Star Wars Mod

I was playing around with GIMP today trying to come up with ideas for loading screens (the slideshow that plays when you make a map) but I couldn't come up with anything that good.

Got any suggestions?
 
I havn't read all the replies here so I have no clue if this is covered. I have the star wars mod. The latest one and I seem to be hanging when ever I get Dark Jedi. It says waiting on other cilvilizations or it says press return. Is there any way around this? :confused:

Thank you
 
I have played the Civ 4 Star Wars mod through 1795 AD at the noble level and want to point out three areas of you mod that need immediate fixes -

1) Make sure each Civ has a unique color. I played Princess Leia and one of the random other civs was Shimarra of the Vong. We both have a dark brown color for indicating our color on the playing map (and are next to each other!!!), and a dark brown color for indicating how we did on the F9 Civ graph.

This graph on the left of the F9 Civ graph does not consistently assign a color to a civ. The current build seems to prefer listing the name of civ in yellow even if the graph to the right shows the correct color as shown on the playing map.

2)

I realize the tech tree is not finished, but in its current state it is very confusing. My strategy in the game was to grab land early and the resulting increased maintenance costs slowed down my relative tech tree progress.

I am now finding other civs have the Rocketry civ and have apparently bypassed easier earlier techs such as optics and astronomy. They still use galleys for their naval units even though their land units are now SAM infantry.

The tech tree suggestion box lists these several advanced techs right from the start of turn one, so in the current build they have no prerequisites.

The F6 graph is unreadable because obsolete techs you plan to delete are still there at the start of the chart, and because one tech is stacked on top of the other making it impossible to have any sense of its prerequisite.

Vanilla Civ 4 does not always show all prerequisites, but there is a correct ascending heirarchy of relative tech tree costs. This correct ascending heirarchy of relative tech tree costs needs to be incorportated in your mod ASAP (as shown on the F6 screen), as well the elimination of no prerequisite advanced techs.

3)

No religions have been founded as of 1795 AD in the game I am playing. The original Civ 4 vanilla tech religous tech trees still have blurbs claiming they are going to found a religion, but this doesn't happen. So in the current version of the Star Wars mod there is no reason to acquire ANY of the religious techs except as a prerequisite to later non-religious techs.

I dunno how to suggest a quick fix for this since the F7 box has already been updated to list the new religions that never get founded.

Perhaps you could warn downloaders not to pursue religion in the current build?

joel west
 
Rabbit_Alex said:
I was playing around with GIMP today trying to come up with ideas for loading screens (the slideshow that plays when you make a map) but I couldn't come up with anything that good.

Got any suggestions?

Do you mean the screens when the game is loading and Nimoy starts talking? Maybe you could do what Kael did in FfH and have some stills of path upgrades or something SW related.

And if you don't mean those screens, then... :p
 
Rabbit_Alex said:
I was playing around with GIMP today trying to come up with ideas for loading screens (the slideshow that plays when you make a map) but I couldn't come up with anything that good.

Got any suggestions?

If you could put the Star Wars crawling opening menu thing where it says

STAR WARS


EPISODE 1
THE PHANTOM MENACE

THERE IS TROUBLE IN THE SENATE AS....

You know at the very beginning of every star wars movie?
 
joelwest said:
I have played the Civ 4 Star Wars mod through 1795 AD at the noble level and want to point out three areas of you mod that need immediate fixes -

1) Make sure each Civ has a unique color. I played Princess Leia and one of the random other civs was Shimarra of the Vong. We both have a dark brown color for indicating our color on the playing map (and are next to each other!!!), and a dark brown color for indicating how we did on the F9 Civ graph.

This graph on the left of the F9 Civ graph does not consistently assign a color to a civ. The current build seems to prefer listing the name of civ in yellow even if the graph to the right shows the correct color as shown on the playing map.

2)

I realize the tech tree is not finished, but in its current state it is very confusing. My strategy in the game was to grab land early and the resulting increased maintenance costs slowed down my relative tech tree progress.

