Star Wars Mod

DonStamos said:
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:-)


We do have the Hutts as a civ, and thanks for all the suggestions
 
This mod looks awesome great job. Im not trying to rush you or anything, but do you have an estimation of when the next version is going to come out?
 
Samuelson said:
This mod looks awesome great job. Im not trying to rush you or anything, but do you have an estimation of when the next version is going to come out?

Right now I don't know but we may do a patch 0.62 soon. I'll estimate around... mid april
 
Civmansam said:
All fixed in next version.
Thanks for finding those.

I finished playing the SW mod to 2050 AD and eventualy found out that the religion tech tree is currently only enabled after discovering Fusion, a point many players will never reach since this is the end of vanilla Civ 4 tech tree. There needs to be a warning about the current location of the religion tech tree on the Star Wars mod download page.

The current religions in the mod have five flavors of the Force. I founded all five flavors (all the AI players were going for a spaceship victory and so skipped Fusion) and attempted to spread them. Unfortunately having five varieties is quite confusing and not a concept used in the films.

Suggestion - stick to only Light Side and Dark Side Force, and use "native religions" either mentioned in the films or in the books. I am not a SW expert, so I am not sure Lucas even created these. However to suppose an entire universe has only one religion split into two polarities is beyond belief.

Previous comments indicated you were thinking of basic divergence between the Dark Side and the Light Side Forces with occasional re-entry points. I think would be a good idea if the number of Force religons is kept to only two. Having the other three varieties makes it unclear how such a convergence and divergence would work. Indeed the whole concept of a Neutral Force is beyond me.

joelwest
 
joelwest said:
Suggestion - stick to only Light Side and Dark Side Force, and use "native religions" either mentioned in the films or in the books. I am not a SW expert, so I am not sure Lucas even created these. However to suppose an entire universe has only one religion split into two polarities is beyond belief.

The only way that Lucas did anything with religion was during the first 3 movies (Ep I, II, and II). After that he mentioned the "old relgion" during one scene in the Death Star, when the Admiral says to Vader that he has a "sad devition to that old religion."

Suggestion for a WW would be, of course, the Death Star and the Temple on Yavin 4.
 
How about the Corporate Sector as a civ? They were a semi-autonomous region within the Empire's borders during the Classic Era. Brian Daley wrote a few Han Solo books about them...

They were apparently a (rare) compromise by Palpatine to allow unregulated capitalism in a controlled environment - provide it made a steady flow of goods & services.

Good civ color: Brown. They had an enforcment Army and Navy called "Espos" who worn brown uniforms and black blast vests...

They were ruled by an oligarchy composed of the leaders of the top megacorporations...and status was completely dependent on wealth...just imagine Libertarianism take to its logical conclusion...

Hmm...looks like I will have to buy Civ IV now - and I was all set to replay Alpha Centauri...I WISH that and Colonization would come back!!
 
The only way that Lucas did anything with religion was during the first 3 movies (Ep I, II, and II). After that he mentioned the "old relgion" during one scene in the Death Star, when the Admiral says to Vader that he has a "sad devition to that old religion."
"That old religion" is belief in the Force. At that time no one really believes in the force because they live in more "modern" times; the only exceptions seem to be Vader and Jedis/Rebels.
 
Shqype said:
"That old religion" is belief in the Force. At that time no one really believes in the force because they live in more "modern" times; the only exceptions seem to be Vader and Jedis/Rebels.


True dat. :) But, I believe that is the only time it is mentioned in the Trilogy, which was my point. ;)
 
I just downloaded this and before i start i want to make this sugestion for your graphics guy:

you should have make the land look spaceish (like haveing the ground be black or somthing) and stars and planet (etc.) would replace land masses and when you settle a settler (which would be a ship or somthing) it would turn into a spacestation-like-thing. oh, and the resources should be gained through techs. Say, for example, grains would be given to random civs in the begining but not seen. When they discover bioenginering (or something like that {excuse the spelling}) grain is now usable and is a resource.

hope you consider and i hope your mod is great.
 
We have plans in place to do all that Civkid1991. Isn't your resources/technology suggestion exactly what the original game does? I mean you can't see horses until you discover horseback riding.
 
Nice Idea, but if you play Empire at War, the new star wars game, you have no more ''planet'' isues. It may be an RTS, and not turn base, but civ is, presently, to limited to make an efficient star wars mod. Plus, I didnt see any mention of unique units, like the vong slayer, or the katarn commandos, sith troopers, jedi knights, dark troopers, ARC troopers, Aggresor wing, the imperial 181'st tie squadron, etc... Plus, you lack much use of ground units. Thats why I judge Empire at war should be highly considerd, even though there are only two civs ( Trust me, its FANTASTIC!!!!!!!!! )
 
Unique units just haven't been implemented yet, but Civmansam has plans for them.
 
We are working on unique units, we simply found it more effective to work on the base game moderations before moving to things such as units. For the religions: I do know that specific races/planets did have their own religion. The only I currently remember is the Quarren, who believe in something like the Force, but seem to worship the plants rather than the Force itself.

NEW_Rome
 
I have an idea. Instead of allowing religions to be founded by the player, why not let every civ has its own religion that it starts out with? Then as it conquers territory it can spread it like normal. Another idea is that the civs start with no religions, but pick them up when they conquer native planets and pickup the native religion.

Jedi and Sith would not be religions if we went like this. They would be more political philosophies, like Confuscianism.
 
The reason alignments are religions is because there is very little religion in SW and that alignment is the whole point of STar WArs.

Another thing, I'm going to release 0.62 sometime soon. It will include:

2 Civs
Fixes to Religion and Civics
Civilopedia entries updated
New Tech Tree (I hope)
UNIQUE UNITS!

For the unique units each civ will hav 7. 2 land, 2 space, 3 heros
 
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