Civmansam
Jan 31, 2006, 01:56 PM
Star Wars Mod
Under Reconstruction for BtS
Next Version: TBA 2008
Under Reconstruction for BtS
Next Version: TBA 2008
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View Full Version : Star Wars Mod Civmansam Jan 31, 2006, 01:56 PM Star Wars Mod Under Reconstruction for BtS Next Version: TBA 2008 Civmansam Jan 31, 2006, 02:04 PM Subject To Change Civs: Ancient Old Republic - Carth Onasi and Bastila Shan (from KOTOR 1 and 2) Galactic Senate (from the prequels) - Chancellor Palpatine Galactic Empire - Emperor Palpatine and Darth Vader Mandalorians - Mandalore (real name Canderous Ordo) Confederacy of Independent Systems (The Seperatists) - General Grievous and Count Dooku Quarrens - Tiressi Sith Empire - Darth Malak and Darth Nihilous Rebel Alliance - Mon Mothma and Princess Leia Wookiees - Tarffull and Chewbacca Chiss Empire - Grand Admiral Thrawn Hutt Empire - Jabba the Hutt Black Sun Crime Syndicate - Prince Xixor and Princess Savan New Republic - Borsk Imperial Remnant - Grand Admiral Palleon Vuuzhan Vong - Shmrra Jaamane Rakatan Infinite Empire - The One Civics: Government: Despotism Gang Control Empire Senate Heredity Rule Economy: Decentrilization Black Market Smugglers Trade Guilds Independent Buisnesses Free Market Military: Tribal Warfare Mandalorian Tradition Academies Droid Army Clone Army Force: No Force Sceptesism Basic Force Enlightened Force Free Force Religions Light Side The True Way Non-Belief Potentium Dark Side Units Archer-Musketeer Artillery-Death Ray Axeman-Sam Infantry Battleship-Gunship Bomber-Speeder Cannon-Ion Cannon Carvavel-Starfighter Carrier-Space Frigate Cavalry-Advanced Combat Droid Chariot-Astromech Droid Crossbowman-Mech Infantry Destroyer-Streamlined Starfighter Explorer-Space Explorer Fighter-Speeder Bike Frigate-Improved Starfighter Galleon-Shuttlecraft Galley-Space Shuttle Great Artist-Great Dancer Great Engineer-Great Merchant Great Merchant-Great Musician Great Prophet-Great Sensitive Great Scientist-Great Scientist Grenadier-Vibro Man Gunship-Assasin Droid Horse Archer-Basic Combat Droid ICBM-ICBM Infantry-Super Trooper Ironclad-Heavy Starfighter Jet Fighter-Landspeeder Knight-Combat Droid Longbowman-Marine Maceman-Trooper Machine Gun-Soldier Marine-Space Marine Mech Infantry-Jet Trooper Missionaries-Jedi and Sith Modern Armor-Space Armor Musketman-Cyborg Pikeman-Vibroax Man Rifleman-Mech Trooper SAM Infantry-Night Soldier Scout-Galactic Scout Settler-Settler Spearman-Poleman Spy-Spy Stealth Bomber-Bombing Speeder Submarine-Droid Starfighter Swordsman-Vibrosword Man Tank-Modern Armor Transport-MTS (Massive Transport of Spaceships) War Elephant-Siege Droids Warrior-Infantry Work Boat-Satellite Worker-Space Worker Screenshots: Kael Jan 31, 2006, 02:46 PM I'll contribute an ugly wookie! Civmansam Jan 31, 2006, 03:43 PM Thanks Kael Its not that ugly Red Door Jan 31, 2006, 05:08 PM Good start! When we get some space terrain and units, I'll give it a whirl. RogerBacon Jan 31, 2006, 06:15 PM Shouldn't the Galactic Senate be called the Old Republic (or at least the Republic)? The senate was just the name of the governing body. Roger Bacon woodelf Jan 31, 2006, 06:41 PM Good to see a SW mod out. Do you have new techs, civics, ect yet? Civmansam Jan 31, 2006, 06:59 PM This is a work in progress and as I said before help is appreciated. Civmansam Jan 31, 2006, 07:00 PM What do you think the space units should be Like should they be like flight units or should they be in a seperate map somehow little_cyclone Feb 01, 2006, 12:33 AM What do you think the space units should be Like should they be like flight units or should they be in a seperate map somehow Seperate map?? :confused: At any rate.. I've tried tinkering with mods before in the past, and tried to come up with something similar for Civ 2 waaaaaaaay back in the day.. What I tried to do before losing patience (and ultimately interest) was for the 'galactic' maps make them use mostly "water" type terrain (ie, black with a few dots of stars to represent the emptiness of space and to keep the AI from putting pointless outposts evywhere). The I would try to have a few of the actual "land" type terrains (represented by planets/stars/moons etc) where you could start colonies. All the space units (ie, capital ships, starfighters etc) would be flagged 'naval' units for that purpose, though all ground units (stormtroopers, etc) still flagged as ground units. Never decided whether or not to make fighter units actual fighters or leave them as naval units before I gave up. As for a 'planet side' map (ie, highland or plains) the terrain obviously wouldn't need anywhere near as much modification. I don't know if anyone else followed this train of thought back in Civ 2, and I didn't shop around much for other space type mods or scenarios when i was at work, so I apologize if to anyone I seem to be taking credit for others work.. Don't know if this'll help you or not in your endeavors, but I just thought I'd throw in my $0.02 on the subect.. Squib214 Feb 02, 2006, 10:25 AM yeah id forget the second map- too complicated but the mod sounds good so far, i mite download soon Civmansam Feb 03, 2006, 02:46 PM I guess ill do the space units as air units Rabbit_Alex Feb 04, 2006, 08:40 AM Maybe you could add the Old Sith Empire and the New Republic as civs. Other than that you're off to a good start. Civmansam Feb 04, 2006, 10:51 AM That sound like a good idea Ill do that waggabu Feb 04, 2006, 12:12 PM What do you think the space units should be Like should they be like flight units or should they be in a seperate map somehow That's a really cool idea...gives of the feeling of two battles happening in parallel, space and land. You wouldn't really need a separate map, just a map that is larger vertically. So, the regular land terrain would be on the bottom, with a space "plane" to the north (which would look like "above"), which could just be given a generic space-looking terrain, with impassable atmosphere terrain between the two. I guess you'd have to find a way to get your spaceships up there, but it could be done by rebasing them to a space station from a land-bound city launch pad. Once in space, the ships could a) fight one another, and b) affect ground battles by launching weakened nukes to the land terrain...functioning like catapults in space. There would have to be some incentive to fight this space battle, so maybe you could add some sort of city attack bonus to whoever has more active spaceships, but the ability to rain death from above might be enough to make space superiority worthwhile. Civmansam Feb 05, 2006, 06:48 AM I must confess i don't know how to add an extra layer to the map jaseclimb7 Feb 07, 2006, 03:35 PM nice to see a star wars mod out was dissapointed by own cause didn't read the forum before downloading was expecting a lot more changes but thanks a lot Haarbal Feb 07, 2006, 04:20 PM i might advise your, to work out your civilizations on paper a bit, before adding them in one by one. for my fantasy pack, i worked out the civs with 6/7 at a time, and putting them in at groups of 3. this way, you won't have to do all the work at once, and get a huge load of errors, and still make good progress (i'm not saying that adding 3 at a time is the best way, but it goes a bit faster) Plonkoon Feb 07, 2006, 05:23 PM Here's my list of possible star wars civs, maybe it will help. (These are all real species or governments from the star wars universe. Old Republic C.I.S. (Confederacy of Independant Systems) Galactic Empire Rebel Alliance New Republic Imperial Remnant Yuuzan Vong Wookies Gungans Trandoshans Twi-Leks Hutts Zabraks Geonosins Chiss Mandalorians Nautaloids Suulustans Ewoks (just for fun) I understand how difficult it would be to make a different set of units for each species but if you could you'd be my hero.:king: loki1232 Feb 07, 2006, 06:06 PM What do you think the space units should be Like should they be like flight units or should they be in a seperate map somehow love this idea. loki1232 Feb 07, 2006, 06:07 PM I seem to be unale to find the screenies. :( loki1232 Feb 07, 2006, 06:15 PM Here's my list of possible star wars civs, maybe it will help. (These are all real species or governments from the star wars universe. Old Republic C.I.S. (Confederacy of Independant Systems) Galactic Empire Rebel Alliance New Republic Imperial Remnant Yuuzan Vong Wookies Gungans Trandoshans Twi-Leks Hutts Zabraks Geonosins Chiss Mandalorians Nautaloids Suulustans Ewoks (just for fun) I understand how difficult it would be to make a different set of units for each species but if you could you'd be my hero.:king: Okay, I hate to critisize this list but shouldn't the civilizations be governments, not just races? A more accurate list of things that were at one point governments would be: (the era the were in is in parenthesis) Chiss Ascendency (CW-present) Mandalorians Empire (KOTOR) Sith Empire (KOTOR) Old Republic C.I.S. (Confederacy of Independant Systems) Galactic Empire Rebel Alliance New Republic Imperial Remnant (if you want to have the Imperial Remnant be different from the normal Empire. Maybe a different leader? ie: Pelleon not Sidious?) Yuuzan Vong Hutt Sydicate (CW-GCW) Black Sun (GCW) Empire of the Hand (GCW-NJO) These are the basic ones, but theoretically they could be broken down father, mostly the CIS into Trade Federation, Techno Union, Commerce Guild, and Geonosian Weaponeers. The other races (ewoks) can instead be a resources found on the planet endor, which allows the controller to build ewok warriors. loki1232 Feb 07, 2006, 06:24 PM I pesonally think that no star wars mod can ever be succesful unless it has a very complex space vs land system. The multiple map thing would be really nice. What if each planet had its own map, and the galaxy was also a space map. Finally, I think that this mod would be more interesting if it were more faithful to the books than the movies and video games. loki1232 Feb 07, 2006, 06:51 PM Okay, since no one has responded I'll post a list of types of units. Since i know the New Republic best i'll post simple upgrades near them. LAND Soldier-Rebel Soldier and Upgrades Commando-Rebel Commando and Upgrades Mech-Speeder? Jedi/Sith-Apprentice, Knight, Master Airspeeder-Airspeeder and Upgrades, V-Wing Special Units-Hmm. SMALL SPACE Fighter-X-Wing and Upgrades (all the way to stealth X I hope), E-Wing Bomber-Y-Wing, B-Wing, K-Wing Interceptor-A-Wing and upgrades Lander-Stolen Imperial lander maybe? Gunboat-Skipray blastboat and Upgrades I'll post the larger ships later. ie: MC-80, Bothan Assualt Frigate, New Repulic Star Destroyer, etc... mayonaise Feb 07, 2006, 10:51 PM make sure you add jar jar binks as a leader for whatever the hell his civ was id hate to forget why the new star wars were so god awful Sugarpants83 Feb 08, 2006, 12:09 AM Sorry I don't remember the website, but there was an extensive Star Wars mod made for civ 3. I never downloaded it but perhaps you could check it out to see how it worked. I wouldn't copy it but it would help smooth some corners at least. I stumbled across it on google. Maybe you could have some luck finding it. Nadin Bytefelt Feb 08, 2006, 03:15 AM Sorry I