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July 15th, 2003, 03:05 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Breaking up the fleet to go into hyperspace is standard imperial procedure. It's a shame the AI can't use the hyperdrives.
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August 9th, 2003, 06:12 PM
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Captain
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Join Date: Oct 2002
Location: Brazil
Posts: 827
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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.
__________________
Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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August 27th, 2003, 07:56 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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)
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August 29th, 2003, 07:47 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
BUMP.
Hey no comments?
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August 30th, 2003, 05:34 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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 ]
__________________
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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August 31st, 2003, 03:28 PM
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Corporal
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Join Date: Apr 2003
Posts: 156
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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 ]
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August 31st, 2003, 03:53 PM
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Lieutenant Colonel
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Join Date: Nov 2001
Location: Virginia
Posts: 1,311
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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?
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