Star Wars Mod

yeah but all the mods on this forum are just way too stupid. im sick of seeing a star wars/star trek/ww2/modern era scenario, that everyone would want to play, and inside they boast about the 23746095 units and how every tech you research makes a previous one obsolete, and how there are just a stupid amount of units that have its own cudly texture and model, but has the same trait as another unit, same stats and so. and the scenarios allways seem too small or 'trying to encompase the entire globe' which now with Civ4 cannot be done (whilst keeping good gameplay). another anoying mod relation is how many techs "oh our new mod has 80238875 techs spread over 72843 eras which will bore the hell out of you so you wont get past the first 10 turns.

this problem people have with buildings and 'magical wonders from 23789 century CE in our fictional star wars story line' is just off putting. let there be one wonder, and maybe 2 national wonders, all of them help to improve your military (its starwars, so of course your gonna be making alot of units) national wonders to increase the free unit count and to reduce city distance cost (its space, planets will be quite a distance) the world wonder would be something simple like a big boost to hammer output what with this being space (sea) oreinted, spaceships (like there naval counterpart) cost alot, so a big boost helps.

one more thing before i close this rant, the "WE HAVE THE FASTEST LOADING MOD, NOW JUST 20MINUTES TO LOAD AT START!!" << thats BS. i dont even hit Back when i read that stuff, i just close I Explorer.

----rant over----

as a helpful, non-neocriticising comment, have a look at some of the existing Star wars strategies that have all planets about the map, my best example is the 'Star Wars BattleFront II' conquest maps, (which for C3C i copied and stole some models to make my own sw mod) have the 20 or so planets with just the two sides, republic or confederacy each controling half the 'planets' on the map world.
 
ZB2,

While I agree with alot of what you posted, I think a Star Wars Mod has great potential. The problem I see is that it is such a changed to Civ4 that it really needs a whole game development team with ~1 year of time....1,000's of man hours to give it the depth that Civ4 demands.

The current SW Mod plays good but the depth is not there because of time, the guys working on this have plenty of intent/vision/ambition/talent.
 
TAfirehawk has the right answer, although the mod is not great, I don't think we are really spending the amount of time to get an amazing mod out. It's not easy to do a great mod, and the less time you have to make it, the harder it is. I know that I myself don't spend much time on the mod, due to the fact that I cannot. So although I appreciate your criticism, I think what TAfirehawk said is right on the money.

And no, it is not for warlords
 
cant have a si-fi mod without things called 'death rays' and 'n00b cannons'
 
Pharel said:
This mod looks awesome. Only thing I don't really like are some of the unit names... Death ray for example sounds kinda stupid. But other than that, yeah looks great:)

It's kind of normal to have placeholder names, graphics, ect until the final version. Feel free to offer up better names, pedia stuff, or anything descriptive.
 
in that case the number of free units you get from a civic should determine how many jedis you can build. i can imagine AI building millions becuase its the power unit. like the alexander the great civic, each one decreasing city cost, SW could have civics that increase jedi limits as u progresse through techs.

any word on the scenarios? like how will they be done; 5x5 tiles is one planet with some cities on it, or each tile is its own planet connected to the center which would be the core planet.
 
f'in a--..... so like... wheres the special forum man?
 
In civ 3 we floated the idea of using an arapelogo map with the sea as space, and islands as planets. Is it possible to use a similar principle in CIV 4, and make a python or xml script to make islands 'round' (using a terrain set)?
 
hey, i just started to try out the mod, seems cool so far although i've just started

how come i get the "all flags are white" thing? with vanilla or other mods i don't have any problems with the flags
 
vicentiko said:
how come i get the "all flags are white" thing? with vanilla or other mods i don't have any problems with the flags

It is your video card...it can't display the ALPHA channel.

There is some discussion in Ket's Composite XL Mod thread (page 13) on fixing it.
 
Hi guys, just got back from the store....had to buy a 50 pound sack of Purina wookie chow...:lol: Did I miss anything? Any idea about when a new version may come out? Thanks. :goodjob:
 
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