don't remember the website, but there was an extensive Star Wars mod made for civ 3. . Maybe you ask Flamand for a good space Map, here is star Trek civ3 mod, whit a good space Map and a very good game interface: Star Trek mod - The Glorfinder/Kenta'arka project continued! (http://forums.civfanatics.com/showthread.php?p=2800727#post2800727) a civ3 star wars mods: Star Wars: The Clone Wars (0.50b) (http://forums.civfanatics.com/showthread.php?t=81718) Star Wars: The Mod Strikes Back (http://forums.civfanatics.com/showthread.php?t=108383) Maybe you you find help. have good day and sucese whit mod.thnks loki1232 Feb 08, 2006, 05:28 AM make sure you add jar jar binks as a leader for whatever the hell his civ was id hate to forget why the new star wars were so god awful The gungans weren't a civ, they were a race. Look at the MoM mod for clarification. Civmansam Feb 08, 2006, 04:14 PM Sorry about the slowness Im new to modding and i don't have a ton of time on my hands so the progress is slow. If anyone would like to helpp id be more than happy Civmansam Feb 08, 2006, 04:16 PM I pesonally think that no star wars mod can ever be succesful unless it has a very complex space vs land system. The multiple map thing would be really nice. What if each planet had its own map, and the galaxy was also a space map. Finally, I think that this mod would be more interesting if it were more faithful to the books than the movies and video games. Thanks for all you suggestions loki If anyone knows, how do you do a seperate map? And about more faithful to the books... The movies were the orginal thing so they are more accurate Krick19 Feb 08, 2006, 04:24 PM is there an easier way to download? I don't want to do rapidshare crap. Haarbal Feb 08, 2006, 04:24 PM i think you should decide between a mod for star wars in space or star wars on planets. making two layers of the map is just to much work (if even possible). but this is just my 2 cents Haarbal Feb 08, 2006, 04:29 PM here (http://www.filegone.com/n8na) is a mirror (version 0.20) @ filegone.com loki1232 Feb 08, 2006, 06:47 PM i think you should decide between a mod for star wars in space or star wars on planets. making two layers of the map is just to much work (if even possible). but this is just my 2 cents I like this, why don't you add a poll of this to the mod? I definetly say it shouls be mainly a star wars mod in space, but there could be some scenarios where it is closer up. ie: The Clone Wars battle of Coruscant. Haven't you all wanted to play that? loki1232 Feb 08, 2006, 06:49 PM Sorry about the slowness Im new to modding and i don't have a ton of time on my hands so the progress is slow. If anyone would like to helpp id be more than happy I would love to help, but I don't have any more experience at this than you. Instead I'll just give you ideas and Star Wars knowledge. Krick19 Feb 09, 2006, 03:56 PM thanks Haarbal. Argh Feb 10, 2006, 08:52 AM I was just thinking about how to do space units in a map that represents a world. Here's my idea: Use the biggest map type possible. Make the land masses circular, and turn the water black. The circular land masses are "planets", and you could do an all desert one for Tatooine, and an all jungle one for Kashyyyk, or Endor, or Yavin IV, etc, etc... The black sea is actually space. All naval units are converted into Star Wars spaceships. Any spaceships that enter what would have been the ocean's coastal region are said to be "orbiting" the "planet" and can pickup/dropoff units, or whatever. Obviously, you'd have no naval units, but I don't recall Star Wars being big on sea battles... Plonkoon Feb 10, 2006, 10:13 PM Actually if someone good with Python tried to do something anything could be possible, including space battles and inter-planet travel. I dont no jack about Python scripting myself but I know it can be done. Bestiano Feb 11, 2006, 06:25 AM arghs idea inot all that bad, but I would maka a minor alteration if you could mod the graphic well enough you could make in that black sea clusters of terrain circles as solar systems in the center would be a sun and around would be planets you would colonize a solarsystem by technicaly making a city in the sun and terrain circles(or squares) around would be planets to colonise and would be worked by "workers" so on each planet you could build an improvement with specialised activity(example: industrial complex, comercial complex, military complex, mining complex-if the planet had special resources..). Thus a solar system would work as a whole, but that would mean you would not be able to conquer seperate planets, but only whole solar systems. loki1232 Feb 11, 2006, 07:01 AM arghs idea inot all that bad, but I would maka a minor alteration if you could mod the graphic well enough you could make in that black sea clusters of terrain circles as solar systems in the center would be a sun and around would be planets you would colonize a solarsystem by technicaly making a city in the sun and terrain circles(or squares) around would be planets to colonise and would be worked by "workers" so on each planet you could build an improvement with specialised activity(example: industrial complex, comercial complex, military complex, mining complex-if the planet had special resources..). Thus a solar system would work as a whole, but that would mean you would not be able to conquer seperate planets, but only whole solar systems. They do this really nicely in the Star Trek mod. The one problem is how to simulate hyperspace travel in a way the ai can use. loki1232 Feb 11, 2006, 07:02 AM Also, the "special resources" on a planet could be nothing more than the names of the planet's race, or the type of space-ships historically produced there. Bestiano Feb 11, 2006, 10:48 AM Well about the star trek mod.. I didnt play it nor see it, so I knew nothing about it. as for hyper-space travel.. I presume all spaceships use it so theoreticly we dont even need it. In galactic civilizations regular travel weas taken as hyper-space so there was no problem and here would be the same, of course only problem would be unrealistic distances betwen stars. about those "space resources" being various races is a good one I liked the idea in master of magic mod for civ3(it was a different title though) and here fits in great as well. How would "the force" be implemented in the mod. As a promotion or maybe something more? Krick19 Feb 12, 2006, 12:41 PM i've tried it, and man, you need a skinner! -Also you should remove the other civs to create a star wars environment. sorry if I sound like an intense critic p.s. you need a new mirror. Haarbal Feb 12, 2006, 06:22 PM new mirror! version 0.3 here (http://www.filegone.com/dwu9) you need to updat the mirror in your first post civmansam haarbal Rabbit_Alex Feb 12, 2006, 08:12 PM I just thought about this today when I was playing KOTOR II (again haha) but you should definitely add the Rakatan Infinite Empire (featured in KOTOR I). They conquered much of the galaxy and had around a trillion slaves at their peak, before plague and slave rebellions made them fall back to their homeworld. You could add the Star Forge as a wonder for civs to build in your mod. Civmansam Feb 13, 2006, 09:13 AM what kind fo civics should i implement Krick19 Feb 13, 2006, 09:29 AM -Haarbal, you know where'd we be without you? Wasting our time on Rapidshare, of course! Thanks Rabbit_Alex Feb 13, 2006, 01:33 PM Have you visited the Star Wars Wiki (http://starwars.wikicities.com)? It's probably the best source of star wars info on the 'net. Here are a few ideas for religions. Light Side (Jedi) Dark Side (Sith) Dim-U Yuuzhan Vong religion Lemonhead2007 Feb 13, 2006, 03:53 PM I really think the "Space" units should be naval. The large ships anyway. You could still use the small fighter crafts as air units that could perhaps "dock" on the larger "naval" ships. The only practical way to accomplish this mod to use water as your proverbial "Space". Although, I do recommend converting the water terrains into a space terrain, or waiting until someone creates a space terrain. Someone already created a "Red" sea terrain. (Although it looks a bit like lava) I'm sure someone could create a "Black" sea you could use as space. Mikesla Feb 13, 2006, 05:09 PM Hi. I think this is a great mod idea Civmansam. I can't help you out I'm afraid. I'm all thumbs when it comes to these sort of things. Just thought I would drop a line saying good idea. Please keep it going. I'm looking forward to the full mod. Later! Civmansam Feb 14, 2006, 01:23 PM Anyone have an Idea what the Civics should be hussar Feb 14, 2006, 02:32 PM Good idea about the small craft docking on the larger naval craft, the aircraft carrier certainly springs to mind for this purpose, a bunch of 'thai fighters' zooming out of a deathstar or imperial star destroyers would be the go. Other cool things might be malorean armor like jenga / bobba fett, the AT-AT's from empire were a quality unit as well as were the speeder bikes or even a land speeder. another good land unit would be a sand people based on the war elephant, riding on those big wooly mamoth Taun Tauns. Just to go right out there and i don't actually know what is possible with the scriptingis, is it possible to make all "planets" barbarian with each planet only being able to produce one type of UU, for example the Endor barbarians, once conquored means that the Civ can now build Ewok UU's. Maybe even some barbarians will be friendly depending on your civs or religions. so many possibilities Civmansam Feb 14, 2006, 03:09 PM Version 0.4 Out Lemonhead2007 Feb 14, 2006, 05:31 PM Just to go right out there and i don't actually know what is possible with the scriptingis, is it possible to make all "planets" barbarian with each planet only being able to produce one type of UU, for example the Endor barbarians, once conquored means that the Civ can now build Ewok UU's. Maybe even some barbarians will be friendly depending on your civs or religions. so many possibilities It is certainly possible. All you need is an "Ewok" resource on the Ewok barbarian planet. All you will have to do is manually place the Ewoks on their "planet" and place the resource near the barb camp. Make these ewok "resources" required for Ewok units. Build a city near the resource, build a Space Port that connects your city to your capital, and voila' you can build Ewoks throughout your empire. You could do the same thing with the Wookies, (Perhaps even make them a requirement for a slave building that adds to production, enabled by a Slave civic), Taun Tauns, or even those lizard looking things... So many possibilities. Ah yes, and I'm glad someone liked my "Little Ships Docking on the Big Ships" idea. Lemonhead2007 Feb 14, 2006, 05:40 PM Oh and some ideas for civics: Gov't: Republic: +1 Happines in top 3 cities; Enables unique unit Clone Soldier Empire: -1 Happiness in top 3 cities; -10% culture in top 3 cities; No maintanence due to distance from capital; +25% military production; Enables unique unit "Imperial Guard" Haarbal Feb 14, 2006, 05:45 PM New mirror! version 0.4 here (http://www.filegone.com/k78s) @civmansam you need to update the link in the first post :) Heero