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April 14th, 2002, 05:19 AM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Though the various engine sizes were cool and fun for human players, the AI side of things was way too much trouble!
Reactors and Engines are now totally revised and we are now working on the AI to use the Mod specific technology. It seems to be working pretty well so far (AI has actually beaten me in my most recent test, though being hemmed by nebula did not help my early game) and we are hoping to have some racial AIs soon.
The question I have now is, what's the status on the overall X-Over mod?
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April 15th, 2002, 01:02 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I've been looking a little to the B5 mod you seem to have finished with most of the data and have the AI progressing well.
I've been a little distracted lately and haven't progressed much.
I'll have to compile what I have (that has changed since Last time I uploaded it to my site) and post it again.
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April 22nd, 2002, 08:13 PM
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Private
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Join Date: Apr 2002
Location: Amsterdam
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
hello Crossovers,
What is the releasedate for your excellent MOD (especially the SW-part of the mod).
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May 2nd, 2002, 05:10 PM
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Private
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Join Date: May 2001
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Hi, I was wondering if anyone knows when this mod is going to be completed? I've been looking forward to it for awhile so hopefully it's almost done (please!).
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May 3rd, 2002, 12:49 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I'm wondering if anyone has made Astromech droids for the Sci-Fi X-over mod yet (you know, R2-D2 and friends). I've made some up, they help the fighter pilot target enemies, can "repair" fighters that are damaged, can be programmed to cook eggs over-easy... basically everything from the SW movies.
Who wants 'em?
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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May 3rd, 2002, 05:15 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Yeah Astromech Droids are in the plan.
Fighters cannot be partially damaged, and cannot jump warp points. So there'd no point in giving R2s their main function as mechanics and navi-comps.
So I was considering using them as fighter sensors/ecm and shield regenerators.
Maybe I can also make an "Astromech Droid Bay" or something like that for capital ships.
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May 3rd, 2002, 12:13 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Okay, that's good.
Always liked R2-D2, and the presence of droids is integral to the feel of SW (versus ST with mega/centralized computers... very communist in my opinion  )
The "repair" function. Yeah, it's too bad that repair can't happen, so thus the quotes. I just put in a modest armor value and added an increased supply useage. Thus the appearance that the component "repairs" the fighter.
If you'd like, I could post what I've done to date. I ended up with 6 astromech droids total.
[ 03 May 2002: Message edited by: jimbob ]
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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