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  #1  
Old October 5th, 2002, 08:20 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andrés:

Forgive my ignorance, but I was trying the mod out tonight and had some troubles. I was playing the trade federation and had selected "starwars" and "trade federation" in the racial set up screen, but had a difficult time getting any ships (the few I had were enormous and I couldn't get any movement on them, nor could I find cargo components for them). Really I was limited to building colony ships.
Then for the droid fighters, all the engines I could get were too big to fit on the fighters...

Did I miss something here? Should I also select "space empired IV" in racial traits?

Sorry if my mistake is trivial, but any help would be great!
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Old October 5th, 2002, 06:08 PM

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

1-Advanced Shipyards should simply lower planet value, IIRC many industrialized worlds are described to have been depeleted long ago of any valuable ores (sometimes this includes their moons and nearby planets)

2-Choosing Imperial technology traits but another happiness type such as peaceful of bloodthirsty should be considered cheating.
Perhaps they should start with the lowest infantry troops.
It should also be balanced with their colonizing advantages.

3-Trade federation techs are mostly incomplete, I was concentrating to finish first Imperials and Rebels.
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Old October 6th, 2002, 02:06 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

If negative happiness modifiers on facilities do not work, then some of the Dark Side facilities have to be redone.

There's one more thing to correct: the anti-fighter laser V has a structure of 1 kt when it should be 5 kt.

OK, on to more of the stuff I promised. Here's my Version of the Imperial and Rebel troops :

Imperial Troops I : Imperial Naval Troopers - 1 kt, 0 min/15 org/0 rad, no bridge required.
Imperial Troops II : Imperial Stormtroopers - 2 kt, 0 min/20 org/0 rad, no bridge required.
Imperial Troops III : Imperial Speederbikes - 5 kt, 30 min/20 org/5 rad, bridge required.
Walkers I : AT-PT - 8 kt, 80 min/20 org/8 rad, bridge required.
Walkers II : AT-ST - 10 kt, 100 min/30 org/10 rad, bridge required.
Walkers III : AT-AT - 20 kt, 200 min/60 org/20 rad, bridge required.

Rebel Troops I : Rebel Alliance Troopers - 1 kt, 0 min/15 org/0 rad, no bridge required.
Rebel Troops II : Veteran Rebel Troopers - 1 kt, 0 min/20 org/0 rad, no bridge required, +10 to hit, +15 defense.
Rebel Troops III : Elite Rebel Troopers - 2 kt, 0 min/25 org/0 rad, no bridge required, +20 to hit, +25 defense.
Rebel Vehicles I : Rebel Speederbikes - 5 kt, 30 min/25 org/5 rad, bridge required, +10 to hit, +15 defense.
Rebel Vehicles II : Rebel Landspeeders - 8 kt, 50 min/30 org/8 rad, bridge required, +10 to hit, +15 defense.
Rebel Vehicles III : Rebel Airspeeders - 8 kt, 80 min/40 org/10 rad, bridge required, +10 to hit, +30 defense.

And the troop weapons, which could be the same for all SW races :

I : BLaster Pistol - 1 kt, struct 0 kt, 10 min/0 org/1 rad, dam 1.
II : BLaster Rifle - 1 kt, struct 0 kt, 15 min/0 org/2 rad, dam 1/1.
III : Light Repeating BLaster - 1 kt, struct 0 kt, 20 min/0 org/3 rad, dam 2/2.

These first three are all infantry weapons. Beyond them, you could have a Heavy Troop Weapons tech area :

I : Heavy Repeating BLaster - 2 kt, struct 1 kt, 30 min/0 org/5 rad, dam 4/4/4.
II : Light BLaster Cannon - 3 kt, struct 2 kt, 40 min/0 org/6 rad, dam 6/6/6.
III : Heavy BLaster Cannon - 6 kt, struct 4 kt, 60 min/0 org/7 rad, dam 13/13/13.
IV : Dual Light BLaster Cannon - 5 kt, struct 4 kt, 70 min/0 org/10 rad, dam 12/12/12.
V : Dual Heavy BLaster Cannon - 10 kt, struct 8 kt, 100 min/0 org/12 rad, dam 26/26/26.

These Last two will probably become weapon mounts, following the proposed scheme for lasers. BLaster rifles, heavy repeating bLasters and heavy bLaster cannon could also become heavy mount Versions of their lighter counterparts.

Hope it helps.
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Old October 6th, 2002, 04:58 PM

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

Thanks.
I'll add your stuff, and upload the mod right after I finish updating the tree to it's new shape.
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Old October 13th, 2002, 01:59 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

My playtest game has progressed to the point where I could actually invade a planet, and I've discovered that the stuff I've posted has a few bugs.

The Assault Shuttle hull had a 0 crew quarters requirement, but this had some weird effects: the ship can be built with no CQ, but moves at 1/2 speed (I guess the code that gives ships penalties for battle damage is doing this). If you do give this Shuttle hull a CQ, then it moves faster than it's supposed to.

This means we're back to a 1 minimum CQ requirement for the Assault Shuttle, which in turn means I have to design a 10-kt 'passenger quarters' component so the Shuttle can actually be used to carry something. It could also be a 20-kt 'shuttle cargo bay' that acts as crew quarters too but is less efficient than standard cargo bays, so you'd use them only in small hulls... hmmm... I'll think about it and post the whole cargo thing later.

The other bug is with the troop weapons - I gave infantry weapons 0kt of structure (they're supposed to be weapons, not armor), but when I invaded a planet with 50 Naval Troopers armed with bLaster pistols I got a 'division by zero' error which locked the game. I guess troops can't have a structure of 0 - how obvious.

Here are the corrected values for troop weapon structure :

BLaster Pistol - 1kt
BLaster Rifle - 1kt
Light Repeating BLaster - 1kt
Heavy Repeating bLaster - 2kt
Light BLaster Cannon - 3kt
Heavy BLaster Cannon - 6kt
Dual Light BLaster Cannon - 6kt
Dual Heavy BLaster Cannon - 12kt

I'll let you know if any other bugs come up.
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Old October 12th, 2002, 06:40 PM

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

FYI on the shuttles- you can make a component that has both the bridge and crew quarters ability; that way the CQ doesn't take up any extra space.

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Old October 13th, 2002, 01:16 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Phoenix-D:
FYI on the shuttles- you can make a component that has both the bridge and crew quarters ability; that way the CQ doesn't take up any extra space.
I thought about that, but then what's to stop the Empire from using it (and saving 10kt) on all of its other hull sizes ?
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