Blaze Feb 14, 2006, 06:32 PM Here are some Civic ideas. I didn't know how you were going to set up technology or how many different civic groups you wanted. I've been watching this mods updates, but I haven't downloaded it yet and waiting for it to at least get to version 1.0. Hope this helps though, I love Star Wars. Governments Communal: No Bonus Gang Manipulation: -1 Unhappiness in all cities, +50% Commerce Secret Sith Control: +25% Unit Production, +3 Happiness in Capital Democracy: +2 Happiness in all cities Military Council: +50% Unit Production, -10% War Warriness Jedi Protected Republic: +50% Great Person Capital, +25% Commerce Commerce Barter: No Bonus Wookie Slave Trade: +10% Production Trade Guilds: +2 Trade Routes per city. Independent Business: +10% Commerce, +1 Happiness in all cities Sith Weapons Industry: +25% Unit Production, -2 Happiness in Capital Military Tribal Warfare: No Bonus Mandalorian Tradition: +5 Exp for units Sith Academies: +10% Unit Production Jedi Academies: +5% Unit Production, +1 Happiness in cities with Barracks (or Academy). Droid Army: Free Units Clone Army: +3 Exp, Free Units (not as many as Droid Army). Civmansam Feb 14, 2006, 06:44 PM thanks for the civics suggestions Civmansam Feb 14, 2006, 06:45 PM New mirror! version 0.4 here (http://www.filegone.com/k78s) @civmansam you need to update the link in the first post :) Why do my mirrors never work! I always load it on the mirror but it doesn't work:mad: :mad: :mad: hussar Feb 14, 2006, 06:47 PM Good solution Lemonhead, what about creating 50 or so CIV's for the mod; like grimorian guards, Jawas etc and give each CIV a special barracks in their city that can only produce that type of warrior. Access to a resource can be interupted, which doesn't ring true to me the wookies can no longer produce soldiers because somone choked the resource. In this way the Wookie CIV starts with a building called something like 'jungle training pen' that did something like +1 Health, can produce Wookies. The Sand People Civ, on the Planet Tatoine start the game with a building named something like 'Desert Bhurka' which does -1 culture, can produce sand people. With the use of a special CIV specific barracks that civ can allways produce that unit as long as they occupy the planet. The other foreseeable advantage is that early in the game you may be able to produce enough soldiers to attack Endor and start producing your Ewoks, it would be far too hard to capture say the hutt planet, in this way as you grow in power you can dominate more and more planets and produce more and more different types of unit. I shudder to think how much virtual memory the game would use up with 50 civs, and as i said before i'm no good with scripting, not even sure if its possible, just throwing around ideas. CIVMANSAM, if this seems like too much research I would be happy to watch all 6 movies in the name of research for you. What about some barbarians that travel around the space squares that are Mynocks, that slowly destroy ships? What about some Legendary units like Han Solo or Yoda, Kaen had Legendary units in the Fall From Heavan Mod so it must be possible, Lemonhead2007 Feb 14, 2006, 07:35 PM Good ideas, Hussar. There should probably be a hidden resource under the starting city on each planet as to produce these buildings, though. That way if you capture Endor you would gain the ability to produce Ewoks. If you had no resource and you weren't an "Ewokian" civ it wouldbe impossible to build Ewoks, which isn't as cool as being able to capture Endor and produce Ewoks. Civmansam, I strongly recommend my Starship solution. Large ships as "Naval" units and small ships as "Air" units that can dock on the Large ships. Just like Carriers in Vanilla civ. Here are some ship ideas: Large Ships: Battle Cruiser: Late in tech tree Can hold 10+ Starfighters 50 Strength 5 Movement Corvette: Early in tech tree Can hold 3 starfighters 20 Strength 10 Movement Carrier: Late in Tech Tree 15 Strength 10 Movement Can hold 20+ Starfighters Cruiser: Middle Tech Tree 15 Strength 15 Movement Can hold 2 Starfighters Star Destroyer: Unique Battle-Cruiser for Empire civs 60 Strength Can hold 15 Starships 10 Movement Starfighters: X-Wing: Only buildable by "Good Civs" 5 Strength Y-Wing: 10 Strength Can only go on Bomber Missions Tie Fighter: Only buildable by "Empire" Civs 3 Strength Available earlier than X-Wings Tie Bomber: 10 Strength Can only go on Bomber Missions Ewockian Fighter: 2 Strength Large range A-Wing Fighter: 7 Strength Large Range Just some ideas thrown together in five minutes Civmansam Feb 15, 2006, 01:18 PM I am going to use your star wars solution Thanks for all the tips guys. Hussar, I'm not going to create 50 civs on the first release, I plan to have 10 and then build up from there. If anyone wants to make 50 civs be my guest. There will be hero units, 3 for each civ loki1232 Feb 15, 2006, 03:08 PM Civmansam, I strongly recommend my Starship solution. Large ships as "Naval" units and small ships as "Air" units that can dock on the Large ships. Just like Carriers in Vanilla civ. Here are some ship ideas: Large Ships: Battle Cruiser: Late in tech tree Can hold 10+ Starfighters 50 Strength 5 Movement Corvette: Early in tech tree Can hold 3 starfighters 20 Strength 10 Movement Carrier: Late in Tech Tree 15 Strength 10 Movement Can hold 20+ Starfighters Cruiser: Middle Tech Tree 15 Strength 15 Movement Can hold 2 Starfighters Star Destroyer: Unique Battle-Cruiser for Empire civs 60 Strength Can hold 15 Starships 10 Movement Starfighters: X-Wing: Only buildable by "Good Civs" 5 Strength Y-Wing: 10 Strength Can only go on Bomber Missions Tie Fighter: Only buildable by "Empire" Civs 3 Strength Available earlier than X-Wings Tie Bomber: 10 Strength Can only go on Bomber Missions Ewockian Fighter: 2 Strength Large range A-Wing Fighter: 7 Strength Large Range Um some slight problems with these lists. a) Star destroyers were used byt he New Republic b) Tie fighters were used by the new republic and rebellion c) your list of ships should include more star wars types: Dreadnaught Frigate Destroyer Also, I don't think that using sea units will work. Lemonhead2007 Feb 15, 2006, 04:57 PM Also, I don't think that using sea units will work. Why not? If you do it right I believe it would work beautifully. And I just wrote those ship ideas in like 5 minutes, sorry for any inaccuracies, but I doubt the New Republic called them Star Destroyers : / Civmansam Feb 15, 2006, 04:59 PM Version 0.45 out Civmansam Feb 16, 2006, 04:58 AM Version 4.75 out Civmansam Feb 16, 2006, 03:27 PM time to make the tech tree Any suggestions? hussar Feb 16, 2006, 05:12 PM I didn't actually expect you to make 50 civs, my intention was to put ideas on the table. Although I love using mods, I've never actually given it a go, I may spend my weekend reading all these "mods for dummies posts" to see if i can give you a more active help rather than just critiquing or making suggestions, like I said before am not really sure what is possible or more to the point what is viable. I do want to actually help here. My suggestion for the tech would be to somehow have the tech devolve... Episode one - three seem to have much later techs, while episodes four - five seem to be more low tech, its a tricky conundram, unless you made the techs available in the same way that the movies came out.. Civmansam Feb 16, 2006, 05:19 PM Thanks Hussar. For me it takes about 2 hours to make one civ so 50 would be quite hard If you could help me out that would be great, I myself knew nothing about modding until i read those "How to make ..." posts kevjm Feb 17, 2006, 05:31 AM could make jedis come out as great people Nadin Bytefelt Feb 17, 2006, 06:09 AM hi by first descover Philosophy, the religion vidio make a Fatal_error. (me grafic card to slow memory Nvidia geForce 6600, 256MB) Here the jpg: Red Door Feb 17, 2006, 08:28 AM That's a problem with the game itself. You need to set your graphics as "low." Nadin Bytefelt Feb 17, 2006, 11:12 AM That's a problem with the game itself. You need to set your graphics as "low." by normal game, idnt have this problem. whai ist a "problem with the game itself" by this Mod and anth. mod not?? im not idot..... I now whit a graphics as low work. Not all have good grafic card for the vidio use in this mod. sorry.. Nadin Bytefelt Feb 17, 2006, 11:34 AM i make game seting graphics as "low." all. i change my grafic card max possible power.. i have same Fatal_error. tombeef Feb 17, 2006, 01:17 PM please don't make the tech tree "devolve", the only reason techs were more advanced in movies 1-3 was that we now have better special affects this is one of the things that made the first three not as good as the originals (4-6) Lucas got to carried away with the special affects. I like cool special affects as much as the next guy (think LOTR) but it was weird seeing better ships and stuff in episodes 1-3. Having said that a tech tree will be tough, there isn't much technological evolution in the movies. I would suggest looking more into books that take place after the movies, at the very least they may provide you some new ideas. I know this is a long time consuming process (frankly I suck at modding) but keep at it, its about time we had a cool star wars mod. "Life is like a box of chocolates, after a while it starts to get old." Civmansam Feb 17, 2006, 02:03 PM hi by first descover Philosophy, the religion vidio make a Fatal_error. (me grafic card to slow memory Nvidia geForce 6600, 256MB) Here the jpg: I think that there is a bug in the religion vid Ill check it out Civmansam Feb 17, 2006, 02:11 PM I fixed it will come out in 0.5 Civmansam Feb 17, 2006, 02:56 PM Version 0.5 out :goodjob: Rabbit_Alex Feb 17, 2006, 02:59 PM Hey Civmansam, how do you make Civs so fast (you said 2 hours)? Civmansam Feb 17, 2006, 03:02 PM I didn't make any new civs I just patched up the ones I had Civmansam Feb 18, 2006, 06:49 AM Anyone know how you could choose your side? I want to make it so that if you choose to research light side you cannot reaserch dark side GeneralGrievous Feb 18, 2006, 07:38 AM There better be Kaleen and the Huks:mad: ! GGs from Kaleen you know, and I would know to.:D TheLopez Feb 18, 2006, 08:32 AM Resource ideas for the Star Wars mod: Nerf - nerf herding Bantha - like horses Mogo - + health Tauntaun - like horses Checkout this link for more info: http://en.wikipedia.org/wiki/Creatures_of_Star_Wars Civmansam Feb 18, 2006, 08:35 AM There better be Kaleen and the Huks:mad: ! GGs from Kaleen you know, and I would know to.:D What are Kaleen and the Huks? GeneralGrievous Feb 18, 2006, 08:50 AM The Kaleen planet was at war with the huk planet. Republic choos Huks and C.I.S. choos Kaleen. General Grievous was a Kaleen. look at Wikipedia.com and search for General Grievous GeneralGrievous Feb 18, 2006, 08:50 AM [QUOTE=GeneralGrievous]The Kaleen planet was at war with the huk planet. Republic choos Huks and C.I.S. choos Kaleen. General Grievous was a Kaleen. look at Wikipedia.com and search for General Grievous Civmansam Feb 18, 2006, 09:51 AM I made General Grevious a leader of the CIS Civmansam Feb 18, 2006, 04:47 PM Anyone know how you could choose your