Star Wars Mod

I don't know where you guys are headed with resources, but back before the SMAC mod I was planning on doing my own space mod and had some wild skins for cows, pigs, sheep, ect. Let me know if you want them so the animals don't look so normal. ;)

And don't be shy about borrowing art from SotM. We had some nice resources done.
 
Holy crap that Heavy Starfighter is a bit strong! :)

Pow 12 and simply ass-kicking. Has it been coded to not capture cities? He wiped out my defense and a worker, but didn't take the city. :confused:

The special effects for his attack are incredible. I saw them plenty as one rampaged through my lands. ;)
 
woodelf said:
Holy crap that Heavy Starfighter is a bit strong! :)

Pow 12 and simply ass-kicking. Has it been coded to not capture cities? He wiped out my defense and a worker, but didn't take the city. :confused:

The special effects for his attack are incredible. I saw them plenty as one rampaged through my lands. ;)
Those were the last minute modifications I made .. I feel that spacecraft (starfighters or anything of that sort) should NOT be allowed to capture cities. To me, it is very silly for them to be able to do so.

Woodelf, my work for you is involving another tech tree ... since you like the SW one, maybe you'll like the one that I'm creating :)

Everyone should post ideas for resources. Some of them are easy as renaming existing resources (Copper for example).
 
I agree with the spacefighter thinking, but not the strength. 12 is simply untouchable that early. Maybe allow them to pick off units in the open, but I'm not sure about attacking cities either. Hard to think straight since I got smoked. :D
 
Well, I thought I should mention again that credit goes to Kael for not only giving quickfixes for some of the bugs but also for intially finding the problem to our CTDs and coming up with a solution. Thanks a lot Kael!

Woodelf, I think you're a little biased against the spacefighters ;)
 
Multiplayer Issue:

Whenever you create a unit (ie. Settler, Sargent, Great Scientist...) the game is fine as long as you don't move the unit out of the city or do an upgrade. IF you upgrade the unit after creation or move it out of the city you lose OS values with whoever your playing with.



Just thought we'd start posting bugs for you all to fix :D

other then having to re-connect everytime we create a unit, game is looking cool.
 
Can someone help I'm not sure if it's the mod or stupidity on my part but it's not playing from initializaton or showing up on the load a mod screen. I had the same problem with Sevomod but FFH works fine.
 
Godofwar said:
Can someone help I'm not sure if it's the mod or stupidity on my part but it's not playing from initializaton or showing up on the load a mod screen. I had the same problem with Sevomod but FFH works fine.
To what directory did you unzip the folder? If you just double-clicked and unzipped that means it is on your desktop (or other default download location). The folder must be placed in the MODS folder.
 
I just noticed that Grievous's name is spelled wrong in the screenshot up above.
It's "G-R-I-E-V-O-U-S" not "G-R-E-I-V-I-O-U-S".

Great job guys!
 
Godofwar said:
Can someone help I'm not sure if it's the mod or stupidity on my part but it's not playing from initializaton or showing up on the load a mod screen. I had the same problem with Sevomod but FFH works fine.
Being a player of both Star Wars and FfH I can tell you the reason. FfH is self extracting and places the mod in the folder. With this mod, you need to place it in the "Mods" folder in the Game file yourself. I highly suggest putting the Shortcut the game provides on your desktop if you have a few mods to make the process easier.
 
Rabbit_Alex said:
I just noticed that Grievous's name is spelled wrong in the screenshot up above.
It's "G-R-I-E-V-O-U-S" not "G-R-E-I-V-I-O-U-S".

Great job guys!

That's my own typo. Right before I took the screenie I decided to get rid of my "Administrator" that is normally my name. That's not a SW mod typo, but my own. :blush:
 
My thoughts:

The tech tree is a lot better. The development is nice. I LOVE the terrain changes especially the "Space" instead of "Ocean."

The only thing I didn't like was that there was no way to harvest the "Space Fush." Is that a future possible Fix? My Polar cities wouldn't really develop without those resourses. Maybe instaed of "Lighthouse," you could do "Orbital Space Station" and "Harbor" could be a "Space Dock."

Other than that everything else is coming along great. I even noticed th egame seemed to run smoother than the regular game. Don't know what you did there, but you should pass it onto 2KGames. LOL
 
Just played for a few turns and noticed something that I think needs some attention.

1. Police state says that it gives -5 uhappiness for every military unit in a city, but the actual effect seems to be +5 unhappiness.

