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Star Wars Mod

Rabbit_Alex said:
I just tried importing a different 3ds file but to no avail. Maybe the version of 3DSMax that created the file has something to do with it?

That can be a factor, for i had troublke installing a plugin that was for a different version for maya and it didnt work maybe this also applies for Scenes files.

oh here is a site with MILLIONS of free models check it out.
Turbo Squid free Models
 
Here we go, Tech Tree Version 1.0

The stuff in green are the units, which depends upon your model builders. I made some suggestions, but rhudamentary stuff only.

The stuff in purple are the civics, i have no interest in this, I live in a country that has a Prime Minister, a President, A King, a great Council of Chiefs and more. so Civic and i are not friends. Also all the political stuf in Star Wars 1 -3 bored me to sleep. Any young republicans are welcome to fill it out.

the few things in red need to be filled.

i am off to bounce around the Pacific islands for a few months so I wont be able to offer suggestions. CIVMANSAM & Rabbit Alex, I wish you all the best with bringing the mod to actualisation.

Try not. Do. Or do not. There is no try.
 

Attachments

Thanks alot Hussar, and have fun going around the Pacific. What country are you from?
 
I'll see what I can do for ya, on these models.

The 3ds that those are created in may be too old. I have used them, successfully, in Rhino and Bryce4. I have yet to try 5.

I can't check it tonight, but I will check on it for ya in the next day or two.

I'll let you know what I figure out.
 
hussar said:
Here we go, Tech Tree Version 1.0

The stuff in green are the units, which depends upon your model builders. I made some suggestions, but rhudamentary stuff only.

The stuff in purple are the civics, i have no interest in this, I live in a country that has a Prime Minister, a President, A King, a great Council of Chiefs and more. so Civic and i are not friends. Also all the political stuf in Star Wars 1 -3 bored me to sleep. Any young republicans are welcome to fill it out.

the few things in red need to be filled.

i am off to bounce around the Pacific islands for a few months so I wont be able to offer suggestions. CIVMANSAM & Rabbit Alex, I wish you all the best with bringing the mod to actualisation.

Try not. Do. Or do not. There is no try.

Thanks Hussar. Your contributions have been fantastic
 
I think that planets should consist of more than just 1x1 squares. They should allow for landing on the planets surface and some small scale battles for control. This way the plaents could have resources on more than one square. But then you would need workers....or not. This would allow you to actually appreciate land units by seeing them on the land. It would make me sad to never see my ATAT unless it's in a city or on a ship. Also this would change the game so that larger naval ships would not participate in battles on planets but smaller air units would. Also think about including the death star as an assembled feat requiring componenets and late techs with, of course, its planet destroying capabilities. How about hero units? One for each civ like the shogun scenerio for civ3. They would be unique and they could advance in skills and strentgh as the game progressed.
 
We are going to have Hero units which will be like Great People. The planets will be a few tiles on each side.
 
Or how about scenerios from the star wars history. Some of which take place on planets alone.

It would be cool to be able to link maps somehow. Land on Hoth and you are linked to a map of the planet which you might have to conquer like any other planet.
 
Rabbit_Alex said:
The planets will be a few tiles on each side.

Which makes sense. Remember that some planets are larger than others. Naboo would be like a 3x3 square while Corasuant would probably be more like 6x6.
 
Good ideas Gumby and Blaze. Is it possible to have multiple maps in 1 scenario, like a space map and a seperate ground map for each planet (Like SW: Empire at War).? Or to have a map script generate multiple maps?
 
The hero System is as follows:

Great Hero (A Great Person) Mostly minor hero's in this group like Wedge Antilles and Kit Fisto

Civ unique Hero: Each Civ has there own unique hero EX: Senate's Hero:Obi-Wan Kenobi

Relgion unique Hero's: There will be many hero's that you can get if you are a certain religion

(All of this subject to change)
 
Alright, sorry if this has already been said, but wheres the Yuuzhan Vong?! You got the Quarrens, and the Chiss.. but arguably the most powerful of all isnt here?
 
bdfett said:
Alright, sorry if this has already been said, but wheres the Yuuzhan Vong?! You got the Quarrens, and the Chiss.. but arguably the most powerful of all isnt here?

The Yuuzhan Vong are coming in the next update.
 
senwiz said:
I'll see what I can do for ya, on these models.

The 3ds that those are created in may be too old. I have used them, successfully, in Rhino and Bryce4. I have yet to try 5.

I can't check it tonight, but I will check on it for ya in the next day or two.

I'll let you know what I figure out.


Ok...I have a few programs that will play with the older files. Rhino will work them, and so will Bryce.

However, that brings up a question I was toying with last night.

Where are the unit files located, and what size are they? I have to answer that one before I can do anything with anything. LOL

If anyone has any info on that one, let me know.
 
