Proposal for Star Wars Mod

I love the idea of a great Star Wars mod, I did some of the ship models for the Star Trek mod in Civ4 so I'll look at whats involved for Civ5 modding
 
I love the idea of a great Star Wars mod, I did some of the ship models for the Star Trek mod in Civ4 so I'll look at whats involved for Civ5 modding

That would be great. We'll have a preliminary unit list for you asap :goodjob:

edit: btw, know anyone who can do terrain art?
 
There's loads of PD star wars models out there Most seem to be in a lot of detail though - would affect game performance too much. Is it somehow possible to scale down the number of vertices?
 
Yeah after posting my previous message, I went searching and collecting a wide variety to see what was already done. There are loads done in Google SketchUp that have a lot less vertices than normal models. I think they will work for Civ5 purposes. I made a pretty extensive capital ship list to start, drawing on what was used from games like SW:Rebellion.

The only problem I see so far is there hasn't been much luck getting new models into Civ5 yet. Changing textures on current models yes, but that won't help.

I'm sure someone will figure it out in the coming weeks. In the meantime, I'll start playing around with models to get them "ready" to import.
 
If you are looking for an interesting gameplay difference between the empire and the rebels it relates to how their fighter squadron structure is set up. While someone already suggested that you treat all fighters as planes that must base at the end of turns, I don't think that is quite right. It certainly fits the Imperial naval doctrine, but one of the major advantages the rebellion had over the empire were its fighters.

I think that TIE fighters should be treated like planes, but X-wings, Y-wings, etc... should be able to act like any other capital ship with proper bonuses and penalties in combat. Early in the rebellion most of the attacks were made up of small, long-range raiding parties of mainly fighters and I think treating them in this way adds real flavor to the different ways the two factions will play. Plus in the early rebellion there were not sufficient capital ships to launch a traditional "carrier based" fighter attack.

You can still give rebel fighters the ability to stack on the appropriate capital ships (once they are available) for protection and longer range travel with a fleet. One of their major drawbacks, with regard to movement, should be that they have a shorter "hyperspace jump" range than capital ships, so it will take them many more turns to get anywhere on their own.

I really love the Star Wars universe and look forward to seeing a Civ full conversion, good luck with this, I am definitely rooting for this one!!:goodjob:
 
If you are looking for an interesting gameplay difference between the empire and the rebels it relates to how their fighter squadron structure is set up. While someone already suggested that you treat all fighters as planes that must base at the end of turns, I don't think that is quite right. It certainly fits the Imperial naval doctrine, but one of the major advantages the rebellion had over the empire were its fighters.

I think that TIE fighters should be treated like planes, but X-wings, Y-wings, etc... should be able to act like any other capital ship with proper bonuses and penalties in combat. Early in the rebellion most of the attacks were made up of small, long-range raiding parties of mainly fighters and I think treating them in this way adds real flavor to the different ways the two factions will play. Plus in the early rebellion there were not sufficient capital ships to launch a traditional "carrier based" fighter attack.

At the moment we're thinking it can be represented by giving Tie Fighters etc a range of 1 or 2, but giving rebel fighters a much longer range. Rebel fighters will also have a combat advantage.

You can still give rebel fighters the ability to stack on the appropriate capital ships (once they are available) for protection and longer range travel with a fleet. One of their major drawbacks, with regard to movement, should be that they have a shorter "hyperspace jump" range than capital ships, so it will take them many more turns to get anywhere on their own.

Not sure how we'd achieve this, but this problem is pretty much resolved with the solution above.

I really love the Star Wars universe and look forward to seeing a Civ full conversion, good luck with this, I am definitely rooting for this one!!:goodjob:

Thanks! We'll do our best :)
 
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