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Might have to install some drivers if it's an old OS. Maybe he's not allowed to do that on his work computer. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That is so true. I wish I could do stuff like that, but I got to follow state policy. Heck, my boss frowns on me doing anything unofficial on the computer as it is, but allows me to do so.
Fyron
November 17th, 2003, 09:56 PM
Originally posted by JayBdey:
Well the DS prototype was nothing more than a hollow skeleton. I could understand it's purpose being there if it was a prerequisite to building the real thing, but I don't see any reason to have it in as its own combat ship. <font size="2" face="sans-serif, arial, verdana">Because it could be built as its own ship...
Andrés
November 18th, 2003, 06:36 AM
I'm also using an outdated bad shape computer that has no functional USB port.
JayBdey
November 19th, 2003, 05:02 AM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by JayBdey:
Well the DS prototype was nothing more than a hollow skeleton. I could understand it's purpose being there if it was a prerequisite to building the real thing, but I don't see any reason to have it in as its own combat ship. <font size="2" face="sans-serif, arial, verdana">Because it could be built as its own ship... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">What do you mean as its own ship? It was built to research the super-laser, and see if such a large laser could be aimed and operated. It would have no combat value. Now, it COULD have been turned into a fully working Death Star, but then it wouldn't be a prototype any more.
[ November 19, 2003, 03:04: Message edited by: JayBdey ]
Fyron
November 19th, 2003, 05:32 AM
Gameplay over canon, my friend. Always gameplay over canon. http://forum.shrapnelgames.com/images/icons/icon7.gif
JayBdey
November 19th, 2003, 05:58 AM
Oh well, just extra fluff that I'll never use. I did remove it in the modified Version that I play with my friends on my LAN, I just couldn't understand the reasoning behind it being put in.
At least use the right picture of it. If you call it the DS prototype shouldn't it look like the DS prototype (http://galactic-voyage.com/Dark%20Side-Bases%20Space%20Stations-Death%20Star%20Prototype.htm)?
Fyron
November 19th, 2003, 06:05 AM
In general, more options = more strategic value = better game/mod. http://forum.shrapnelgames.com/images/icons/icon12.gif
Captain Kwok
November 19th, 2003, 01:40 PM
Well, just because in the canon Star Wars universe they were never able to build more than the prototype for the Death Star - doesn't mean that in the Star Wars Space Empires universe the Rebellion will be just as successful at preventing their deployment, so you keep it as a valid option for later in the game...perhaps those Imperial engineers were able to come up with a fully functional Death Star. Plus, couldn't the Death Star prototype still move around in order to reach the different planets that it would target? I don't see the issue really. http://forum.shrapnelgames.com/images/icons/tongue.gif
Andrés
November 20th, 2003, 04:46 AM
The DS prototype was meant to have enough tonnage to carry little more than command components the superlaser (it can't be made a requirement, but it should be) and very few other weapons, shields or other components. I'd have to check if afer so many quick and not thorougtly tested changes that remains true. It shouldn't be very good in combat, it's relatively vulnerable, but if it manages to hit you with its sl you're fried.
About the picture, it was one of the many things I had left to add later. The one you linked looks cool.
gregebowman
November 24th, 2003, 11:57 PM
well, I was finally able to break the file into several files to take home on floppies. I don't know what the difference was, but instead of trying to condense the folder, I opened the folder to see if I could condense the actual Star WArs II folder and the path file. For whatever reason, it worked. I'm currently transferring the files to floppies, and plan on checking it out tonight. Can't wait to play this one.
Wormgonenuts
December 5th, 2003, 07:53 PM
Thanks for the sound tip Andres. I'm still wondering if anyone else have problems with concussion missiles. The missiles won't fire in tactical combat simulations. I have all the correct strategy and supply, and all the other weapons fire just fine. The strange thing is that during tactical simulations, the concussion missiles are highlighted just like all the other weapons, but when I try to target an enemy ship, it just stays highlighted while all the other weapons fire. It might just be some minor detail that I have overlooked, but A-wings sure are weak without missiles.
Frank
Andrés
December 5th, 2003, 11:09 PM
Maybe it's this, fighter concussion missiles are meant to shoot at other fighters, not at capital ships.
ZJ
March 9th, 2004, 04:32 PM
Hmm... this thread has been dead for a while, but I like the Star Wars mod and I wonder if anyone is still working on it?
I would love to help http://forum.shrapnelgames.com/images/icons/icon7.gif
Andrés
March 9th, 2004, 06:37 PM
Sorry I haven't been working on any SE4 related things lately.
