Star Wars Mod

The last version released 1 week ago!? Seriously how fast do you think I can go? I'm not going to try to do get the mod out quicker just because one guy wants me to. Right now I'm content playing the current version. So sorry, not for a while.
 
My post gets put to the bottom of a page and that ungrateful post goes to the top. Lovely. :(

Did you see my post Civmansam? These moons could be awesome.
 
Yes, I put them in but I have two problems

1. It only shows half a moon.

2. The moon is too small and when I enlarge it it does nothing.
 
this is a completely new game since the tech tree is now fixed rather than appended to the end after fusion

however there seems to be some balance issues in this new version

I got hit by mobile level 12 units early in the game. :eek: :eek: :eek:

they went for my defenceless cities rather than staying in uncivilized areas (where I can at least tolerate them by not venturing too far from home).

if I happened not to start next to the correct resources there is no way I could have built an equivalent unit to defend myself :confused: :confused: :confused:

I would have had to back up many turns to build those defensive units since I had no hint such a powerful unit was coming

unlike the work in progress version 0.60 which I played through to the end, I now expected too many nasty surprises from raging barbarians with too much advanced technology and did NOT play through this version :sad: :sad: :sad:

make sure the mod leaves a way to turn off raging barbarians and aggressive AI:hammer2:

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UPDATE: the issue is not how strong the barbarians are, but the fact as bezerkers they went directly to attack my defenceless cities.
 
Yeah, the barbs are too strong and it really isn't balanced now. I'm working to fix that. Maybe I'll release a small patch that balances and tones down the barbs a bit
 
Several pages back I listed what did to tone them down. I switched the Heavy Starfighter tech and dropped another's pow down considerably.
 
In the CIV4CivilizationInfos.xml file you need to set which units you DON'T want Barbarians to have.
 
That's an excellent point Shqype!

woodelf said:
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.

I have some ideas for resources if they haven't been discussed already.
  1. Tibanna Gas
  2. Duralloy or Durasteel
  3. Carbonite (not sure if this was a resource)
  4. Bacta or Kolto
  5. Cortosis
  6. Yuuzhan Vong coral
  7. Lightsaber Crystals
 
Great, if you have suggestions for which vanilla resources they replace, that's even better :)

Oh, and what they can be used for ;)
 
I think it depends on how good these moons look in space. Therefore you can easily sub out crabs, fish, clams, and whales. I think Rabbit is trying to make his Earth/moon model work as a resource.
 
Just got a wild idea for the fish and whales.... Bespin. The cloud city. They were a mining colony. To see the resources they produced go here. The list a few like gems, metals and gasses.
 
I think Civmansam and Shqype need to decide how they want to proceed with maps. I'm a firm advocate of map scripts so this mod to me screams for one. If you had 3-6 (or any number) of continents and made them all mostly round you could then drop in these moon resources around the coast quite nicely. Also some other features (nebulae, asteroid fields, black holes, ect) could be dropped into deep space. Very lovely vision. :D
 
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