side? I want to make it so that if you choose to research light side you cannot reaserch dark side Well? Does anyone know? Lemonhead2007 Feb 18, 2006, 11:20 PM You could make it so each religion has a certain type of building that unlocks units/other buildings only buildable by that side. For example if you were a follower of the Dark Side you could build a Sith Training Academy. If you were light side that you could build a Jedi Training Academy. These buildings would be the prerequisite of units and other buildings. Kind of like how in Fall From Heaven you have to build a Barracks to build Axemen, or a Stable to build a Horse Archer. I don't know how the AI would handle that, though. jbp616 Feb 19, 2006, 01:14 AM First of all. For this to be really good. Made a massive map. Even bigger than huge. Change the sea tiles to space tiles, and have one square by one square tiles for each planet. Make the cities look like colonized planets. Mountins could be black holes. Your would need to put like 10-20 food, sheild, ect items for each planet. Make swamps a gas planet and give those a 4x4 square, with habital moons around it. For when you make the galaxy here is a very accurate map. http://img.photobucket.com/albums/v629/jbp616/th_galaxymap.jpg (http://img.photobucket.com/albums/v629/jbp616/galaxymap.jpg) This could be very cool. Hopefully it will run smoothy even though it has a massive map, the planets will be spaced out. It should be fine. If you want I can make the map for you, if some one will walk me through modding the terrain, or is someone can do it that would be great. -Brandon Pruden Rabbit_Alex Feb 19, 2006, 11:07 AM Hey Civmansam, I got your message and sent you back a reply. What needs to be done? Have you thought of all the leaders for all the different civs and all that kind of stuff? I could help with ideas too. Civmansam Feb 19, 2006, 03:32 PM Basically I'm working on techs and Civs at the moment hussar Feb 19, 2006, 03:35 PM CIVMANSAM, I did try to read the how to mods; I now have a healthy respect for anyone that can do it. But I wanted to ask about your decision to lock the light/ dark sides. The opposing side has always been a great recruiting ground for potentials. Sidious recruited Anakin from the Jedi ranks, as he did Dooku. Obi-1 and Yoda tried to recruit Dooku back to the light and Vader tried to recruit Luke to the dark side “give yourself to the dark side”, but failed as ultimately Luke succeeded in recruiting him back to the light. The Civs too are ambiguous, many giving allegiance to whomever was more powerful, many systems happily living under the republic and equally happily living under the empires protection. It can get sticky with the possibility of debate open. If I can, I want to come back to my previous topic of UU available from conquered planets. Yes the fall from heaven mod has special building for recruiting units. As stated the barracks is required to make the axeman, the library for making conjurers and mages. I propose that when you capture the planet each city (planet) has a building like a barracks in it that is unique to the planet for building the units available on that planet. I’m not sure if I explained it very well in the last post. If you choose to raze the city, you are effectively committing planet scale regicide, destroying all of the indigenous species off it. If you choose to capture the city (planet) you can recruit the local species to join in your war effort. Either by force (the dark side) or by coercion (the light). If each planet has one building in it which has two options, 1. Building an indigenous settler which is a unit that can build a “ewok barracks” on another planet, effectively transporting some of the indigenous species to a different planet, to protect the species and to be able to build the units from a different planet. A more long term strategy. 2. Short term, would be producing my crappy ewok warriors for battle purposes. I could of course build the rest of the regular light side/ dark side buildings but the ability to produce different species units would be the advantage of expansion. A settler built on one planet can then produce that barracks style building on another planet. Think about the priests on Fall from heaven they are able to create a temple in a different city. This is explained by a civ (say the ewoks here) you capture the planet, choose not to eradicate the cute little vermin and decide to cultivate their species. Building either ewok warriors, maybe power 1, woodsman 2 upgrade, or choosing to build ewok settler from the ewok specific barracks (suggested name of “ewok birthing hut”) which can then make the two type of unit. A good civ would have a range of different species available to it, the more planets you control the more species which would have, which would help with the senate vote for the Diplomatic victory. Does all this make sense or am I still a raving lunatic? Civmansam Feb 19, 2006, 03:50 PM You make a lot of sense. Regarding to the locking of light side and dark side, I have decided that there are a few techs that will join them if you wish to switch to the other side. but they will be few and far between Rabbit_Alex Feb 19, 2006, 07:17 PM Civmansam, I sent you a PM with suggestions. I'll have time tomorrow to do some stuff. paratroopa Feb 19, 2006, 09:42 PM I made General Grevious a leader of the CIS i think you should make count dooku a leader as well here are some others Galactic Empire - Emperor Palpatine, Darth Vader Old Republic - Yoda, Chancellor Valorum Rebel Alliance - Princess Leia, Admiral Ackbar Mandalorian - Jango Fett Jabba the Hut for his gangsters and such thats all for now:) oddx Feb 19, 2006, 10:12 PM Make Mandalore the leader of the Mandalorians! Rabbit_Alex Feb 19, 2006, 10:21 PM As the mod stands now, here are the leaders we have: Ancient Old Republic - Carth Onasi and Bastila Shan (from KOTOR 1 and 2) Galactic Senate (from the prequels) - Chancellor Palpatine Galactic Empire - Emperor Palpatine and Darth Vader Mandalorians - Mandalore (real name Canderous Ordo) Confederacy of Independent Systems (The Seperatists) - General Grievous and Count Dooku Quarrens - Tikess Sith Empire - Darth Malak and Darth Nihilous Rebel Alliance - Mon Mothma and Princess Leia Wookiees - Tarffull and Chewbacca Chiss Empire - Grand Admiral Thrawn cbutcher318 Feb 20, 2006, 01:19 AM For the space units thing, I think for the finished mod would be to have the water turned into space. Land could represent planets, and the large capital ships and such would replace all of the ships, starfighters and such would still be air units. hussar Feb 20, 2006, 01:34 AM CIVMANSAM adding some more for you, I have attached a word doc with with some more ideas about the barbarian/ alien races. A. the Unique Building is the building that is specific for that type of species. Each unique building has four functions. 1. A minor bonus for having access to that type of species 2. To produce a species specific melee unit. 3. produces a settler style of unit that has a sole purpose of spreading the different species to the different planets, by creating a species building. 4. Produces a great hero for each species (world wonder unit) I was thinking that a kewl option could be to add +1 culture to a Civ for each species it has. You would after all be getting more "culture". If the attachment doesn't work, I may ask suggestions so i don't have to re-type it all. I was thinking that you may want to make the Jedi/ Sith as great people, with buildings producing +1 Light Side or +1 Dark side, when you get to 100 Force points you get a great person, depending on which side of the force was contributed more force points to the production. eg 51% light side and you score a Jedi. The same rate of return as the great peole 100 for the first one, 200 for the second, 400 for the third. e.g. Younglings acadamy adds +1 light side, Padawan Acadamy +2 light side. You could get some interesting outcomes if you had a light side religion and started building loads of dark side buildings and you got a sith appear in your republican capitol. I welcome debate for this stuff, just thinking that if it was possible this could be a solid foundation. Rabbit_Alex Feb 20, 2006, 06:26 AM For the space units thing, I think for the finished mod would be to have the water turned into space. Land could represent planets, and the large capital ships and such would replace all of the ships, starfighters and such would still be air units. That is how we plan on doing it. Civmansam - get back to me about my message. I'll have some free time tonight. Civmansam Feb 20, 2006, 08:12 AM CIVMANSAM adding some more for you, I have attached a word doc with with some more ideas about the barbarian/ alien races. A. the Unique Building is the building that is specific for that type of species. Each unique building has four functions. 1. A minor bonus for having access to that type of species 2. To produce a species specific melee unit. 3. produces a settler style of unit that has a sole purpose of spreading the different species to the different planets, by creating a species building. 4. Produces a great hero for each species (world wonder unit) I was thinking that a kewl option could be to add +1 culture to a Civ for each species it has. You would after all be getting more "culture". If the attachment doesn't work, I may ask suggestions so i don't have to re-type it all. I was thinking that you may want to make the Jedi/ Sith as great people, with buildings producing +1 Light Side or +1 Dark side, when you get to 100 Force points you get a great person, depending on which side of the force was contributed more force points to the production. eg 51% light side and you score a Jedi. The same rate of return as the great peole 100 for the first one, 200 for the second, 400 for the third. e.g. Younglings acadamy adds +1 light side, Padawan Acadamy +2 light side. You could get some interesting outcomes if you had a light side religion and started building loads of dark side buildings and you got a sith appear in your republican capitol. I welcome debate for this stuff, just thinking that if it was possible this could be a solid foundation. Wow That word doc has a ton of info. I'll definetly use this Thanks Crash757 Feb 20, 2006, 08:45 AM I loaded the mod (there was few errors while loading the game), started playing and found three bugs: - flag is missing (it's white) - i got wookie in beginning, tough i'm playing with Siths - tech tree is missing, when i clicked on tech tree, it displays the vanilla one Civmansam Feb 20, 2006, 08:56 AM I loaded the mod (there was few errors while loading the game), started playing and found three bugs: - flag is missing (it's white) - i got wookie in beginning, tough i'm playing with Siths - tech tree is missing, when i clicked on tech tree, it displays the vanilla one The errors will be fixed sry about that. The flag is really light so its hard to see the design sry again The wookie will be changed once i put units in Tech tree has been taken down because im finishing it up Rabbit_Alex Feb 20, 2006, 12:57 PM Wow That word doc has a ton of info. I'll definetly use this Thanks I