ISTR I had made a few additions after Last time I had uploaded the mod, but not major improvements.
I'll try to ulpoad an update ASAP.
Does an anyone volunteer to make some AI?
Where was my to-do list?
BTW do you like my new avatar?
gregebowman
March 9th, 2004, 07:28 PM
To tell you the truth, I like the old avatar better. I also anxiously await an upgraded Star Wars II mod, or the eventual Sci-Fi Crossover mod. How is that turning out?
Shrapnel
March 9th, 2004, 07:37 PM
This is the first MOD on my list that I want to download once I get the full Version of the game.
I hope you get a chance to work on it as I am a big SW fan http://forum.shrapnelgames.com/images/icons/icon10.gif
Intimidator
March 9th, 2004, 08:19 PM
Like this mod VERY VERY much, Are there any Multi Player games on-going or planned for this Mod.
And is anybody interested?
narf poit chez BOOM
March 9th, 2004, 08:28 PM
Originally posted by Andres:
BTW do you like my new avatar? <font size="2" face="sans-serif, arial, verdana">i think the old one went better with your sig, but the new ones good to.
what's it from?
Imperial
March 9th, 2004, 10:54 PM
I like this mod too, --new avatar is cool))
Andrés
March 10th, 2004, 01:35 AM
So far I've been working just by myself, and I must admit I didn't spend much time on this project lately.
I apologize again for the slowness in the developing of this mod.
I admit I didn't spend much time on this lately, but so far I've been working on all this just by myself (with the honorable exception of a few contributions by Erax), and this project is too big to be a one man job.
Maybe setting trying to set up a multiplayer game is a good idea to force the completion of the mod.
ISTR that transports were missing (imperial had a few hulls but no one else), is there any other vital tech missing?
I'll try to fix the most critical points, if possible have the mod loaded into PBW and then we can try a multiplayer game.
About the avatar, it's Prof Neurus the villan from Hijitus, a classical Argentinaen cartoon. And you're right Narf, my old sig didn't match.
Intimidator
March 10th, 2004, 11:29 PM
PBW would be great, but I'm willing to run a PBEM also (I'll do everything for a Star Wars Game)
Fyron
March 11th, 2004, 12:28 AM
There is not much reason to do PBEM. PBW is exactly the same, except that all of the tediousness of hosting a PBEM game is done by the server.
Intimidator
March 11th, 2004, 08:31 PM
Yes I know, But I was very happy Last october ,When pbw was down for weeks (the most terrible weeks of my life), that there was still an alternative http://forum.shrapnelgames.com/images/icons/icon12.gif so I played some PBEM games in that period.
JayBdey
March 13th, 2004, 02:23 AM
I think the AI should be high on the to do list. It is hard to find PBW games and I would love to be able to practice against something that fights back.
Andrés
March 13th, 2004, 04:44 AM
Actually AIs will fight you back quite effectively the way the game now.
AI's must use the "Standard SE4" racial trait, and use their original AI without problems. They will (or at least they should) pick it when randomly added, and of course you should do it manually if you add them that way.
Of course that having AI that uses starwarish techs would be nice, but my priority right now is finishing all techs to get something more or less playable so we can multiplay.
Andrés
March 14th, 2004, 06:30 AM
OK I just uploaded this:
http://kdy.spaceempires.net/starwars-ii.rar
Help me check if I overlooked any major problem.
If everything looks OK, I'll ask Geo to install it on PBW so we can try it.
JayBdey
March 14th, 2004, 08:39 AM
Maybe you wanted it to be like this but I can still build a few standard SEIV components when I use SW Tech. When using the SW tech you can still build: Cargo Bay, Mine Sweepers, Phased Polaron Beam, Ripper Beam, Incinerator Beam, Wave Motion Gun, Gravitic Sensors, Solar Sails, Solar Collectors, and Null Space Projectors.
Is this intentional, or did you leave them in by accident? Looking at the components.txt file it would seem that you did not make it a requirement to have standard SEIV tech to build these comps.
Intimidator
March 14th, 2004, 10:54 AM
You are right JayB, noticed that also.
But again, I think to play it with a few, say 5 people, is the best way to get the bugs and errors out of this mod.
So Andres, it's up to you now. Upload it to pbw and let's play and get your mod up and running.
Intimidator
BTW. one point: every time you use the hyperdrive you have to activet it but isn't possible in fleets, you must activate the hyperdrive one by one.
Am I correct? and if so can't that be changed ?
