elenar
Deadman
- Joined
- Jan 30, 2005
- Messages
- 153
Hi.
I started to make Star Wars mod based on old trilogy.
Right now I'm working on terrain.
Here is sample:
Now I'm focused on basic terrain. Later will do more terrain and resources.
Please, say what you think.
EDIT:
Here info about mod I plan it to be.
For now I plan two playable factions: Rebels and Empire. Each will have different biq. First I will make rebellion.biq, later empire, and maybe multiplayer. Each of them will have different rules slightly.
There will be five non-playable factions: Smugglers, Gangsters (Hutts), Neutral, Neutral (Rebel support), Neutral (Empire support). All neutral factions represent independent systems with sympathy either to Rebels or Empire, or indifferent. I will think of proper names for these factions.
In rebellion scenario, Rebels will be in locked alliance with Neutral (Rebel support), at war with Empire. So rebels won't be able to conquer these systems, except in diplomatic way (propaganda) which will be easy (however expensive). Empire will have easy propaganda time with Neutral(Empire support) but they can conquer them in military fashion too.
There will be many preplaced wonders and resources to set planets in unique ways, allowing planet-unique structures, units, etc. (like auto-produced wookies for Rebels on Kashykk, or acces to Mon-Calamari cruisers on Mon-Calamari)
Some preplaced wonders will simulate diplomatic preference of particular systems. For example, Neutral systems supporting Empire will have wonders causing pollution (resistance), unhappy citizens, and cost money, and will become active with Rebellion goverment. Rebels will have tree branch emulating diplomacy on specific planets, that will make those problem wonders obsolete.
Neutral systems will have wonders representing 'underworld', crime that is active on any world. These will spawn hidden nationality units (pirate ships) regulary, to make 'barbarian like' activity common in galaxy.
Barracks will be very rare and have special role (for hero units). This way unit experience will play bigger role, since they start as regular, and ussually will need several fights to become elite (to make player value elite units more). Since Empire or Rebellion didn't really upgrade units (they rather make new ones), you will be able to build older units too.
Scenario will start after battle of Yavin. Luke will be inexperienced. However, with tech, he can upgrade at Dagobah (meet Yoda) to more advanced version, and later become Jedi Knight at Tatooine (which means you need to kill Jabba).
There will be Force aspect too. Darth Vader can discover force sensitive individuals and lure them with Dark Side (defeating units + 'enslave' flag). Creates unit 'Force apprentice'. With proper tech and place they can upgrade to Sith or Dark Jedi. Luke, after becoming Jedi Master, can discover force sensitive ones too(enslave again). Such new gained padawan can later upgrade , with proper tech, at Yavin Jedi Academy (if constructed) to Jedi Knight.
One of most important defensive buildings will be shield generator. It will provide complete protection from orbital bombardment, and you will need assault with ground force to take it down if you want support of your starships.
These are examples of features. I may write some again later on, when I recollect more.
Looking for your comments and thoughts.
I started to make Star Wars mod based on old trilogy.
Right now I'm working on terrain.
Here is sample:

Now I'm focused on basic terrain. Later will do more terrain and resources.
Please, say what you think.
EDIT:
Here info about mod I plan it to be.
For now I plan two playable factions: Rebels and Empire. Each will have different biq. First I will make rebellion.biq, later empire, and maybe multiplayer. Each of them will have different rules slightly.
There will be five non-playable factions: Smugglers, Gangsters (Hutts), Neutral, Neutral (Rebel support), Neutral (Empire support). All neutral factions represent independent systems with sympathy either to Rebels or Empire, or indifferent. I will think of proper names for these factions.
In rebellion scenario, Rebels will be in locked alliance with Neutral (Rebel support), at war with Empire. So rebels won't be able to conquer these systems, except in diplomatic way (propaganda) which will be easy (however expensive). Empire will have easy propaganda time with Neutral(Empire support) but they can conquer them in military fashion too.
There will be many preplaced wonders and resources to set planets in unique ways, allowing planet-unique structures, units, etc. (like auto-produced wookies for Rebels on Kashykk, or acces to Mon-Calamari cruisers on Mon-Calamari)
Some preplaced wonders will simulate diplomatic preference of particular systems. For example, Neutral systems supporting Empire will have wonders causing pollution (resistance), unhappy citizens, and cost money, and will become active with Rebellion goverment. Rebels will have tree branch emulating diplomacy on specific planets, that will make those problem wonders obsolete.
Neutral systems will have wonders representing 'underworld', crime that is active on any world. These will spawn hidden nationality units (pirate ships) regulary, to make 'barbarian like' activity common in galaxy.
Barracks will be very rare and have special role (for hero units). This way unit experience will play bigger role, since they start as regular, and ussually will need several fights to become elite (to make player value elite units more). Since Empire or Rebellion didn't really upgrade units (they rather make new ones), you will be able to build older units too.
Scenario will start after battle of Yavin. Luke will be inexperienced. However, with tech, he can upgrade at Dagobah (meet Yoda) to more advanced version, and later become Jedi Knight at Tatooine (which means you need to kill Jabba).
There will be Force aspect too. Darth Vader can discover force sensitive individuals and lure them with Dark Side (defeating units + 'enslave' flag). Creates unit 'Force apprentice'. With proper tech and place they can upgrade to Sith or Dark Jedi. Luke, after becoming Jedi Master, can discover force sensitive ones too(enslave again). Such new gained padawan can later upgrade , with proper tech, at Yavin Jedi Academy (if constructed) to Jedi Knight.
One of most important defensive buildings will be shield generator. It will provide complete protection from orbital bombardment, and you will need assault with ground force to take it down if you want support of your starships.
These are examples of features. I may write some again later on, when I recollect more.
Looking for your comments and thoughts.