2. Barbarians are way too powerful, one appeared and none of my units could take it on. Only thing that was in my favour was that it only pillaged my improvements and attacked units in the open instead of laying waste to my cities. Better tone them done just a tad.
 
I think I'll either try "no barbs" or remove that Heavy Starfighter from the barbs so I can playtest this a bit further. I really got spanked!
 
So I went ahead and downloaded. Quite impressive. It looks like you have the basic framework to make a really great mod. It ran very smoothly. I played through the first era, twice, and took notes for you. Please don't think I'm being harsh on your mod, I'm being critical, and there's a difference.

Intro screen - Awesome! Good job, love the music.

Music as a whole....Awesome.

Civics - I played through first era twice, and had access to all civics? Also civics need renaming to something more StarWars themed, and maybe more unique/different in nature. (Alien civs = Alien civics)

Map - I had to restart my game when I realized I was on Pangaea. This mod must be on islands, so it appears, to get the space feel. I would imagine you need custom maps, or a new map generator. Planets should be round blips of varying sizes, and have moons. Each map should have a few stars on it as well. Black holes would be nice too. Get to close and it sucks you in, and also moves randomly very slowly.

Space - Because the random map generator thought coast/ocean was water...I ended up with space lakes? They acted just like lakes, but were black holes in my land. Generator must be trained to not allow this, or use custom made maps.

Techs - Hmmm. I am not a big fan of what you've got. It feels cramped, and empty all at the same time. You start with alot, but on the other hand nothing. My recommendation is this...Start with what the Earth would have in say...500-1000 years, and then expand it into the StarWars Universe. The Dune series seems like a good model of a pre StarWars Universe, but w/o aliens of course. I could put together something if you would like. The main point is that you should have everything available that you would at the end of CivIV, and a little more, to start... It feels very wierd to have primitive scouts and settlers, axemen, swordsman...etc..running around. This is a very modern time from our perspective. Again, something like Dune, would be a decent start. Nukes, no warpdrive, specialized cults/Religions that will grow into Jedi, different space resources, infantry, armor, air, anti air, anti ranged unit troops, shields, basic space units, Contact w/ other races, ability to go get resources from planets/asteroids.

Barbarians - Ok. Way too much here. I had 12's and 40's kicking around my Str 6 sergeants at will. Not cool. I also saw Bears? I felt like it was Endor all over again...I really hated when they beat Storm Troopers, still miffs me. All barabarians should be indigenous hostile alien creatures, insert StarWars beasts, and barbarian raiders. A ship that drops off raider type barbarians, and their ships should be comparable to your own.

Graphics - Obviously you need new graphics for all units pretty much.

Resources - I would say you need all new resources. If we are talking about super modern civs in the act of space imperialism...all new resources are needed. Things like coal, aluminum, steel...etc...must be assumed. Example, I couldn't build railroads bc I didn't have the pre req? I have space ships though. You could keep uranium, but I would replace all other resources to correspond with a new tech tree. It will be a challenge to come up with these, and the tech tree....but there are lots of resources out there.

If nothing else...you must do away with current sea resources. Nothing stranger than seeing space whales? (fish, crabs, etc..)

*Bug - Units off screen have pink blips.

My basic take is this. The mod ran smooth, and had a good opening presentation. I loved the space background, and the skeleton that you have built is awesome. The flesh...civics, map, techs, resources,units, graphics...all still feels very unadorned/unchanged.

Awesome stuff guys! Keep it coming.
 
My suggestion is to turn the "Space Fish and Whales" into a "Terraformed Moon." It could be used for the same thing as Fish and whale. Turn Fishing boat into "Terraforming Ships. The resourses could be tradeable as well.

Also... Cows should be Nerfs. How else can we have someone be a Scruffy Looking Nerf Herder? LOL Just a thought though.

Another thing I found that I liked was a "Short Cut" Button that came with FfH 2. I made one for this and I'll atach it for you. Call it my contribution. Anyone that sees this can DL it and put it on your desktop. Saves the process of entering Civ4 to load the mod.

View attachment Shortcut to Star Wars (Icon Included).zip

Please Note: The above file is The Dasktop Icon and has not been approved by the Modders of this pareticular Mod ...... Yet.
 
To continue my obsession with the Heavy Starfighter..;)..after some checking I see that it has no prereq tech? :eek: No wonder they come out of the woodwork so fast as barbs! Any idea what tech this should have?
 
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