Bill Door
March 14th, 2004, 01:31 PM
Originally posted by Intimidator:
BTW. one point: every time you use the hyperdrive you have to activet it but isn't possible in fleets, you must activate the hyperdrive one by one.
Am I correct? and if so can't that be changed ? <font size="2" face="sans-serif, arial, verdana">Yep. Its a limitation of the SE4 program itself. The hyperdrive component uses the emergancy movement ability with all the same limitations placed on it.
That is also why the Hyperdrive Motivator is a 0 construction rate shipyard component.
Intimidator
March 14th, 2004, 01:48 PM
But if you do it the way I did it, see below:
Name := Warp Core I
Description := Creates a warp field surrounding a ship.
Pic Num := 1189
Tonnage Space Taken := 200
Tonnage Structure := 400
Cost Minerals := 5000
Cost Organics := 0
Cost Radioactives := 2000
Vehicle Type := Ship
Supply Amount Used := 100
Restrictions := One Per Vehicle
General Group := Engines
Family := 25048
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Warp Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 5 bonus movement points.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Weapon Type := None
It will function anytime without active it again, and can be used in fleets, without seperate activation.
remark: the Hyperdrive function can simply be added in the sample I used here.
Andrés
March 14th, 2004, 03:34 PM
Originally posted by JayBdey:
Maybe you wanted it to be like this but I can still build a few standard SEIV components when I use SW Tech. When using the SW tech you can still build: Cargo Bay, Mine Sweepers, Phased Polaron Beam, Ripper Beam, Incinerator Beam, Wave Motion Gun, Gravitic Sensors, Solar Sails, Solar Collectors, and Null Space Projectors.
Is this intentional, or did you leave them in by accident? Looking at the components.txt file it would seem that you did not make it a requirement to have standard SEIV tech to build these comps. <font size="2" face="sans-serif, arial, verdana">Those techs are not normally available for SW races (can't be researched), but can be obtained by analizing captured ships or traded.
A side efect of this feature is that they're available in full tech starts, but that's something unusual so it's no big deal.
About hyperdrives and fleets, I know it's annoying when you have large fleets.
But there is still no other ability that would make ships move fast in normal movements but not in combat.
Using 'Extra Movement Generation' as warp cores do, will make ships super-fast in combat.
JayBdey
March 14th, 2004, 09:50 PM
I rarely play anything but full tech; it's not that unusual for me.
Starting at low or even medium tech just makes the game move so unbearably slow, I can't stand playing like that.
Intimidator
March 14th, 2004, 09:54 PM
I absolutly disagree with you JayB.
It's just the strenght of the game that your opponents have complete other weapons and strenghts than you have. It's realistic and more fun to choose the way of your empire from scratch.
JayBdey
March 14th, 2004, 10:20 PM
That's great if you enjoy playing that way more, but I don't. Is there no way to stop this from happening in full tech games?
I thought the standard SEIV tech and races were just held over to allow single play until the SW AI was done. Won’t this go away after the AI is finished? I know I certainly won’t be using standard SEIV races in any games so how could I capture or analyze to get those components if no empires have standard SEIV tech?
Or do you plan on keeping the standard SEIV tech in the game even after the AI is done?
Andrés
March 14th, 2004, 11:37 PM
Research is an important part of the game and of your strategies, full tech may be faster but you're losing a great part of the game.
I've never considered removing SE4 tech.
After all, this is still the beggining of a 'sci-fi crossover mod' and 'seiv universe' is one of the sci-fi universes that you can pick.
I'm thinking about some solution for your problem. Maybe a 2nd racial trait as requirement for shared techs. I'll try if it works and may add it to a future Version, but I do not consider this something important that needs to be fixed before trying a multiplayer game.
gregebowman
March 15th, 2004, 03:12 PM
Originally posted by Andres:
Actually AIs will fight you back quite effectively the way the game now.
AI's must use the "Standard SE4" racial trait, and use their original AI without problems. They will (or at least they should) pick it when randomly added, and of course you should do it manually if you add them that way.
Of course that having AI that uses starwarish techs would be nice, but my priority right now is finishing all techs to get something more or less playable so we can multiplay. <font size="2" face="sans-serif, arial, verdana">How about something for us strictly solo players? maybe one of these days I'll multi-play, but it isn't now. I haven't been on the internet at home for awhile, mostly due to the Star Trek mod game I'm playing. Can't put it down.
JayBdey
April 16th, 2004, 09:24 PM
Is work still being done on this? Any PBW games going yet?
Andrés
April 17th, 2004, 05:12 PM
JayBdey,
Sorry, I'm not current working in the mod right now (again), but that doesn't mean I gave up.