Senwiz -

First you have to unpack the game's assets by using the unpacker utility that Firaxis released. You can get it here. Use the program to unpack the assets to a folder on your desktop. Search through the files for the .NIFs. They are th 3d meshes that you'll want to edit. :king:

Note to everyone interested in this mod - I'll be going home for spring break today :goodjob: so I won't be able to get very much done for the next two weeks. I'll check in on the progress of the mod every few days or so. Civmansam, good luck until I see you again!
 
Just a note for you guys... I've been doing alot of tinkering within the files with religions and such and managed to get a understanding of the general mechanics ... I'm betting that the SW : EAW is using very similiar skinning techs that Civ IV is, since both seem to be using xml and maybe some skinning processes. It may be possible to extract skins from one to place onto the other this way without much effort. (Darth Vader... :P)

As for linking map to map, You'd need to create a python assembly to do reference pointing to specific coordinates on the main map to transfer to a smaller map. So yes it can technically be done, but I'll lend you guys a hint for it.... Work complete at a specified city auto-locks that city, so say you have a entrypoint similiar to a city attack, then you can auto-lock, and transfer the units to a secondary map... Possibly.

On a sidenote, has anyone figured out how to code naval units to be able to attack coastal cities like in Civ 3?
 
Heyah guys, I just stumbled upon your thread, I had no idea there already is a Star Wars mod being made for Civ4. I can help out with ideas, however I don't have Civ4 yet so I'm not sure how everything works.

I haven't looked at the entire thread, but from what I've read so far you guys have some great ideas. Feel free to use some ideas from the Civ3 SW Mod.

Once I get enough money for a laptop, buy Civ4, and finish the Civ3 SW Mod (hopefully), which will all probably be several more months, I'll be able to contribute much more to this project. :)
 
hussar said:
Here we go, Tech Tree Version 1.0

The stuff in green are the units, which depends upon your model builders. I made some suggestions, but rhudamentary stuff only.

The stuff in purple are the civics, i have no interest in this, I live in a country that has a Prime Minister, a President, A King, a great Council of Chiefs and more. so Civic and i are not friends. Also all the political stuf in Star Wars 1 -3 bored me to sleep. Any young republicans are welcome to fill it out.

the few things in red need to be filled.

i am off to bounce around the Pacific islands for a few months so I wont be able to offer suggestions. CIVMANSAM & Rabbit Alex, I wish you all the best with bringing the mod to actualisation.

Try not. Do. Or do not. There is no try.

:lol: I just read the tech tree and I noticed that it said EU (European Union)
EU stands for Expanded Universe just to clarify
 
Sam, I made up a semi-list of some possible alterations and notes for the various xml setups so far that you posted on the main page... Most of it is just redundancy, but some clarification to reasoning for the alterations will be noted :)

Civics :
Government :
Rebellion *Reasoning behind this is due to the lack of any state control

Sector Control *Gang Control seemed too modern of a term... Sector control would be more apt for a name, as each gang has their own sector that they control and would try to take over another sector... Based from Gang Wars.

Republic Council *Based more off the Jedi Council's way of appointing decisions than anything else...

Imperial Rule *Altered from Empire tag as this makes sense in the overall scheme

Galactic Senate *Altered from Senate due to expansion of possible UN use only used when this tech related civic is learned.

** I'll take a look into the civic related bonuses for these and see what modifications can be used and post a edit on this when I figure out the possibilities.

Economy:
Huttese Economics *Better wording than Decent., this would be best explained as controlled lower credit gain than any other Economy Civic overall.

Smuggler's Alliance *Changed from BMS, as there is a SA and it makes alot more sense to use this term. It allowed smuggler trade routes.

Imperial Blockade *This can be used as the 'NO Foreign trade routes' civic from Vanilla Civ IV. It would also increase credits within the planetary sectors based upon their distance...

Free Market *Leaving as is

Republic Trade *Considered to be the best, as it can allow foreign trade, and increases credit flow in every planet linked without any restrictions. Also allows the creation of CorSec Buildings/people?

Force:
No such thing as luck *No Force alteration? :D
Force Sensitive *Replaces Sceptisism
Attuned Force Beliefs *Replaces Basic Force
The Binding Force *Replaces Enlightened Force
Force Flow *Free Force replacement

I'll be looking into alot of the xml to see if I can do tweaks here and there... ATM I've personally fixed the religion xmls that I made so they stop spawning Imperial Stormtroopers at game start! (Thank god, as the cpu had them and tore my city apart on Noble.... >:O )

Other than that most of the changes I just posted are mostly cosmetic in essence until more shape and structure is done. I'll also take a look at the tech tree and see if everything makes sense in the SW flow :P
 
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