I am now finding other civs have the Rocketry civ and have apparently bypassed easier earlier techs such as optics and astronomy. They still use galleys for their naval units even though their land units are now SAM infantry.

The tech tree suggestion box lists these several advanced techs right from the start of turn one, so in the current build they have no prerequisites.

The F6 graph is unreadable because obsolete techs you plan to delete are still there at the start of the chart, and because one tech is stacked on top of the other making it impossible to have any sense of its prerequisite.

Vanilla Civ 4 does not always show all prerequisites, but there is a correct ascending heirarchy of relative tech tree costs. This correct ascending heirarchy of relative tech tree costs needs to be incorportated in your mod ASAP (as shown on the F6 screen), as well the elimination of no prerequisite advanced techs.

3)

No religions have been founded as of 1795 AD in the game I am playing. The original Civ 4 vanilla tech religous tech trees still have blurbs claiming they are going to found a religion, but this doesn't happen. So in the current version of the Star Wars mod there is no reason to acquire ANY of the religious techs except as a prerequisite to later non-religious techs.

I dunno how to suggest a quick fix for this since the F7 box has already been updated to list the new religions that never get founded.

Perhaps you could warn downloaders not to pursue religion in the current build?

joel west


All fixed in next version.
Thanks for finding those.
 
torres24 said:
I havn't read all the replies here so I have no clue if this is covered. I have the star wars mod. The latest one and I seem to be hanging when ever I get Dark Jedi. It says waiting on other cilvilizations or it says press return. Is there any way around this? :confused:

Thank you


Hmmm.
I'll try to see what is wrong.
 
byyou8 said:
It's a pretty good mod so far. (I tried it at 0.6.)
The issues I had are...
-Flags are not displaying correctly.
-Tech tree jacked to crap (, but I see a lot of potential in there).
-Too few city names. (UNKNOWN is not a good name for a city. :) )
-Yoda does not read the tech quotes.
-Incorrect missionary created when I discover a religion.
-Where's my freakin' Jedi?!
-Too many things still have the old name.

There are probably more things, but I don't want you to think I'm just complaining. I'm impressed and appreciative of what you are doing. I look for to Version 1.0.

I like your ideas (especially yoda reading tech quotes)
Units including Jedi, Missionaries are coming in next version.
The Tech tree will be cleaned up as well
 
woodelf said:
Do you mean the screens when the game is loading and Nimoy starts talking? Maybe you could do what Kael did in FfH and have some stills of path upgrades or something SW related.

And if you don't mean those screens, then... :p

Yes that is what I meant. I'll try to make something tonight I guess.
 
Can you post the units list today Civmansam? I'd like to make buttons and civilopedia entries for them.
 
Rabbit_Alex said:
Can you post the units list today Civmansam? I'd like to make buttons and civilopedia entries for them.

I replaced all the vanilla units with star Wars ones so here they are:

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

The upgrades work like Vanilla upgrades
EX: In the Vanilla game a warrior upgrades to a Axeman, so in the mod, the unit that replaces the warrior (Infantry) upgrades to the unit that replaces Axeman (SAM Infantry)
 
Looks great Civmansam! :goodjob: I'll start churning out buttons tonight.

Couple of suggestions:

How are Shuttlecraft and Space Shuttle any different?
How are Great Musician and Great Dancer any different?
What is a Bombing Speeder (replaces Stealth Bomber)?
What is a Siege Droid (replaces War Elephant)?
How are Jedi/Sith units going to work?
Can we change Spy into Bounty Hunter, or are they going to be implemented using the Mercenaries Mod?
 
Nitpicky me, and if this has been mentioned before, excuse me.

The proper spelling is "Neutral", not "Nuetral".

Sorry, not trying to be a spelling nazi, just trying to help make the mod look good when it is done. :D
 
thank you very much..i do like the mod. seems like a lot of good effort put into it. Keep up the good work!
I first got Civ4 a little bit after it came out and just restarted playing it since people are making good mods for it :)
 
I can't wait for this to be 100%...You've done a beautiful Job! It ROCKS!