Last SE4 modding related activity I've been doing is 3d modelling some ships based on se3 shipsets.
I had posted a request las t month to add the mod on pbw admin forums and didn't get an aswer at least in the first days, as soon as pbw is up again I'll check and if there's still no answer I'll try emailing Geoschmo.
The good news is you're still on time to join any pbw game we make.
And Gregebowman, I was talking about solo games in the 1st paragraph you quoted.
Andrés
April 18th, 2004, 12:37 AM
OK I just checked in PBW and 'v1.91 + Andres Star Wars II Mod' seems to be one of the available mods to play.
Do you want me to set it up or are there any volunteers?
How many people is intererested in joining?
JayBdey
April 18th, 2004, 04:12 AM
Is it the new Version, or the old one? I remember the second newest Version of the mod already being on PBW, but the most recent update might not be on there yet. Is there any way to check?
bearclaw
April 18th, 2004, 04:50 AM
I'm interested!! (In case that wasn't obvious)
Fyron
April 18th, 2004, 07:16 PM
Originally posted by JayBdey:
Is it the new Version, or the old one? I remember the second newest Version of the mod already being on PBW, but the most recent update might not be on there yet. Is there any way to check? <font size="2" face="sans-serif, arial, verdana">Sure. Create a game with one player, yourself. Create savegame and upload. Execute a turn (no need to play it). Download turn 2, see if it runs in your Version of the mod or not. http://forum.shrapnelgames.com/images/icons/icon7.gif
Alternatively, make a request on the Admin Requests section of the PBW forums, asking what Version of the mod is installed.
Andrés
April 18th, 2004, 10:34 PM
OK I got an 'Invalid Data Files' error, so I guess it must be a an older Version.
Just posted on pbw admin requests forums.
Andrés
April 19th, 2004, 09:11 PM
As I had no answer in PBW Admin Requests forums, I'm emailing Geoschmo.
Andrés
April 20th, 2004, 07:38 PM
Thanks Georgig and Geoschmo.
The mod has been installed on PBW.
Can any of you start the game on PBW now, I'm too lazy and working on other shipset and I'd prefer not to be the game owner.
[ April 20, 2004, 19:57: Message edited by: Andres ]
JayBdey
April 21st, 2004, 06:11 AM
Star Wars Mod II Game
http://seiv.pbw.cc/text/index.jsp?menu=gamemenu.jsp%3fgame=1i0s2jp&body=gameowner.jsp%3fgame=1i0s2jp
JayBdey
April 22nd, 2004, 06:12 AM
OK, I see Andres has already joined, that makes 2. We need a few more players and then we can get started. We need at least 4 but 5 or 6 would be better.
BlackRose
April 24th, 2004, 11:54 PM
Hello!
Well this certainly seems like quite the work in progress, however, there is sooo much potential here! Looks like the game has been totally redesigned, great work! I really do hope that you find the time/energy to continue this mod as it has so much potential!
I do have to add in my thoughts about the motivators, however. It may just be too complex, unless there is way to get more of them doing it than just 1 at a time. Does the AI use them? If they dont i'd just suggest getting rid of them all together. Too bad, really, it is a fantastic idea.
[ April 24, 2004, 23:50: Message edited by: BlackRose ]
BlackRose
April 26th, 2004, 04:01 AM
Hmmmm, the more I play the more I think i've changed my mind. In the later game you have so few ships anyhow http://forum.shrapnelgames.com/images/icons/icon7.gif You start out with great big fleets and slowly but surely trade them in for big monsters, i like that http://forum.shrapnelgames.com/images/icons/icon7.gif So Hyper Drive works great, assuming the AI uses it http://forum.shrapnelgames.com/images/icons/icon7.gif
I'd love a temp working AI for the races that use SW tech, even if you select SEIV tech along with there techs they still fair very poorly.
This has the the fetchings of a fantastic mod and it plays very well even now. I like the porportions aspect of it, the game doesnt get too big/too slow even in the late game which is refreshing to say the least http://forum.shrapnelgames.com/images/icons/icon7.gif Very good fun...
Please for the love of Star Wars let's get this thing out! I dont mind lending a hand ofc http://forum.shrapnelgames.com/images/icons/icon7.gif
I'm quite good at finding bugs/ inconsistenies etc. if that is needed. I wish I knew something about AI design tho http://forum.shrapnelgames.com/images/icons/icon7.gif
I've also made custom EMP files (5k) for all the races and I've started on a SW systems map as well.
