Star Wars Mod

hey guys, first off, i want to say this is a very promising mod. i really like the way it is going and would love to contribute ideas (thats what i do best for civ 4) to help improve or speed this up.

my first suggestion is to maybe for the beginning of the tech tree, make it start along the lines of the Infinite empire, and continue from there chronologically, in some sense. so the infinite empire civ should start out with lots of techs, (or at least one special one) and stuff like the star forge which can produce colonists/fighters/whatever at a really high rate to show their rapid expansion early on, but with weak enough units to allow them to fall after their VERY early golden age. and like i said, go from there, through KOTOR stuff, and then the sith empires, then the old republic, then clone wars, civil war, etc. through the Vong invasion. i mean you can obviously do this through techs rather than like timer related techs, but you know, chronology may make the early times more fun.

as far as unique units, i woudl say try to have 2 per civ if you can, to try and give a wide range. like rebels, give them the air/snowspeeder that has a bonus vs. mechs and maybe has a promotion called "harpoon and tow cable" that can be used next to an ATAT to take it down... and the other one could be bothan spy or something like that.

for imperials, i'd say super star destroyer/regular one of them and the dark/storm trooper, either one.
etc, you get the idea. just give them units that can be used seperately OR apart to give an interesting but balanced fighting force that is unique from other civ's options.

now this is an idea i have that is really advanced and maybe impossible, but definately down the road... why cant we have many planets that are in space? cant we SDK this so that the planets are sort of 3-D planets, like the vanilla game, that have their own stuff, but they are connected via space tiles to other planets? and if so, then thelopez's immigration mod would work perfectly... allowing most worlds to be settled without the player's effort, to allow more infrastructure building and military building to really mimick/model the star wars universe.
 
I put in Kael's AT-AT fix and replaced the current artdefines, but my AT-AT shows up as a red blob that is useless.

Any estimate on the next release time?
 
I have a WHOLE NEW respect for modders. I got some modding tools and tried them out. At 32, growing up writting programs on a TRS-80 that get saved on a cassette tape, let's just say I had NO CLUE what to do. LOL I bow to your greatness in creating items from scratch. I will look into tring so retextures though. After looking at that aspect, it seems spmething more my speed. Like I said I am new to this, so if I don't com up with anything, don't kill me. I think I have an idea what I will try first. If anyone can get me the basic colosseum file, I will try to create a Sarlac Pit out of it.
 
Drtad said:
I put in Kael's AT-AT fix and replaced the current artdefines, but my AT-AT shows up as a red blob that is useless.

Any estimate on the next release time?

Where did you put the file?
 
justin_in_bango said:
I have a WHOLE NEW respect for modders. I got some modding tools and tried them out. At 32, growing up writting programs on a TRS-80 that get saved on a cassette tape, let's just say I had NO CLUE what to do. LOL I bow to your greatness in creating items from scratch. I will look into tring so retextures though. After looking at that aspect, it seems spmething more my speed. Like I said I am new to this, so if I don't com up with anything, don't kill me. I think I have an idea what I will try first. If anyone can get me the basic colosseum file, I will try to create a Sarlac Pit out of it.

Don't forget the beauty of redefining things in XML as well. New buildings, units, ect can be "created" by altering names, stats, or any data without touching the graphics.

I hope you found unpacking the art files easy enough to do.
 
I put the file in the Star wars mod assets-XML-units-artdefines area, it replaced the current one. I was looking forward to blasting people with my ATAT too.
 
woodelf said:
Don't forget the beauty of redefining things in XML as well. New buildings, units, ect can be "created" by altering names, stats, or any data without touching the graphics.

I hope you found unpacking the art files easy enough to do.
Ok I have to leave it to the pros. This stuff is hard as hell.
 
justin_in_bango said:
Ok I have to leave it to the pros. This stuff is hard as hell.

:)

Playtesting is just as important as modding. Go marathon again Justin!
 
this struck me the other day, but i haven't had a chance to get online.

barbarians could be sand people.

take the pillage option away from the hugely overpowerful barbarians and give them a unit designed to pillage. you could have it be their "spy" or "worker" with a power of 1 and its job is not to improve their land but to pillage yours. i think the name of them would have be.........JAWAS!!!!

that is the best idea i've had in a long time. admit it, it is good.
 
been waiting for the new version to come out thanks!

I am interested in playing the earlier stuff so could you flesh that out the last version had this crazy tech tree that was all over the place.
 
papabear34 said:
this struck me the other day, but i haven't had a chance to get online.

barbarians could be sand people.

take the pillage option away from the hugely overpowerful barbarians and give them a unit designed to pillage. you could have it be their "spy" or "worker" with a power of 1 and its job is not to improve their land but to pillage yours. i think the name of them would have be.........JAWAS!!!!

that is the best idea i've had in a long time. admit it, it is good.

This sounds like a good idea and it's not tat hard to make a new unit.I think:undecide:
 
Barbarian's will eventually become the many races you see but don't make a civilization, AKA the Tusken Raiders, Jawas, etc etc
 
Asteroid fields anyone? You could build outposts on them and get special resources for putting one on an asteroid.
 
Emp. Killyouall said:
Asteroid fields anyone? You could build outposts on them and get special resources for putting one on an asteroid.

That's kind of what I'm hoping they do with the moons. It'll be interesting to see how that shakes out.
 
I tryed to load up the latest verson, but the text did not go to the loading xcreen like it should. How do I change this. Also, I seem to have written off several forms of files off my disk, and they refuse to go back onto the desks via writting. Is there another way I can get my information back on the disks, comrades?
 
Civmansam said:
Hmm Woodelf is very very close to what I'm planning (Thinks up Next Scheme)

Let me know what you're thinking as I have half finished ideas myself. :D

I'm thinking either 4-5 different types of resource moons or simply that moons can be harvested for different resources. Also the asteroids need to be utilized somehow.
 
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