Star Wars: Return of the Mod

The civilopedia isn't hard to do, just really really time consuming. :cringe:

Here's the units_32 of all the Star Wars units made so far, the Viscount is one left of the Death Star.
Nice:goodjob::goodjob:[pimp]:viking::mwaha::evil:
 
Are all these units avavible for download? There are some units I am intrest in but cannot find DL.
 
Yes, they all can be DLed. Just go to the Unit Artists Library look for these guys' units: Pleb, Tpasmall, Orthanc, Jobiwan7, Odintheking, CivGeneral, NavyDawg, and Olorin0222. You can find the units I made in the link in my signature. You can also find units by doing a forum search or by looking in CFC's Download Database. I must note that a few of the older units are hard to find or have broken links. AFAIK, there's 120+ Star Wars units in existance.
 
thanks for the info. I found some intresting units made by NavyDawg.

Any way I could not find this unit:
namnlsbc9.png

can someone help me find it
 
I have a question for everyone. For my Clone Wars scenario, I am almost finished with the Separatist Tech Tree, all I have to do is add units and improvements. Should I add the Hutt Cartel into my Clone Wars scenario? It will mean that I have to create a new tech tree, improvements, units, etc or should I just have the Republic and the Confederacy?
 
OK, so despite my 'hectic schedule', i've been playing standard civ 3 (something i havent actually done in a while), and have come to the following conclusions:
1. Scenarios can;t depict battles. Stacks of doom depict battles. The only scenarios we can feasibly do involve the galactic map, like empire at war or rebellion/supremacy. the civ 3 engine just doesn't work with land / space battles.

2. Having only four civilzations is a bit limited. Therefore i suggest we add pirate cartel, smugglers, (both using rebel culture), and possibly chiss (imperial). The pirates and smugglers will have smaller craft but no major capital ships, and the chiss will just use a variation on the imperial unit set. I think 8 civs is really the minimum for a decent game, 4 is just far too limited. Also note how i did not suggest the yuuzhan vong - as they have a completey different unit/culture/technology set, although i have left a space for them in my graphics.

Other possible civs:
Spoiler :

In order of ease to add;
1. Pirate Cartel (think Zann)
2. Smugglers (led by hutts?)
3. Jedi Order/Sith
4. Chiss
5. Hapes Consortium
6. Mandalorian
7. Ssi ruuvi (could be cool, use the capture ability)
8. Bounty Hunter's Guild (possible work into other civs)
9. Infinite Empire (i think they're new)
10. Yuuzhan Vong
11. Killiks




Aww, i'll miss your random pictures & videos :(

I would like of suggest these Civ’s:
 
Well, i'm currently trying to create a beta version of the full mod, which involves 10 civs:
playable: republic, empire, rebellion, confederacy, chiss,
non-playable: yevethans, ssi ruuvi, hapes
playable in later release: vong, black sun .

Mandalorians might be good, however if they're included a jedi and a sith race also have to be included, and an older old republic which gets confusing... so i was going to leave them out of the main mod and make a scenario or something with them. I wanted to focus the current mod around the time of the films, otherwise it gets too complicated.

I like the idea of the corporate sector being included, but they'd likely be non-playable since they don't really have any major starships or characters. Suggest a leader and they're in.

I have a question for everyone. For my Clone Wars scenario, I am almost finished with the Separatist Tech Tree, all I have to do is add units and improvements. Should I add the Hutt Cartel into my Clone Wars scenario? It will mean that I have to create a new tech tree, improvements, units, etc or should I just have the Republic and the Confederacy?

I'd suggest make a non-playable pirate faction of some kind (did the hutts do much during the clone wars? I thought they were restricted by the republic?).
Btw, could you send me a copy of what you've done so far (just the biq)? It'd be interesting to take a look
 
Let me completely finish the Seps. I still have to add their units and improvements (shouldn't take more than a couple days)

BTW the only two major powers during the Clone Wars were the Seps and the Republic. Hutts didn't do much and they were restricted. Smuggling didn't really take off until during the Empire. The Outer Rim trade routes were not taxed until a decade before the Wars so smuggling wasn't rampant
 
Okey, I Finally found a Leader for the Corporate Sector Authority:
Baron Tagge, you will find it mentioned Here, that he was the original founder of the CSA.

As for the Zann Consortium, maybe you could add them to list of Civ's to be added with a later update.
 
i thought about adding them, but the empire at war ship/unit set is just too much to include currently. Unless we give them identical units...
 
I know I said I would finish the Separatists before posting what I have, however it is taking much longer than I expected. The Separatist tech tree is finish however only half of the units and imporvement/wonders are placed. Here is the BIQ for my Clone Wars Scenario. Tell me if I need to add the Hutt Cartel or if having the Republic and the Separatist the only two civs needed for a scenario of this magnitude. Remember I dream big.
 

Attachments

Right, i've taken a look at your mod. Ten minutes later, after getting over the initial shock of how big and impressive it is, i share my views:

1. No hutts. I get the feeling that in this scenario they will quickly fall into war with either one or both of the larger factions and be destroyed. So either tag them as a 'neutral' civ, many independant civs (just use flag leaderheads or something) or put them as pirates/barbarin civ, like in total war. The independant civs might have the same problem as the hutts tho...

2. I like the planets. I assume there won't be any settlers at all? So if a planet is razed, it's lost forever...

3. Too many luxuries - if i remember, having too many luxury resources spill down and make the city screen look horrific... perhaps change fruits and caf beans to bonus resources...

4. I feel bad suggesting this one: double width of hyperspace lanes. Because the ai is known to move a unit off the lanes, dance about a bit, then move back onto the lane with their last move - meaning the lane becomes blocked. Although possibly ignore this suggestion if you feel hyperspace lanes should be blocked, i just thought space is so big hat units should be able to move around each other.

5. Sith units seem to enslave speederbike clones - is this right?

6. Possibly add sensor stations (outposts) around the place... although this isn;t overly neccessary.


Looks good otherwise! I'll comment more when you deliver the seperatist version. BTW, have you made graphics for the resources / buildings / techs or do you want me to make some for you?
 
I just took a peek at it too. :)

First off, that's a big map it must of took you a long time to make. I'll just work off of what Sheepmonster said.

I say put in neutral civ(s), but make them a non-factor militaristically. Only give them a few weak defensive units. The neutral civ(s) encompasses planets that were neither for the Republic or Separatists and should act primarily as trading partners.

I agree, too many luxuries. You should ideally only have 8 luxuries, although if you tweak the interface on the city screen you can fit a 9th luxury in, but I'd stick with 8.

I could go either way with the hyperspace lanes.
 
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