Anywho, those are my thoughts http://forum.shrapnelgames.com/images/icons/icon7.gif
gregebowman
April 26th, 2004, 09:55 PM
Blackrose, the SWII mod's been out for quite awhile. I've been playing it off and on for months. As a matter of fact, I played a few turns Last night, just to make sure that the 1.91 patch didn't mess up my save game. I had no problems. Can't wait for the latest update, or patch, though. It's a great mod, almost as good as Atrocities' Star Trek Mod.
BlackRose
April 27th, 2004, 12:15 AM
Originally posted by gregebowman:
Blackrose, the SWII mod's been out for quite awhile. I've been playing it off and on for months. As a matter of fact, I played a few turns Last night, just to make sure that the 1.91 patch didn't mess up my save game. I had no problems. Can't wait for the latest update, or patch, though. It's a great mod, almost as good as Atrocities' Star Trek Mod. <font size="2" face="sans-serif, arial, verdana">Exactly http://forum.shrapnelgames.com/images/icons/icon7.gif Part of the reason why I never downloaded it in the past (I proffess a love for Vintage Star Wars that surpasses Trek) is because I knew it was in a state of flux. I read a few things over the past week that made me give it a go and it is, as you say, quite great http://forum.shrapnelgames.com/images/icons/icon7.gif
But I daresay that it isnt quite done yet either ? Still it is quite playable as long as you control the major races as the AI files for the Rebel Alliance dont seem to work (they dont expand) and even adding SEIV tech to the other Empires (exluding THE Empire) produces a severely stunted AI that performs similiar to a neatral Empire.
Still very fun, just a tad bit of polish and perhaps some techs for the other empires.
Andrés
April 27th, 2004, 01:29 AM
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.
Fyron
April 27th, 2004, 07:23 AM
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.
solops
April 27th, 2004, 02:38 PM
How about a link to the latest Version's webpage?
Andrés
April 27th, 2004, 05:30 PM
I haven't rebuilt the website, but the mod can be downloaded here:
http://kdy.spaceempires.net/starwars-ii.rar
gregebowman
April 27th, 2004, 09:56 PM
Is this the same mod that came out Last year, or has it been upgraded?
Andrés
April 28th, 2004, 01:45 AM
It was updated Last month.
gregebowman
April 29th, 2004, 01:57 AM
Ok, thanks. D/l now.
BlackRose
April 29th, 2004, 06:40 AM
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.
Bill Door
April 29th, 2004, 10:57 AM
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. <font size="2" face="sans-serif, arial, verdana">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).
BlackRose
April 29th, 2004, 11:55 PM
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 http://forum.shrapnelgames.com/images/icons/icon7.gif
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 http://forum.shrapnelgames.com/images/icons/icon7.gif
Bill Door
April 30th, 2004, 11:08 PM
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
BlackRose
May 2nd, 2004, 04:08 AM
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 http://forum.shrapnelgames.com/images/icons/icon7.gif I'll have to make up most of the rest, but I dont plan on making it overly dense as I hate sloooow games http://forum.shrapnelgames.com/images/icons/icon7.gif
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
gregebowman
May 6th, 2004, 10:37 PM
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?
BlackRose
May 7th, 2004, 11:06 PM
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!
gregebowman
May 14th, 2004, 10:12 PM
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.
Raging Deadstar
May 22nd, 2004, 10:17 PM
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? http://forum.shrapnelgames.com/images/icons/confused.gif 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 ]
bearclaw
May 23rd, 2004, 06:47 AM
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.
Phoenix-D
May 23rd, 2004, 07:15 AM
You might need a shipyard to repair it..
Raging Deadstar
May 23rd, 2004, 12:05 PM
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.
Phoenix-D
May 23rd, 2004, 05:21 PM
They can be repaired in mid space, you just need a ship mounted spaceyard instead of a repair bay or the like.
Andrés
May 24th, 2004, 01:56 AM
I might have found the same problem. But in his emails Zaracyn seems to have suggested that his ones were working so I thought it was just me.
We must also remember that cultures also affect repair rate. In the "balanced" culture file copied from Highliner Mod there are a couple of cultures with high repair penalties
I think it's very unlikely that the Motivator, a non-building SY + repair 1 that has been tested to work in single player games would not work in simultaneous.
Fyron
May 24th, 2004, 07:33 AM
Originally posted by bearclaw:
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. <font size="2" face="sans-serif, arial, verdana">Racial repair rate affects total sector repair levels, not individual components.