just got back from classes and I read that word doc. Someone correct me if I'm understanding this right, but for each species in a city(planet) you get +1 culture. In the original game, is that like the 40% American / 40 % Malinese / 20 % Roman thing that is displays on the city window? Civmansam - I got your message back and I'll try to do some stuff today and send to you later. And what are your plans for the tech tree? DarthMcWord Feb 20, 2006, 06:26 PM Idea. Okay, you could mod the menu so it looks like a galaxy and then have all the planets that you could chose. Also, insted of trying to combine the space stuff with the land stuff, you could do whate they did in Battlefront II, have seperate space battles. On the land battles have(for air units) only fighters, but on the space maps have capital ships and fighters.:D For ispiration the space battles, check out the Civ 3 Star Trek Mod. PS: Sorry if I repeated things I have not read ther entire fourm yet. Civmansam Feb 20, 2006, 07:43 PM Idea. Okay, you could mod the menu so it looks like a galaxy and then have all the planets that you could chose. Also, insted of trying to combine the space stuff with the land stuff, you could do whate they did in Battlefront II, have seperate space battles. On the land battles have(for air units) only fighters, but on the space maps have capital ships and fighters.:D For ispiration the space battles, check out the Civ 3 Star Trek Mod. PS: Sorry if I repeated things I have not read ther entire fourm yet. Interesting Idea about battlefront Rabbit_Alex do you think this is a good idea? Rabbit_Alex Feb 20, 2006, 08:21 PM I think it would be a great idea. It would be just like Empire at War. I played the demo and what you did was move your fleet(t) into a system, and if the enemy fleet is there you fight for control of the space around the planet. Once you have space control you can send ground troops down to the surface. By the way, we need to recruit more people. hussar Feb 21, 2006, 03:30 AM [QUOTE=Rabbit_Alex]I just got back from classes and I read that word doc. Someone correct me if I'm understanding this right, but for each species in a city(planet) you get +1 culture. In the original game, is that like the 40% American / 40 % Malinese / 20 % Roman thing that is displays on the city window? I wasn't thinking of this split, more like how many different religions. To be more specific I mean if you start the game as wookie and go and capture the Gamorrean planet, then use the Gamoorrean planet to produce a gamorean settler, send it back to your home planet to introduce the species to your home planet. The Gamorrean settler builds another Gamorrean unique building on your home planet and you can now build wookies and gamorreans on your home world. You have now created a symbiotic planet with two species on it. If you go and capture a third planet, say the Toidarians and capture it you can now send a toidarian settler to the gamorrean planet or your home wookie planet, you could also send a wookie to the toidarian or gamorrean etc. If you brought the toidarians back to your homeworld you would now have a three way symbiosis. Capture 20 planets, bring back a settler from each of them to your homeworld and you now have a real Mos Isly space port, with different species living there. you can produce 20 different type of unit and are getting some chunky bonus' to your units because of all the different unique building bonus'. I was getting at the idea that you would also be scoring +20 culture in this planet because of the 20 different types of species. does this make more sense? There would be a fine balance between spreading your species/ growing your cities/ producing your units. just llike Vanilla civ has the balance between religion/ growth/ units Civmansam Feb 21, 2006, 06:46 AM [QUOTE=Rabbit_Alex]I just got back from classes and I read that word doc. Someone correct me if I'm understanding this right, but for each species in a city(planet) you get +1 culture. In the original game, is that like the 40% American / 40 % Malinese / 20 % Roman thing that is displays on the city window? I wasn't thinking of this split, more like how many different religions. To be more specific I mean if you start the game as wookie and go and capture the Gamorrean planet, then use the Gamoorrean planet to produce a gamorean settler, send it back to your home planet to introduce the species to your home planet. The Gamorrean settler builds another Gamorrean unique building on your home planet and you can now build wookies and gamorreans on your home world. You have now created a symbiotic planet with two species on it. If you go and capture a third planet, say the Toidarians and capture it you can now send a toidarian settler to the gamorrean planet or your home wookie planet, you could also send a wookie to the toidarian or gamorrean etc. If you brought the toidarians back to your homeworld you would now have a three way symbiosis. Capture 20 planets, bring back a settler from each of them to your homeworld and you now have a real Mos Isly space port, with different species living there. you can produce 20 different type of unit and are getting some chunky bonus' to your units because of all the different unique building bonus'. I was getting at the idea that you would also be scoring +20 culture in this planet because of the 20 different types of species. does this make more sense? There would be a fine balance between spreading your species/ growing your cities/ producing your units. just llike Vanilla civ has the balance between religion/ growth/ units We're definetly going to do this. Hussar do you want to join the team? We could use more help:D Rabbit_Alex Feb 21, 2006, 07:03 AM does this make more sense? There would be a fine balance between spreading your species/ growing your cities/ producing your units. just llike Vanilla civ has the balance between religion/ growth/ units Yeah that makes more sense. Does anyone know how we can implement the Battlefield-II style seperate ground and space battles (maps really)? As far as I know the engine doesn't support that, but maybe after the SDK is released we'll be able to change more stuff. Civmansam - were you gonna make icons for the civics or can I do some (I'd kinda like to :lol: )? Civmansam Feb 21, 2006, 07:40 AM you can make the icons Check your pm's I sent you 2 Rabbit_Alex Feb 21, 2006, 09:22 AM I just noticed a spelling mistake. In the second post where the civics are, it should be "Hereditary Rule" not "Heredity Rule." Civmansam - where the new leaderheads going to be basically the same as the old ones except using the better pictures I found? Just wanted to know. Civmansam Feb 21, 2006, 09:29 AM Yeah they are going to be the same with better pics I'm correcting the spelling error Rabbit_Alex Feb 21, 2006, 12:26 PM Cool. We still need a model maker. hussar Feb 21, 2006, 04:50 PM I would be happy to be on the team, but i can't mod and I live in a third world country where luxuries like the internet and electricity are not guaranteed. I will submit stuff where I can to try to help out. If there is something specifically you want help with or research etc I am happy to help, I'm working on some map size stuff for you at the moment and some general stuff, I'll be going back to Australia in a month or so so i may be able to offer more on line help then. Kael Feb 21, 2006, 04:53 PM I would be happy to be on the team, but i can't mod and I live in a third world country where luxuries like the internet and electricity are not guaranteed. New Jersey? Civmansam Feb 21, 2006, 04:58 PM Funny Kael I know how you feel Hussar. I used to live in a third world country too. Internet is soooooooooo slow IamSid Feb 21, 2006, 05:00 PM New Jersey? Used to live in Brooklyn(New York), then moved to Jersey and then moved back to Brooklyn!:rolleyes: :mischief: Thank you all for listening to the story of my life! hussar Feb 21, 2006, 05:27 PM I've got some planet size suggestions here... Rabbit_Alex Feb 21, 2006, 06:03 PM Nice job Hussar. I like your recommendations. hussar Feb 21, 2006, 08:56 PM [QUOTE=Rabbit_Alex]Yeah that makes more sense. Does anyone know how we can implement the Battlefield-II style seperate ground and space battles (maps really)? As far as I know the engine doesn't support that, but maybe after the SDK is released we'll be able to change more stuff. my thinking is that you have the interplanetary ships as the ships that can leave the coastal squares, like a cruiser with a skin, the short range ships you have as coastal ships like perhaps a galley. Is it possible to make a galley dock on a cruiser? that way the short range ships can protect planets and can be transported by the interplanetary ships. you can send your 10 X-wings Galleys) to attack the star destroyer but it will probably just be ranking up your enemy. Just like in vanilla if your fleet is around you can try to sink your enemies ships to stop them unloading units before they get there. the transports could be .. well transports. another good thing may be ION cannons, which could be ground defences or strategic satelite defenses. This would be like a CIV 3 artillery, that can bombard units from the safety of the city. Give them a range of 2-3 to soften up approaching ships so that your galleys have a chance to win. After all an X-wing took down the Death Star, which was the papa smurf of ships. a final idea for the moment would be ship boarding parties that can enslave an enemy ship hussar Feb 21, 2006, 08:57 PM I haven't got the hang of thiis quote thing... Rabbit_Alex Feb 21, 2006, 09:12 PM Just click on the quote button for it to work. And thanks for more good ideas. Shichiaikan Feb 21, 2006, 10:25 PM Ok... so, being a bit of a star wars nut, though not as much as some people I know... Here's just my input for "civs" in the Star Wars Universe: http://www.friendshatingfriends.com/adam/sw_civ.doc I didn't fill in fav. civic or suggested techs... well, because I don't know which ones you're going to put in... but I figure this could be a useful add-in to the stuff you're already working on... good job so far btw. hussar Feb 22, 2006, 02:03 AM Big warning to everyone, don't accidentally hit Tab while posting, or you will loose what you've got. Shichiakan- Welcome aboard, Nihon-Jin Des Ka? I am by no means a Star wars fanatic either, I do love the movies but I happened to make the decision to watch all 6 movies in a row the weekend before i saw this mod, which meant it was all fresh in my mind, plus I stumbled accross www.theforce.net an online star wars encyclopedia. I'm working on SW buildings at the moment. Want to help? Also all the lurkers, be bothered to join civfanatics, the work they do is fantastic, you should thank them by joining, and you should help us with the SW Mod to make in nonpareil. Kael I know you lurk the SW page, you are the ubber major deity of modding, care to do more skinning? or suggestions... please? hussar Feb 22, 2006, 03:07 AM OK here is the start of the suggested building list, EVERYONE please post me additions and I will add them, or let me know what a dumbass I have been for forgetting something, and i will equally add it, all of