Star Wars: Return of the Mod

Interface is mostly complete. I haven't added the following:
Spoiler :

civilopedia icons
unit buttons (build airfield etc)
popheads
tech icons
terrain buildings/enhancements
city view buildings
movies
palace view
spaceship
and i havent finished the resources


And (i'm really really sorry i couldn't help myself) i've revamped the unit list for two reasons - i've reduced the amount of infantry that needs to be made (i didn't feel the sand trooper, mon cal trooper, or magma guard were that high up in people's unit-creating plans). I think using multi-units is the best way to show stormtrooper progression, and clone troopers change weapon from stage 1-2 and multi unit to stage three. Battle droids upgrade to super battledroids which upgrade to a super battledroid/standard battle droid multi unit.
Secondly, it now encompasses 10 civs - which i feel will provide a slightly better game. However, despite their presence in the list, i am NOT advocating yuuzhan vong until the rest of the mod is in some ready stage.
 

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Uh... well, I was planning on having every unit m-unit, except for Jedi and stuff, just to aesthetically work well. I agree we can get rid of the Sandtrooper and maybe the Mon Cal Trooper, but teh Magna guard would still be a good unit to have. I'll take a look at the unit list...
 
The magma guard would be good, but i'm thinking about getting the mod out before the 2012 olympics... so we can add it in later when we have the basic core of units etc. It could be a special unit from a factory like the knights templar etc.
 
Thanks sheepy, i actually was planning to narrow some of the infantry myself. Some of them were too specialized like the Sandtrooper or Magna Guard. We can still put them in for scenarios or as sheepmonster said from buildings.

More civs are better, personally I wouldn't put Yevetha or Ssi-Ruuvi in though.

I got 2 weeks off from school and I'm kinda interested in modding again, so expect more contribution from me in the near future. :)
 
I was going by the idea that the pirates had no real leadership, or were inclusive to black sun. Neither am i particularly keen on incorporating the zann consortium, as they just seem a bit... too powerful in empire at war. We could use a smugglers civ with the hutts as leaders.
I'm not keen on the yevetha either, and the ssi ruuvi were just going to be a hostile race with the enslave ability - although again not really necessary. I wanted a minimum of 8 civs, so without yevetha, ssi ruuvi or vong i guess we'll have to put in smugglers or something. Makes the leaderhead easier at any rate.
 
What's the official name of the mod btw? we can either stick with basing it on the names of the films (i think scenarios should be, rather than the main mod) or we can think of some exciting name for it? Like Civilisation 3: Galactic Conquests (to be cheesy) or just civilisation 3: star wars mod. Any good ideas?
 
The Hutts did control a large area of space and numerous planets called the Hutt Cartel/Space/Territory. It lay in the Outer Rim near Nal Hutta and the surrounding areas. The Hutt Cartel was just a group of planets ruled by criminals and gansters (think about parts of South America) that had a common interest in crime and smuggling. So they would be a great civ to add. I have added them to my Clone Wars Mod. This gives the player the ability to "manipulate" the Clone Wars between the Confederacy and the Republic because only the Hutt Cartel will be able to produce units with no nationality flag.
 
So is this like a WIP, or there somewhere I can download a star wars mod?
 
Uh... sum_aar_jam is working on a Clone Wars scenario which will be out soon, :).


Well, I suppose I can't complain...just wish i could get past the "coming soon" sticker :sad:
 
School is wrapping up for me this semester. Eight more pages to write and a lesson plan to complete and I shall devote my time I start student teaching spring semester. To give an update, I have recreated my map (it is more spread out instead of having all the planets/cities predominately on one side of the map). The Republic Tech, wonders and improvements are all completed. I am in the middle of setting the Republic city improvements on the map and terraforming the planets with resources. Then the Seps, then the Hutts, and then play time :)
 
I don't suppose anyone knows how to set up 3D Studio Max 2008 for unit animations? I can't select cameras and lights don't seem to work...
 
School is wrapping up for me this semester. Eight more pages to write and a lesson plan to complete and I shall devote my time I start student teaching spring semester. To give an update, I have recreated my map (it is more spread out instead of having all the planets/cities predominately on one side of the map). The Republic Tech, wonders and improvements are all completed. I am in the middle of setting the Republic city improvements on the map and terraforming the planets with resources. Then the Seps, then the Hutts, and then play time :)

:) Well Hopefully since this post is like a month or two old, the mod is almost ready. Sorry, don't mean to sound impatient, I realize how much hard work a mod is, especially if you make all the new stuff.
 
Swargey, if you fancy learning how to make infantry units and pouring out a plethora of them to fill our mod then that'd be appreciated. Also you could model the spaceships that we dont have and engineer a decent tech tree for each civilization. While you're at it we need buildings to be done (preferably that fit in with the tech tree) and we need a galaxy map (although atm thats not so important).
When you're done with that could you sort out the leaderheads and flcs, and to finish off we need to finish the interface folder, so we need a palace a spaceship and city view buildings.
Cheers!

Or you could stop telling us to finish, we're a long way off with not many helpers.
 
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