Atrocities
May 24th, 2004, 07:36 AM
EDIT, Ya what Fyron said. http://forum.shrapnelgames.com/images/icons/shock.gif
[ May 24, 2004, 06:36: Message edited by: Atrocities ]
bearclaw
May 24th, 2004, 09:21 PM
Originally posted by Imperator Fyron:
Racial repair rate affects total sector repair levels, not individual components. <font size="2" face="sans-serif, arial, verdana">I just checked and I've got the Balkanized Cultural trait (-3% repair), which would explain why my Hyperdrive Modivators won't repair my Hyperdrives. Wow. That really makes a change for my ship designs.
Suicide Junkie
May 24th, 2004, 09:34 PM
Just keep your ships together in fleets. Together, they will all finish the repairs in two turns, or you could leave behind 3% of the fleet after each use of the hyperdrives.
If you are allowed to design it, you could also include to motivator components on your ships, or perhaps on a few support ships, in order to get enough repair for everybody.
bearclaw
May 25th, 2004, 03:10 AM
What if I were to have 2 Modivators on each ship?
Andrés
May 25th, 2004, 04:36 AM
You can't. Even if they had no explicit restriction as they do, components with SY ability have a hardcoded only one restriction.
I guess there is no way to include a hyperdrive backup.
[ May 25, 2004, 03:40: Message edited by: Andres ]
bearclaw
May 25th, 2004, 08:15 PM
next question: If a ship has a repair bay AND a Hyperdrive Modivator, will that fullfill the requirement for a SY to repair the hyperdrive, and will the combined repair rate (minus the 3% modifire) repair normal?
Fyron
May 25th, 2004, 09:33 PM
Yes. You just have to have a component with SY ability in the sector. Any repair component can still repair it if this condition is met.
Intimidator
May 28th, 2004, 10:40 PM
I lost my Star Wars - II mod, when my computer crashed a few weeks ago. But can't find the mod anymore.
Can somebody help me ??
Inti,
Andrés
May 29th, 2004, 03:33 AM
You can download here:
http://kdy.spaceempires.net/starwars-ii.rar
Intimidator
May 29th, 2004, 12:21 PM
Thanks Andres,
BTW. I also remember reading somewhere that there is an Star Wars Map, could you (or somebady else) send it to me ??
Thanks anyway,
Intimidator5@hotmail.com
Intimidator
May 29th, 2004, 12:43 PM
I noticed that you made some changes to the game.
Great job, I was thinking of making some adjustments myself, but all the things I wanted to change or add are already done.
example :
1: spliting up the Rebels in separate factions (Mon-Calamari, Bothan. But maybe you could add Senator Ibliss(or what's his name), with some of the Katana-dreadnoughts)
2: The Deathstar prototype, really perfect.
See ya,
Intimidator
Andrés
May 29th, 2004, 03:08 PM
I never got that map either.
BlackRose, can you try to send it again?
BlackRose
May 29th, 2004, 10:56 PM
Intimidator, sent the Map to your email - but dunno about it working as hotmail bounces many attachments.
Andres - Resent the map (Last time I sent it it didnt go through and got bounced)
Hope you guys like it!
Intimidator
May 30th, 2004, 09:42 AM
Got it, Thanks
Inti,
Abdiel
June 26th, 2004, 09:32 AM
Hi I recently downloaded the mod and I just love it! http://forum.shrapnelgames.com/images/icons/icon7.gif I'm running into a few problems though, the generic_portrait_infantry.bmp is not there and so my rebel troopers/commandoes etc can't be used http://forum.shrapnelgames.com/images/icons/icon9.gif Anyone know how I can fix this? The only such filename I found is in Proportions mod and it doesn't seem to fit the SW theme.
Also, where can I find the galaxy map made I think by BlackRose that I've been reading so much about? can't wait to play on it http://forum.shrapnelgames.com/images/icons/icon7.gif
[edit] Oh, if it's not anywhere I can download off, my email addy is leeyuejer at hotmail.