this work is a project in motion. Like the man said... there are no stupid questions, unless you ask what sex is, while standing in a brothel...:confused: hussar Feb 22, 2006, 04:07 AM Generals I loaded 0.5 and the civ cities say something like TXT_dontknow_whatthehell_this is second load was no problem... only good healthy SW stuff. IF EVERY STAR WARS FAN CONTRIBUTED ONE THING, JAR JAR BINGS WOULD BE DEADER THAN WE WANT LUCAS TO BE, OLD SCHOOL YES, NEW SCHOOL. Go to History Class. Civmansam Feb 22, 2006, 05:28 AM Sry guys but 0.5 is a bit bugged. Me and Rabbit Alex are still working on it and remeber this is still in its beta phase so some things may seem unfinished. But thank you for all your help!!!! Rabbit_Alex Feb 22, 2006, 06:39 AM OK here is the start of the suggested building list, EVERYONE please post me additions and I will add them, or let me know what a dumbass I have been for forgetting something, and i will equally add it, all of this work is a project in motion. Like the man said... there are no stupid questions, unless you ask what sex is, while standing in a brothel...:confused: Dude! Those are great ideas! My favorite: • Cantina o +1 culture o +1 happiness from Death Sticks, (do you think he meant cigarettes?) We absolutely must put death sticks in now, as a replacement for spice or something. Heero Blaze Feb 22, 2006, 08:29 AM Here are some ideas for buildings and wonders. World Wonder: Star Forge Increases production in all cities +100% (Knights of the Old Republic) World Wonder: Jedi Archives +100% Science output for all cities. National Wonder: Hutt's Hideout Allow building Bounty Hunters National Wonder: Dexter's Dinner ??? Building: Parts Shop Helps heal Driods and Vechicles +5% Commerce in city Building: Jawa Droid Trading Outpost +10% Production of Droids Building: Wookie Slave Trade Outpost +10% Production in City -1 Happiness Rabbit_Alex Feb 22, 2006, 12:45 PM Thanks for the ideas Heero. I was thinking of having the Star Forge too. KOTOR rules!!! Civmansam Feb 22, 2006, 12:57 PM Here is the new title: Rabbit_Alex Feb 22, 2006, 03:05 PM Looks good civmansam. What does everyone else think? It's better than what we started with for sure. hussar Feb 22, 2006, 03:48 PM Heero Blaze thanks for the suggestions they are outstanding. I'm a little concerned that the STAR Forge and the Jedi Archives are a little too powerful. a 100% bonus to anything in ALL cities is huge, especially something like research. What do you think about something like a +2 research in all cities? or a +10 research in the city it is created in? with a similar thing for the star forge, am I off track here? but as i say, outstanding. Heero Blaze Feb 22, 2006, 05:43 PM Heero Blaze thanks for the suggestions they are outstanding. I'm a little concerned that the STAR Forge and the Jedi Archives are a little too powerful. a 100% bonus to anything in ALL cities is huge, especially something like research. What do you think about something like a +2 research in all cities? or a +10 research in the city it is created in? with a similar thing for the star forge, am I off track here? but as i say, outstanding. I wasn't sure how everything was going to come together in the game, so I just gave those values. The Star Forge was a very powerful by taking energy from a star and creating an unlimited amount of ships and droids. Maybe you guys could make it so that once the city that built the Star Forge is taken over it is destroyed. The Jedi Archives are powerful as well, since they are suppose to contain all knowledge. I would figure that would be a late wonder, like The Internet, but useful enough to be worth constructing. Also, I think you guys should add Finis Valorum as a leader for the Galactic Senate, he was the Chancellor right before Palpatine. Civmansam Feb 22, 2006, 06:26 PM The new backround Rabbit_Alex Feb 22, 2006, 06:32 PM Looks good Civmansam. I'll post mine in a little bit. hussar Feb 22, 2006, 09:05 PM Well, well , well , I just read what I posted last night, that ladies and gentlemen is why you dont drink and post :( good background CIVMANSAM what is the ship on the lower left? Heero Blaze your right they are phat artifacts, but where is the star forge from I have read only a few of the books etc, nearly all of my knowledge comes from the movies. I welcome this kind of imput, the suplimentary SW stuff is where I am lax. I didn't know what it did, or was. What about for the star forge something like the three gorges dam, provides power to all planets, +50% hammers to all planets, or +1,000% unit production to the city that builds it (one a turn). +4 Unhealthy (lack of sunlight tends to make irrigation problems) You culd just swap the jedi archives to the internet wonder, but i would add +6 light side points... What do you think? Heero Blaze Feb 22, 2006, 10:00 PM Well the Star Forge is not in the movies, it is in Knights of the Old Republic. Here is a link to some info http://en.wikipedia.org/wiki/Star_Forge (http://en.wikipedia.org/wiki/Star_Forge). You are right that it should be limited to the city it is built in, maybe +200% production? And the Jedi Archives would promote Light Points. There should probably be an equal Sith wonder then. There was an Ancient Sith Temple in Knights of the Old Republic as well, that could be a wonder. I don't know what bonuses to give that though. Rabbit_Alex Feb 22, 2006, 10:22 PM The Star Forge could kill the Death Star if it didn't have the planet-destoying superlaser. Rabbit_Alex Feb 22, 2006, 10:46 PM Here's my attempt at a new title background. I like how it turned out even if it took me WAY too long. :goodjob: Heero Blaze Feb 22, 2006, 10:52 PM The Star Forge could kill the Death Star if it didn't have the planet-destoying superlaser. Only if the Death Star could find the Star Forge :scan: . But yeah, the Star Forge is very powerful. Rabbit_Alex Feb 22, 2006, 10:59 PM It took me a few times to get the picture to upload right. It looks better when it's bigger but the forums only allow 500kb images :cry: I also made some civics icons that I sent to Civmansam earlier today, just so everyone knows what our progress is. :goodjob: hussar Feb 23, 2006, 03:27 AM Great Pic Rabbit_alex, good work. Have we had anymore luck with skinners? Heero Blaze I do remember this, I played KOTHOR before, it was a beefcake. Thanks for the heads up, thanks also for the Sith Temple, its hard to find Sith buildings because they don't really have any, so anymore of these would be appreciated. I am adding your buildings now to my master doc. I think that the Star Forge could be provides electricity to all cities and provides +50% ship building in all cities. how does that sound? I am going to look more at technologies for a while, there are buckets that need to be written. Plus the tech works side by side witht he buildings. I noticed that there is two of the same civic (tribalism) Shichiaikan Feb 23, 2006, 03:35 AM Big warning to everyone, don't accidentally hit Tab while posting, or you will loose what you've got. Shichiakan- Welcome aboard, Nihon-Jin Des Ka? I am by no means a Star wars fanatic either, I do love the movies but I happened to make the decision to watch all 6 movies in a row the weekend before i saw this mod, which meant it was all fresh in my mind, plus I stumbled accross www.theforce.net an online star wars encyclopedia. I'm working on SW buildings at the moment. Want to help? Also all the lurkers, be bothered to join civfanatics, the work they do is fantastic, you should thank them by joining, and you should help us with the SW Mod to make in nonpareil. Kael I know you lurk the SW page, you are the ubber major deity of modding, care to do more skinning? or suggestions... please? Not from Japan... only speak a tiny bit of Japanese (enough to survive 28 days with 3 morons travelling the whole country, heh). In any case, I'd be more than happy to help... any hard-coding I am not going to be helpful with, but I'm fairly proficient at scripting, and I know Civ, and I know SW... so I could probably plug together some basic info for you... buzz me with a message if you have anything specific you think I can help with. hussar Feb 23, 2006, 03:44 AM National Wonder: Dexter's Dinner ??? I put it down as +4 health +4 research can produce spy what do you reckon? Shichiaikan Feb 23, 2006, 03:48 AM Here's another thing to look at... Specialists: Obviously you will want some basic "great people" to use... engineers, scientists, generals, diplomats, etc... (as needed). Add in light side/dark side required specialists: Jedi Master, Sith Lord. Jedi Master: - City would need to have some percentage of great person growth going into "jedi" or the like - City -should- (depending on mechanics available in code) be required to either be light side, or have some kind of Jedi building(s) in order to have a Jedi Master appear there. (adjust as necessary for balance) Jedi Master: - Can Discover a Technology - Can Join City as a Jedi Consular - Can Construct a Jedi Academy >> Jedi Consular: +2 Hammer, +4 Science >> Jedi Academy: +2 Great Person (Jedi), +10% Science Output, Units in this city gain Force-Sensitive Trait (upgrade). Force-Sensitive I: +10% Attack, +10% Defend Force-Sensitive II: +10% Attack, +10% Defend, +10% Heal Neutral Force-Sensitive III: +10% Attack, +10% Defend, +10% Heal Others - Required to gain "Jedi Padawan" Upgrade - Required to gain "Sith Apprentice" Upgrade and so on... and so on with the jedi/sith upgrades (can only get one or the other). you get the idea. salty mud Feb 23, 2006, 06:09 AM Wow great mod! Will you have laser blasters and shotguns? And lightsabers? If so, COOL. Rabbit_Alex Feb 23, 2006, 12:17 PM Wow great mod! Will you have laser blasters and shotguns? And lightsabers? If so, COOL. Yep we sure will! We're just in the early stages right now. Great Pic Rabbit_alex, good work. Have we had anymore luck with skinners? Thanks alot Hussar. That took a few hours. We still need a good skinner or two. Civmansam told me he tried to skin a swordsman into a Jedi, but it didn't turn out so good, and I'm not good at it either. We could also use a model-maker now that the 3dmax plugins are out. Heero Blaze Feb 23, 2006, 03:50 PM I put it down as +4 health +4 research can produce spy what do you reckon? That should be fine. Rabbit_Alex Feb 23, 2006, 06:54 PM I just threw this title together in about 15 minutes. The lightsaber is Obi-Wan's from Episode III (he modified it slightly during his exile and replaced the gold with silver). I downloaded a GIMP Script to do the lightsaber blade. If we were to put this into the mod, all the white area (besides the blade) would be transparent to allow the background stars.dds to show through. Civmansam Feb 24, 2006, 06:11 AM Thats a good title is it in dds?? Rabbit_Alex Feb 24, 2006, 06:27 AM Thats a good title is it in dds?? No but this one inside the .zip is. :lol: Civmansam Feb 24, 2006, 10:04 AM Version 0.54 will be coming (hopefully) this sunday Hooray! Rabbit_Alex Feb 24, 2006, 01:03 PM Version 0.54 will be coming (hopefully) this sunday Hooray! Did you put the new title into it? I was thinking about making a new version of it that actually says "Star Wars" as part of the