Star Wars: A New Mod (Vol. II)

Pleb

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Star Wars: A New Mod

1. Introduction

This is where all Star Wars: A New Mod discussion will take place from now on. Everything from unit ideas, to graphics. Of course, individual threads for previews will continue, as most unit designers or graphics producers do not just produce their work only for one mod.

2. Civilizations

There are eight planed civilizations for Star Wars: A New Mod. They are listed below, sorted by mod category.

The Galactic Civil War
Rebel Alliance
Leader: Mon Mothma
Bonuses: Militaristic, Seafaring
Flavor: Rebelion
Allignment: Jedi
Fav. Government: Democracy
Shun. Government: Facism
Architecture: Republican Architecture

Galactic Empire
Leader: Darth Vader
Bonuses: Militaristic, Seafaring
Flavor: Imperial
Allignment: Sith
Fav. Government: Facism
Shun. Government: Democracy
Architecture: Imperial Architecture

The Clone Wars
Confederacy
Leader: Count Dooki
Bonuses: Militaristic, Expansionist
Flavor: Imperial
Allignment: Sith
Fav. Government: Facism
Shun. Government: Republic
Architecture: Imperial Architecture

Galactic Republic
Leader: Chancellor Palpatine
Bonuses: Expansionist, Commercial
Flavor: Republic
Allignment: Jedi
Fav. Government: Republic
Shun. Government: Facism
Architecture: Republican Architecture

The Phantom Menace
Trade Federation
Leader: Nute Gunray
Bonuses: Industrious, Commercial
Flavor: Imperial
Allignment: Sith
Fav. Government: Martial-Law
Shun. Government: Monarchy
Architecture: Imperial Architecture

Royal Naboo
Leader: Queen Amidala
Bonuses: Industrious, Scientific
Flavor: Nubian
Allignment: Jedi
Fav. Government: Monarchy
Shun. Government: Martial-Law
Architecture: Nubian Architecture

The New Jedi Order
New Republic
Leader: Luke Skywalker
Bonuses: Militaristic, Expansionist
Flavor: Rebellion
Allignment: Jedi
Fav. Government: Republic
Shun. Government: Facism
Architecture: Republican Architecture

Imperial Remnant
Leader: Grand Admiral Thrawn
Bonuses: Militaristic, Scientific
Flavor: Imperial
Allignment: Sith
Fav. Government: Facism
Shun. Government: Republic
Architecture: Imperial Architecture

3. Things To-Do List

The following is a To-Do list:

  • Change 'Power Armor' to 'ATST' in TGCW
  • Add music to modpacks
  • Animated leaderheads for Count Dooku, Chancellor Palpatine, Nute Gunray, Queen Amidala and Mon Mothma
  • Several units for TGCW
  • Wonders for modpacks
  • Hoth Conquest for TGCW
  • Endor Conquest for TGCW

4. Other Threads

The following is a list of threads with other key information on this mod and it's sub-modpacks:

Star Wars: A New Mod Thread (Vol. I)
The Clone Wars Thread
The Galactic Civil War Thread

5. The Rest

The rest has yet to be produced. Any ideas or contributions you can make will be appreciated. Although there are only four or five of us who are technically on the team, any work and ideas from anyone is appreciated and asked for.
 
Is it a good idea to have 2 civs that are so similar?

Such as:

Trade Federation--Confederacy
Rebel Alliance--New Republic
Galactic Empire--Imperial Remnant


EDIT: Or are those civs just in their era's mod?
 
1) less units will be required to make

2) they are like that so that the scenarios are easier to make

3) in civ3, you can have american vs the aztecs...
 
Other races I'd like to see one day are the Wookies and the Gungans. They would be easy through help of Galactic Battlegrounds.
 
Shouldn't new governments be desinged, for each of the races or whatever. For example, when Senator Palpatine became Emperor, it was the Emperor's New Order. Rather than use fascism or whatever.
 
jobiwan7: Not a bad idea...It would allow us to extend the Naboo's unit capabilities too.

SheepMonster: Yes, but that would make it that Civilization's could only have one Gov. The current way allows the Rebels to have a Martial-Law type gov, or the Empire to be Democratic - the same way Civilization III allowed this kind of thing.
 
Tis Grand Admiral Thrawn, big blue guy. Very clever with tactics and stuff.

As for the leaderhead I would say he's a bit shiny, and as was said, a big too dark.

Oh, and I like the mods - can't wait till they're all completed!
Imperial Remnant
Leader: Grand Admiral Thrawn
Bonuses: Militaristic, Scientific
Flavor: Imperial
Allignment: Sith
Fav. Government: Facism
Shun. Government: Republic
Architecture: Imperial Architecture
 
It's going to be great, isnt it. all of the planned star wars mods are finally going to be completed, then Episode III will come out!!!
 
It's just that so much hard work is going to each of the different mods (or should i say, i hope that lotsa hard work is going into each of the mods...) , that when they're all done, and everyone is really pleased with themselves, another star wars film is coming out, which will mean lots more work! at least the work is interesting, i suppose....

i don't have conquests, and so i do not have a copy of the mod - can you tell me if there are any buildings in the mod, or have they just been left as they were? (barracks, granary, etc.)
 
This silence is making me feel kinda guilty...surely someone has something to say.....any new units or unit ideas or anything?
 
Im a first time poster, and I enjoyed your mods alot, my question is: is there any way to combine any of those scenarios. (ie having the rebels royal naboo the empire ect in one game).

So you could have more then one oponnent to play against.
 
That will be the final task really. That's what the original mod was all about, I just split it up into sub-mods so that work could be concentrated on different aspects each time. When the final mod is released, not only will you have more than six playable civilizations, you will have a scenario from Episode I to VI, based on the movies.
 
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