Abdiel
[ June 26, 2004, 08:47: Message edited by: Abdiel ]
astruskustuvas
June 26th, 2004, 11:06 PM
Anyone wants to host another SW game on pbw?
bearclaw
June 27th, 2004, 12:16 AM
Originally posted by astruskustuvas:
Anyone wants to host another SW game on pbw? <font size="2" face="sans-serif, arial, verdana">Are you looking to get into one? I over-estimated my time when I joined up. I'm holding on until we can get a replacement so as to keep the AI from messing things up. If you're interested, send me an email. You can find it listed in my profile.
astruskustuvas
June 27th, 2004, 01:55 AM
We are both in same game http://forum.shrapnelgames.com/images/icons/icon7.gif (Razor....)
but im looking for another one http://forum.shrapnelgames.com/images/icons/icon10.gif
astruskustuvas
June 27th, 2004, 01:57 AM
damn i could ask your status and save turns for my intell on others. Damn! http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
bearclaw
June 27th, 2004, 06:13 AM
Originally posted by astruskustuvas:
damn i could ask your status and save turns for my intell on others. Damn! http://forum.shrapnelgames.com/images/smilies/rolleyes.gif <font size="2" face="sans-serif, arial, verdana">Ah, well I guess that won't work then... if you do find anyone interested, let me know. As for the status of my empire
http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
astruskustuvas
June 27th, 2004, 06:32 AM
so what is status for this mod, any updates or fixes coming soon?
Tnarg
June 28th, 2004, 03:05 AM
Originally posted by astruskustuvas:
Anyone wants to host another SW game on pbw? <font size="2" face="sans-serif, arial, verdana">I've never hosted a game, but I would love to join a SW game if anyone started one.
astruskustuvas
June 28th, 2004, 02:11 PM
ok i hosted game.
Tnarg
June 29th, 2004, 03:37 PM
I downloaded the mod, but it is a single RAR file that is 18 megs. I have never done anything with this kind of file before, so what do I do with it?
Each time I click on it says what kind of program created it and does it want to look on the internet to find it, ect.
Andrés
June 29th, 2004, 04:30 PM
Tnarg, you needWinRAR (http://www.rarlab.com/download.htm) to open rar files.
Astrusustuvas, I'm not planning to release a new Version too soon.
Have you or anyone fond anything that needs to be fixed?
But, yeah, there are lots of new things that need to be added, such as racial traits for other empires.
Keep nagging me so I don't get too lazy/distracted. http://forum.shrapnelgames.com/images/icons/icon12.gif
astruskustuvas
June 29th, 2004, 08:38 PM
ok here we go...............
Id like that you comment on what i posted here
Ships
VSD ok
ISD ok
SSD broken fix: make hull bigger and (or) decrease life support and crew quarters to 1
Sovereign SSD ok
Eclipse SSD broken fix: decrease life support and crew quarters to 2
Torpedo Sphere ok
DS Prototype could be bigger
DS I could be bigger
DS II could be bigger
Fighters: Dont think fighter needs tweaking
Other:
Armor: make armor size dependant like shields
fix seeker, make them cheaper and smaller but not efective on larger hulls (they should use TL)
Superlaser MK x: decrese size 1/2 of curent one
World Devastator: i like this thing but it would be better if thet had SY capability
Advances Shipyards x: make them deplete less resources and only on that planet not on all in system
Mining facilitys give them resource storage capability and increase rescource storage
Add medium sized solar ionizator reactor
Where is AI?
To be continued.......
[ June 29, 2004, 19:43: Message edited by: astruskustuvas ]
BlackRose
June 29th, 2004, 09:37 PM
Originally posted by astruskustuvas:
ok here we go...............
Id like that you comment on what i posted here
Ships
VSD ok
ISD ok
SSD broken fix: make hull bigger and (or) decrease life support and crew quarters to 1
Sovereign SSD ok
Eclipse SSD broken fix: decrease life support and crew quarters to 2
Torpedo Sphere ok
DS Prototype could be bigger
DS I could be bigger
DS II could be bigger
Fighters: Dont think fighter needs tweaking
Other:
Armor: make armor size dependant like shields
fix seeker, make them cheaper and smaller but not efective on larger hulls (they should use TL)
Superlaser MK x: decrese size 1/2 of curent one
World Devastator: i like this thing but it would be better if thet had SY capability
Advances Shipyards x: make them deplete less resources and only on that planet not on all in system
Mining facilitys give them resource storage capability and increase rescource storage
Add medium sized solar ionizator reactor
Where is AI?
To be continued....... <font size="2" face="sans-serif, arial, verdana">I agree with everything here except perhaps the fighters. In the end I noticed Tie Fighters seemed to rule the day as better pound for pound than Interceptors or Defenders (and Advanced). I think that perhaps the Torpedoes the fighters use might be over balanced, however all this is probably moot as without an AI to test the tech against its kind of hard to gauge.
Have you considered using the AI files from TDM to at least make the SW AI stronger? Ideally I suppose an AI that used SW tech would be the best but the TDM AI's could probably do some damage against the superior SW tech player.
Abdiel
June 30th, 2004, 07:22 AM
i noticed a bug that was quite a turn-off for me...