title. I'll get on that tonight if I don't get busy. Civmansam Feb 24, 2006, 01:08 PM Actually your title is too high graphics to be put in so I put a different title. HEre it is Rabbit_Alex Feb 24, 2006, 01:13 PM Actually your title is too high graphics to be put in so I put a different title. HEre it is Sorry I don't understand. What do you mean by too high graphics? It's the right size. And another thing, I tried putting my title into the game to see it for real, but it showed up as a big pink rectangle? What did I do wrong? Civmansam Feb 24, 2006, 01:16 PM Did you use any special things when you made it Rabbit_Alex Feb 24, 2006, 01:22 PM No I just used GIMP. I have a plug-in for it that lets you open/save/edit .DDS files. Maybe I should use a real DDS converter. Could the alpha channel be wrong? Civmansam Feb 24, 2006, 01:26 PM no i just think its too high resoultion. I'm amazed. The bugs in 0.54 seem to be only 2. It might come out today!!!!!!!!! Rabbit_Alex Feb 24, 2006, 01:46 PM Woohoo! I figured out the problem. I forgot to merge all the visible layers before converting it into a DDS file. Now it works. Here's what it looks like. Note that I'm using the tan interface skin that somebody made. http://i39.photobucket.com/albums/e164/Rabbit_Alex/Star%20Wars%20Mod%20Custom%20Images/Title_replaced.jpg Anubis82 Feb 24, 2006, 03:16 PM Hey, just downloaded my first version and will be playing for the rest of the night, so a just a couple of things before that: First, thanks of all for all the work!!! Second, about the religions: I wanted to suggest that maybe instead of just adding different shades of believe in the force, there are some more diverse faiths in the star wars universe like the "cosmic balance" or the "current". One could maybe then add some custom units for these and/or some civics, buildings etc... Third, I will actually add some more useful comments afterwards, but will have to play first ;). Cheers, Anubis PS: Sorry if the religions have already been mentioned, but that was the first thing that occured to me when looking at the changes and I had just performed a couple of searches. PPS: Thanks again and keep up the good work, I will try to be of some help, at least with helpful (hopefully) comments... Rabbit_Alex Feb 24, 2006, 03:20 PM Thanks for the comments Anubis. I think there should be more religions too. Civmansam deserves most of the credit. He's the one whose been doing all the XML and organizing this whole thing. I've just done some pictures and stuff. Civmansam - I just tested the new version and I only noticed a few things (besides finishing the tech tree, adding more units, all that stuff lol) 1. The ancient jedi knight button is kinda hard to see. 2. Same with the Hero button. 3. No symbol for the wookiees. 4. I should have noticed this before, but Kael's wookiee skin has bright red eyes (and fangs?). Is that intentional? No offense. Civmansam Feb 24, 2006, 03:46 PM Version 0.54 is out! It fixes almost every major bug. Please download and play and see if there are any new bugs Felzor Feb 24, 2006, 03:56 PM Any screenshots for those of us who can't download for a while? I won't have access to Civ IV for some time, but this looks delicious. Civmansam Feb 24, 2006, 04:09 PM My screenshot button is messed up but ill try zeysoft Feb 24, 2006, 04:57 PM Correct links?: http://rapidshare.de/files/14057016/Star_Wars_Mod_0.54.zip.html (http://rapidshare.de/files/14057016/Star_Wars_Mod_0.54.zip.html) (for zip) http://rapidshare.de/files/14057046/Star_Wars_Mod_0.54.rar.html (http://rapidshare.de/files/14057046/Star_Wars_Mod_0.54.rar.html) (for rar) Civmansam Feb 24, 2006, 04:59 PM Correct links?: http://rapidshare.de/files/14057016/Star_Wars_Mod_0.54.zip.html (http://rapidshare.de/files/14057016/Star_Wars_Mod_0.54.zip.html) (for zip) http://rapidshare.de/files/14057046/Star_Wars_Mod_0.54.rar.html (http://rapidshare.de/files/14057046/Star_Wars_Mod_0.54.rar.html) (for rar) Thanks Zeysoft didn't notice that. hussar Feb 25, 2006, 04:47 AM WHEN I SEE 6 ERAS IN CIV IV AND I SEE 6 STAR WARS MOVIES, I DO NOT SEE COINCIDENCE, I SEE PROVIDENCE. I have here a partially completed Tech Tree for the SW mod, it is not finished. I have created it as a basic swap over from vanilla CIV IV to SW CIV IV. There are a few things that I want to clarify before you read this post. 1.This document is a work in progress and is a suggested format only. Please let me know of improvements, or better fitting Techs or Tech names. 2.This Tech Tree uses the assumption that the maps will me moded to accommodate many small islands (planets) with a blacked out sea to represent deep space. Therefore Ocean Born resources that provide food e.g. fish, crab, clam need to be changed to a resource that provides happiness instead, to re-balance this some of the land borne happiness resources need to be changed to provide food. 3.If my suggestion of the various barbarian races is to be incorporated I suggest that Astronomy may need to be moved forward in the tech tree to allow the building of ocean born troop carrying ships earlier, for colonization purposes. Actually, Astronomy needs to be moved earlier just for civ expansion. 4.My decision on the change of religion names into Force related names is in no way meant to be as a derogatory statement to any religion. I respect all people’s right to worship in any way they choose. My decision is purely based on the timeline in which aspects of the force are revealed in the Star Wars universe. 5.I need some suggestions, if galleys are to be replaced by X-wings or Tae fighters, what could the use of fighters, jet fighters, bombers etc be used for? 6.Is it possible to change the soundtrack to a SW one? 7.I need some help with this it’s making me go blind and I have star wars on the brain. If like me you can't mod, but want to help drop me a post. The stuff highlighted in red needs filling. 8. We need a map and some skinners PLEASE! Thanks for taking the time to read this, please let me know your suggestions. Civmansam Feb 25, 2006, 06:41 AM Wow Hussar I think I'm in love jk:lol: 1. Pretty good start to work in progress 2. Maybe I'll change them to be space dust or something 3. I don't really understand. Why Astronomy? 4. I'm not offended 5. Fighters bombers will be replaced by speed bikes, spider droids. 6. I have started. Instead of the annoying song that plays in the Main menu of civ, there is the Imperial March!! 7. I have already started the Tech Tree Hussar. I will incorporate your suggestions into it. 8. Map I will do later. Skinners... We need Skinners.:goodjob: Civmansam Feb 25, 2006, 12:22 PM Alright the Eras go as follows Modern Lost KOTOR Clone Wars Galactic civil War EU hussar Feb 25, 2006, 04:22 PM Astronomy for galleons, so that players are not stuck on one planet for more than half of the game (in reference to a largely sea map) Rabbit_Alex Feb 25, 2006, 06:17 PM I think that the Lost era should be renamed to Expansion, because in the Star Wars essential Chronology, after the discovery of hyperspace travel the galaxy expanded before reaching the point we saw in KOTOR. For some reason Excel is giving me errors and won't let me open hussar's spreadsheet. hussar Feb 25, 2006, 09:13 PM what version of Excel do you run? Rabbit_Alex Feb 25, 2006, 11:13 PM I run Office Student and Teacher Edition 2003. When I try to open Excel, it wants me to re-install it, which is weird because I never uninstalled it. the other parts of Office (Word and Powerpoint) work fine. hussar Feb 25, 2006, 11:27 PM what winzip do you have? Oh yea, wicked opening front page.. hussar Feb 25, 2006, 11:32 PM I saved it as Excel 97 - 2003, try this bad boy out... Civmansam Feb 26, 2006, 05:37 AM I think that the Lost era should be renamed to Expansion, because in the Star Wars essential Chronology, after the discovery of hyperspace travel the galaxy expanded before reaching the point we saw in KOTOR. For some reason Excel is giving me errors and won't let me open hussar's spreadsheet. Ok i'll change that. The Tech Tree is planned out using a lot of hussar's ideas. Now all I need to do is add them Rabbit_Alex Feb 26, 2006, 12:10 PM what winzip do you have? Oh yea, wicked opening front page.. Thanks hussar. I used my install disk to repair Excel and everything works now. Should have tried that before :lol: Winzip wasn't the problem but I updated that too. Your tech tree is amazing! :goodjob: Civmansam - Make sure its' called the "Expansion Era." Just so everybody knows, I'll be quite busy this week since it's the last week before spring break, so I won't be able to get very much stuff done, and during spring break (which is the whole week after) I'll be busy too. :( Still, I'll check on the forums and see what everyone has been doing at the very least. :D Civmansam Feb 27, 2006, 02:03 PM 6 new civs will come out Hutts Imperial Remnant Vuuzhan Vong New Republic Rakatan Empire Black Sun criminal syndicate Rabbit_Alex Feb 27, 2006, 02:26 PM I'm glad you added the Rakatans. Make sure the name is "The Rakatan Infinite Empire." :) Heero Blaze Feb 28, 2006, 08:13 AM I was thinking of some more wonders. Kamino Cloning Lab Increase Clone Production Genosian Driod Factory Increase Driod Production Rabbit_Alex Feb 28, 2006, 09:52 AM I'm gonna get back on graphics work tonight. I also found a site to download some TIE fighter and Xwing models we could use. I have a little experience with CAD software, so I'm gonna download Blender and try to make them work for Civ4. jamie006 Feb 28, 2006, 10:21 AM When are we going to see any units??? Its a great mod and all but it dosnt feel like starwars with no units or buildings. I just couldnt see any in the upcoming versions. Rabbit_Alex Feb 28, 2006, 11:10 AM When are we going to see any units??? Its a great mod and all but it dosnt feel like starwars with no units or buildings. I just couldnt see any in the upcoming versions. We really need a good model maker before we'll get any good units. Skinning can only do so much. woodelf Feb 28, 2006, 11:12 AM We really need a good model maker before we'll get any good units. Skinning can only do so much. Amen! I'm waiting for you guys to get ground units that we can "borrow". :lol: senwiz Feb 28, 2006, 01:50 PM We really need a good model maker before we'll get any good units. Skinning can only do so much. What models are you looking for? I know some people, and I might be able to pursade them to help. And I do a bit of that as well, so maybe I can come up with something. Let me know. Rabbit_Alex Feb 28, 2006, 02:47 PM We need models for all the units basically. Civmansam - I sent you a PM. Civmansam Feb 28, 2006, 03:57 PM When are we going to see any units??? Its a great mod and all but it dosnt feel like starwars with no units or buildings. I just couldnt see any in the upcoming versions. I know its hard to play a star wars mod without units or buildings but just bear with us Planned for Upcoming Versions: 0.6 All techs (Sunday Maybe) 0.7 All Units (Before April Maybe) 0.8 All building (TBA) 0.9 Maps (TBA) 1.0 Finished Version (TBA):goodjob: Rabbit_Alex Feb 28, 2006, 05:33 PM Got some ideas for units and promotions. Bounty Hunter unit Movement - 1 Special Ability - Assassination (have