Percentages Done:
Civilizations: 100%
Leaders: 100%
Religions: 80%
Techs: 100%
Civics: 90%
Units: 10%
Buildings: 0%
Recorces/Improvements: 0%
Maps: 25%
Scenarios: 0%
Other Stuff: 20%
Total Done:60% about

Version 0.1 (New Trilogy Version)

-Added The Galactic Senate as a playable Civ
-Added The Confederate Separatists as a playable Civ

Version 0.15 (Bug fix)

-Changed Flags and buttons
-Changed favorite civic of Palpatine to Despotism

Version 0.2 (Indengious People Version)

-Added Wookies as a civ
-Fixed some civilopedia stuff

Version 0.3 (Original Trilogy Version)

-Added The Galactic Empire as a Civ
-Added The Rebel Alliance as a Civ
-Added Empire as a civic
-Adde New title Screen

Version 0.4 (Kotor Version)

-Added The Old Republic as a civ
-Added The Old Sith Empire as a civ
-Added Religions Light Side, Light-Nuetral, Nuetral, Dark-Nuetral, Dark
-Removed Vanilla Religions
(Note that I temporarely put the dark side as a prerequisite for some relgious missionaries. That does not mean I think that religon is evil. It is for placeholding purposes only.

Version 0.45

-Added Quarren as a civ
-Added Chiss as a civ
-Added Mandalorians as a civ
-Finished Civs for now

Version 0.475

-Fixed bugs
-Deleted vanilla civs

Version 0.5

-Finished Civics
-Finished Religion
-Finished Civs
-Half Done whooooooooooooo

Version 0.54

-Added tons new art
-Added New Sounds
-Added new techs
-Fixed most bugs should run smoothly

Version 0.6

-Added New Techs(73)
-Added 6 new civs
-Added Other stuff
-(Still need to delete other techs)

Thanks to:

Team Member: Rabbit_Alex for working on the mod
Hussar for giving great ideas
Loki for giving great ideas
All the other people who posted and gave great ideas
Kael for the Wookie Skin
Haarbal for the mirrors
Killamike for models and just tons of help
TheLopez for mercanaries mod that I integrated into the mod

Here is the Link for Zip
Star Wars Mod (Rapidshare.com)
Star Wars Mod (Badongo.com)
Star Wars Mod (3ddownloads.com)[/QUOTE]
 
Thanks for the Feedback Panzer

On another note, Shqype has joined the team!:dance:
He is going to totally redesign the tech tree and help out with the python and xml. We're probably going to use Hussar's as the tech tree now. Things will go much faster with two programmers.
Here is the new tech tree:
 

Attachments

I dunno if this has been brought up yet, but I think there should be a few different flavors (at least two) for technology, since the Yuuzhan Vong use biological agents, whereas every other civ would use mechanical. So perhaps they could have a different "branch" where their technology would be researched or something like that.

The units, those are gonna be fun. At least the Rebel and New Republic units will be basically the same. After that, the Old Republic's units could theoretically be used for many of the older Civs, the CIS would need droid flavor, the Vong have all their own, etc but it's doable given CivIV's flexibility.

I also propose adding two more Civs: the Hutts and the Ssi-Ruuvi (if they haven't been added already; for reference the Ssi-Ruuvi were in the Truce at Bakura and Force Heretic II: Refugee).

As for the Thrawn clone, that is only a brief appearance in the two Hand of Thrawn books, the majority of the Thrawn segments is done by a con artist who mimics the deceased Grand Admiral.

I'd be glad to help with the tech tree if needed, perhaps PM me what you have so I could help:-)
 
The Hutts are already in. The Ssi-Ruuvi would make a good addition.

Civmansam - I suggest adding the Hapes Consortium, which was a star cluster made up of 63 rich, advanced planets colonized by humans. They appeared in "The Courtship of Princess Leia" and a few other New-Republic era books.
 
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