Every race seems to want to be rock/oxygen... if I choose any other type, gas or ice, somehow all rock planets still have *, and I have rock planet colo?! but not the colo tech for my homeworld...
Anyone else have this problem?
Abd.
astruskustuvas
June 30th, 2004, 10:03 AM
Well personaly i think that rebel fighters are more powerfull. I played few lan (1vs4) games and i can say that K-Wings are fearsome fighters and i as empire builded fighters only to stop rebel ones (and bomb planets\ships).
psimancer
July 5th, 2004, 04:35 PM
black rose could i get that map file please ?
piterdvries@icqmail.com
thanks
ps surprised you havend put it on pbw server it seems to be talked about so much
Emperor Fritsch the Dense
August 9th, 2004, 10:36 AM
i have a question for those of you that play this on PBW. how is it as the rebellion fighting the empire? it seems like the rebellion is set up to be the major underdog (makes sense according to the movies). this seems like it would be a major challenge and alot of fun.
secondly is that star wars map posted on a website? id like to use it.
Lastly, awesome mod. the only issues i have with it are due to my being a solo player, otherwise i love it. its got great shipsets and tech. keep up the good work
Recently Reinstalled Emperor Fritsch the Dense
psimancer
April 10th, 2006, 05:26 PM
i was wondering if any new work has been done on this mod
i hadnt realized thet it has actually been 2 years since i was active ( Y? see profile on pbw)
narf poit chez BOOM
April 10th, 2006, 07:12 PM
Welcome back. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
April 10th, 2006, 08:48 PM
psimancer said:
i was wondering if any new work has been done on this mod
i hadnt realized thet it has actually been 2 years since i was active ( Y? see profile on pbw)
No there hasn't been anything done with it. http://forum.shrapnelgames.com/images/smilies/frown.gif
Right now there is the Rebellion Mod, by Intimidator, but it is in a very early stage of development, and Intimidator has fallen off the face of the planet.
Then there is the Star Wars Mod - the one I am working on, but it is at least a month out before its release and is only going to be a basic rebellion based mod without all of the frills of the rebellion mod.
psimancer
April 11th, 2006, 08:50 AM
npcb:thanks glad to be
a:then i must say thanks for taking up the carbonite slab
n yes i did get that map i wonder if its on se.net
(though piter has since moved to bigfoot country) and whether black rose would permitt it being put up as that is one nice map
Intimidator
April 11th, 2006, 03:58 PM
Atrocities said:
psimancer said:
i was wondering if any new work has been done on this mod
i hadnt realized thet it has actually been 2 years since i was active ( Y? see profile on pbw)
No there hasn't been anything done with it. http://forum.shrapnelgames.com/images/smilies/frown.gif
Right now there is the Rebellion Mod, by Intimidator, but it is in a very early stage of development, and Intimidator has fallen off the face of the planet.
Then there is the Star Wars Mod - the one I am working on, but it is at least a month out before its release and is only going to be a basic rebellion based mod without all of the frills of the rebellion mod.
Hi,
Intimidator still stands with both of his feet on the planet Earth, although I must convess that this is my first forum visit in 5 weeks due to RL issues (to damned busy at work http://forum.shrapnelgames.com/images/smilies/frown.gif )
And thats the same reason that my SW-mod is at an stand still http://forum.shrapnelgames.com/images/smilies/frown.gif (although it is an nice mod to play Multi player, and workable , but not available on the web right now......)
Will be around more often, from now on............
See ya, Inti,
msnevil
April 19th, 2006, 08:58 AM
Well, I just finished making my own personal sci fi crossover mod. Which I can send to anybody else that wants it?
There is over 30 new Weapons, 20 new facility\components And one chicken gun.
And 16 Sci-Fi Ai Races programmed to use thier own respective weapons. Along with new weapon gpx. and snd. And its compatible with Vanilla\TDM.
Wolfman77
April 19th, 2006, 10:23 AM
Sounds fun. If you attach it to your post, anyone could get it.
Black_Knyght
April 19th, 2006, 01:22 PM
Hmmmm..........
Might well be worth a try. Attach here and lets see what it's like.
msnevil
April 19th, 2006, 11:34 PM
I sent it via e-mail to Fyron's site. Don't expect anything really fancy. Since its my first attempt at making a mod.
Any suggestions encouraged.
msnevil
April 20th, 2006, 06:36 PM
http://www.spaceempires.net/home/downloads-file-552.html
Intimidator
April 23rd, 2006, 04:20 PM
Here is my(and Heretics) , SW-Sector map.
Inti,
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