a button on the interface like bombardment with cannons). Assassination is when the BH kills the governor of a planet and causes it to go into recession and chaos for a couple of turns. Smuggler unit Movement - 1 Special Ability - Smuggling Run. Smugglers smuggle illegal contraband to an alien planet and bring you back cold hard credits. Amount of credits depends on distance (just like Great Merchants). Unit Categories Civilian (non-combat) units - unchanged Recon > Surveillance Archery > renamed to Commando Mounted > Landspeeder Melee > unchanged or renamed to Vibroblade (Jedi are in this category) Siege > unchanged Naval > Starship Gunpowder > Blaster Armored > unchanged Air > Starfighter Helicopters > Gunships Promotions Combat 1-5, same effect as in basic Civ4. Navicomputers 1&2, hyperdrive-equipped units can move 1 extra system per turn, like Navigation Medic 1&2 get renamed to Bacta 1&2. Planetary Defense 1-3, same effect as city garrison 1-3 Planetary Capture 1-3, same effect as City Raider 1-3 Sensors - same effect as Sentry in the basic Civ4. hussar Feb 28, 2006, 06:01 PM hey everyone looks like you guys are really moving along. i have nearly fnished the tech tree i will post it tonight. Is there much else that I can be of assistance with? One thing that I thought would be fun to get people to research is the quotes for the technologies. Everyone has a favorite quote. If I can start this off I submit for the Jedi Archives "if it's not in the archives; it doesn't exist" for force agnostic "what do you think you are, some kind of Jedi? waving your hand around like that" I'm not sure where these would go but they are some of my favorites: "your focus determines your reality" "never tell me the odds" "Are you threatening me Master Jedi?" hussar Feb 28, 2006, 06:08 PM I'll be happy to write the quotes, is there anyone out there that knows how to extract the quote from the movies? Killamike718 Feb 28, 2006, 06:47 PM Hey CivmanSam Great News!! I was searching the web and found some interesting 3D models for your MOD!! we can use and edit these Models but should and Have to give credit to its original creator. we can add the info in the Civilipedia of the unit of the original creator. i can also edit these units to your personal preference. well anyway tell me if you like here are the links: 3D Cafe Models Sci-Fi (http://www.3dcafe.com/wrapper/) Digital Animators Website of Futuristic Stuff (http://www.digitalanimators.com/HTM/Resources/3dModels/3dfuture.htm) Digital Animators Models for 3D AirCrafts. (http://www.digitalanimators.com/HTM/Resources/3dModels/3dvehicles1.htm) 3D total Website (http://www.3dtotal.com/) The Graphics on these sites seem very interesting, especially 3D total. check them out and give me some feedback. and remember we can edit to your preference and MUST give credit of the original creator. Enjoy Edit: I found out the 3D Total Site does not take you to the exact directory of the link I wished to provide. You will have to go to the menu bar on top and find "free stuff" and click "Models" then you will find a list of categories, scroll through them and find the one stateing "Star Wars" Civmansam Feb 28, 2006, 07:06 PM Hey CivmanSam Great News!! I was searching the web and found some interesting 3D models for your MOD!! we can use and edit these Models but should and Have to give credit to its original creator. we can add the info in the Civilipedia of the unit of the original creator. i can also edit these units to your personal preference. well anyway tell me if you like here are the links: 3D Cafe Models Sci-Fi (http://www.3dcafe.com/wrapper/) Digital Animators Website of Futuristic Stuff (http://www.digitalanimators.com/HTM/Resources/3dModels/3dfuture.htm) Digital Animators Models for 3D AirCrafts. (http://www.digitalanimators.com/HTM/Resources/3dModels/3dvehicles1.htm) 3D total Website (http://www.3dtotal.com/) The Graphics on these sites seem very interesting, especially 3D total. check them out and give me some feedback. and remember we can edit to your preference and MUST give credit of the original creator. Enjoy Edit: I found out the 3D Total Site does not take you to the exact directory of the link I wished to provide. You will have to go to the menu bar on top and find "free stuff" and click "Models" then you will find a list of categories, scroll through them and find the one stateing "Star Wars" WOW!!!! LOTS OF MODELS! I'm really happy. Thanks a lot Killamike:goodjob: :goodjob: Civmansam Feb 28, 2006, 07:07 PM I'll be happy to write the quotes, is there anyone out there that knows how to extract the quote from the movies? I don't know about that but they are some star wars fan sites that have extracted lots of quotes from the movies Rabbit_Alex Feb 28, 2006, 07:13 PM Woot! I saw those models earlier today when I was playing around with Blender and reading a tutorial. Civmansam - sent you a few PMs. Edit: I just opened up Blender again and with the latest version you CAN import .3DS (3D studio max) files. I looked on sourceforge and there is a python script which will let me export them as .NIFs which is what the game uses! Hooray! Rabbit_Alex Feb 28, 2006, 07:24 PM I just tried importing the TIE fighter model into Blender but it gave an error :cry: And I thought it would work. Killamike718 Feb 28, 2006, 07:28 PM I just tried importing the TIE fighter model into Blender but it gave an error :cry: And I thought it would work. Ill give it a try in Maya, i can flawlessly import 3Ds MAX models easily. Rabbit_Alex Feb 28, 2006, 08:00 PM I just tried importing a different 3ds file but to no avail. Maybe the version of 3DSMax that created the file has something to do with it? Edit: Just read that Maya PLE only lets you export into a special retard file type, so I'm not gonna download it. In the mean time, I'm gonna keep playing around with Blender and make my own models. I'd rather make something than take what others have done anyway. :D Killamike718 Feb 28, 2006, 08:07 PM I just tried importing a different 3ds file but to no avail. Maybe the version of 3DSMax that created the file has something to do with it? That can be a factor, for i had troublke installing a plugin that was for a different version for maya and it didnt work maybe this also applies for Scenes files. oh here is a site with MILLIONS of free models check it out. Turbo Squid free Models (http://www.turbosquid.com/Search/Index.cfm?FuseAction=ProcessSearch&intStartRow=1&intMediaType=2&istSearchKey=free) hussar Mar 01, 2006, 03:03 AM Here we go, Tech Tree Version 1.0 The stuff in green are the units, which depends upon your model builders. I made some suggestions, but rhudamentary stuff only. The stuff in purple are the civics, i have no interest in this, I live in a country that has a Prime Minister, a President, A King, a great Council of Chiefs and more. so Civic and i are not friends. Also all the political stuf in Star Wars 1 -3 bored me to sleep. Any young republicans are welcome to fill it out. the few things in red need to be filled. i am off to bounce around the Pacific islands for a few months so I wont be able to offer suggestions. CIVMANSAM & Rabbit Alex, I wish you all the best with bringing the mod to actualisation. Try not. Do. Or do not. There is no try. Rabbit_Alex Mar 01, 2006, 06:30 AM Thanks alot Hussar, and have fun going around the Pacific. What country are you from? senwiz Mar 01, 2006, 12:40 PM I'll see what I can do for ya, on these models. The 3ds that those are created in may be too old. I have used them, successfully, in Rhino and Bryce4. I have yet to try 5. I can't check it tonight, but I will check on it for ya in the next day or two. I'll let you know what I figure out. Civmansam Mar 01, 2006, 02:15 PM Here we go, Tech Tree Version 1.0 The stuff in green are the units, which depends upon your model builders. I made some suggestions, but rhudamentary stuff only. The stuff in purple are the civics, i have no interest in this, I live in a country that has a Prime Minister, a President, A King, a great Council of Chiefs and more. so Civic and i are not friends. Also all the political stuf in Star Wars 1 -3 bored me to sleep. Any young republicans are welcome to fill it out. the few things in red need to be filled. i am off to bounce around the Pacific islands for a few months so I wont be able to offer suggestions. CIVMANSAM & Rabbit Alex, I wish you all the best with bringing the mod to actualisation. Try not. Do. Or do not. There is no try. Thanks Hussar. Your contributions have been fantastic OriginalGumby Mar 01, 2006, 04:39 PM I think that planets should consist of more than just 1x1 squares. They should allow for landing on the planets surface and some small scale battles for control. This way the plaents could have resources on more than one square. But then you would need workers....or not. This would allow you to actually appreciate land units by seeing them on the land. It would make me sad to never see my ATAT unless it's in a city or on a ship. Also this would change the game so that larger naval ships would not participate in battles on planets but smaller air units would. Also think about including the death star as an assembled feat requiring componenets and late techs with, of course, its planet destroying capabilities. How about hero units? One for each civ like the shogun scenerio for civ3. They would be unique and they could advance in skills and strentgh as the game progressed. Rabbit_Alex Mar 01, 2006, 07:20 PM We are going to have Hero units which will be like Great People. The planets will be a few tiles on each side. OriginalGumby Mar 01, 2006, 09:03 PM Or how about scenerios from the star wars history. Some of which take place on planets alone. It would be cool to be able to link maps somehow. Land on Hoth and you are linked to a map of the planet which you might have to conquer like any other planet. Heero Blaze Mar 01, 2006, 09:13 PM The planets will be a few tiles on each side. Which makes sense. Remember that some planets are larger than others. Naboo would be like a 3x3 square while Corasuant would probably be more like 6x6. Rabbit_Alex Mar 01, 2006, 09:20 PM Good ideas Gumby and Blaze. Is it possible to have multiple maps in 1 scenario, like a space map and a seperate ground map for each planet (Like SW: Empire at War).? Or to have a map script generate multiple maps? Civmansam Mar 02, 2006, 01:15 PM The hero System is as follows: Great Hero (A Great Person) Mostly minor hero's in this group like Wedge Antilles and Kit Fisto Civ unique Hero: Each Civ has there own unique hero EX: Senate's Hero:Obi-Wan Kenobi Relgion unique Hero's: There will be many hero's that you can get if you are a certain religion (All of this subject to change) bdfett Mar 02, 2006, 08:37 PM Alright, sorry if this has already been said, but wheres the Yuuzhan Vong?! You got the Quarrens, and the Chiss.. but arguably the most powerful of all isnt here? Heero Blaze Mar 02, 2006, 08:50 PM Alright, sorry if this has already been said, but wheres the Yuuzhan Vong?! You got the Quarrens, and the Chiss.. but arguably the most powerful of all isnt here? Sounds good. http://en.wikipedia.org/wiki/List_of_Star_Wars_characters t |