Star Wars: Return of the Mod

Thank You! I'll Pm them to you.
 
Yeah I do, Ill Pm that too...
 
I need a little advice and help on my Clone Wars Scenerio. I am wanting to place improvements in certain cities/planets that can only be built if a certain resource is located within the city radius. I am wanting this improvement to produce something like the "treasure unit" in the Age of Discovery Scenerio in Civ Conquest. I was wondering how to go about doing that exactly. Here's what I want to do.
1.) I want the treasure unit to represent the unique export of that planet (i.e. Bota is found only on Drongar)
2.) I want the treasure unit to be representative of the import/export aspect of the Star Wars Galaxy and be worth money but not cultural points
3.) I want opposing factions to be able to prey on the shipping of other factions and steal these "cargos"
4.) Just think of the Age of Discovery Scenerio and I want something similiar to that but I don't want the players winning off trade

The reason why I am adding this concept to the game is because the Confederacy had a huge monetary advantage over the Republic due to the Commerce Guilds and their trading fleets siding with the Confederacy. This will also make planets with certian resources all the more lucrative to control. The Hutts will be able to corrupt the Galaxy by sending out privateers without declaring war and still making a profit. And this will incorporate a new style of Game play (sending out frigates to take out enemy shiping). I just need some advice on how to go about doing this.
 
Oh, crap! You've thought this through much more than I have! Ha. Well, I'm glad you're adding this, it's immensely creative! I've never played the Age of Discovery, but from what you've said that sounds like a great idea. Put resources in a planet, build a "resource collector" improvement or something, and produce a treasure unit form that. I could make a unit for that, like, maybe a few Star Wars crates. They could be loaded onto a ship and brought back to the capital or something. They should also be immobile and placed at the second space in the units_32 so that they can be traded.
 
If you set it as a trasure unit, surely the AI won't move it - like on mass regicide, they keep all their king units in one city, which makes beating them rather too easy...
i haven't played the age of discovery either, but i doubt they've found a way to make the ai actually move their treasure...
 
I have for you all a little present - i say little, as it is not yet completed...

Star Wars Interface 0.2

Included are the advisor screens [F1-F12, not the spaceship tho], city screen view [with three slightly different backgrounds to choose from, just rename to use], credits screen, diplomacy interface and erasplash - the erasplash is the only untested element.

Problems [as you would expect] that i have come across - the pink in the domestic screen text (caused by cleartype) really doesn't look good, the picture quality drops from pre-save to post-save (due to changing from psp image to 256 colour pcx), and the diplomacy icons have transparency THROUGH the diplomacy interface, which is a bit odd...

Also, since i'm awaiting an official tech tree to be released (i'm fed up of making my own), the science_advisor tabs do not have little arrows like they did before.

This interface is designed for conquests, it probably won't work well in vanilla or ptw.
 
Thank you so much, Sheepy! I would test them out if my computer was working, but unfortunately it's broken... could someone post some previews?

BTW, your zip doesn't work. Upload it at CFC.
 
Can you use some of my stuff perhaps?

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ooh, that isn't bad... i'm guessing that interface is based on the rebellion game? link it and i'll put it in, i don't like doing buttons much.

ok, we'll try that link again; SW Interface 0.2
 
Cimbri, that interface looks very good. When my computer starts working again, I'll be more than happy to add it to the mod.

Sheepy, do you mind posting a preview or two? Cause I really want to see what you came up with, :)
 
ooh, that isn't bad... i'm guessing that interface is based on the rebellion game? link it and i'll put it in, i don't like doing buttons much.

ok, we'll try that link again; SW Interface 0.2

Yeah, good old Rebellion. I liked it so much I had to try and make a Civ mod based on it.

00000cimsw02.jpg


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As y'all can see, it still needs some work, though.


(Sorry about the big pictures. I'll remove them if they're too annoying.)
 
Hell yeah! Daddy likes. Did you make the terrain, too, Cimbri? Cause if you did I have a task for you..

Someone else did the Nebula and the asteroids. The guy who made that Space terrain long ago, I think. I forget his name.

All planets are from the game Rebellion.

The Coast/Sea/Ocean tiles I made using images from NASA's Hubble image archives. Same with the bad looking blue star cluster tiles.

The terrain is actually the hardest thing to do right. I can never get it to look good enough.
 
I hear you. I tried doing Terrain for a while. Got so mad at it I gave up, and had someone else do it for me.

Really great on what you've got so far though. :)
 
Hey, man, that terrain looks pretty good, though. If you're interested, it would be great to have a mix terrain between lukree's and yours? For instance, the coasts could be like three lines of light blue instead of how they look in lukree's, and space should be almost completely black, so shadows don't show up. If you are interested, I could gladly help, :).
 
Have a question about my Clone Wars Scenario. I plan on having different tech trees for each civilization. My question is where should I start the tech trees. Should I start it during the Separatists Crisis (so as to add background and introduction into some of the units, improvments, and wonders of each of the civilizations) or should I start the Tech trees right at the Battle of Geonosis?
 
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