Star Wars: Return of the Mod

This sounds amazing but I would like to know if that clone wars scenario is actually finished, because it sounds like you finished it and I want to try it because i love star wars and have never seen a good civilization star wars mod. I have civ 4 and civ 3 and the civ4 star wars mod bombed so I came back to civ 3 to look, and this sounds like it is so close.

SO, is there a download?

I can help with any ideas for the mod, i don't know how to mod but i can give creative input if needed.
 
@LordAdmiral: The Clone Wars Scenario is a Beta version at the moment: It is posted in the Scenario Download area. Word of Warning: Its a huge map (360*360). I will do refinements on the Clone Wars Scenario after I complete work on my Galactic Civil Wars Scenario.

BTW: I need input from ya'll. Here is the map I plan on using for my Galactic Civil Wars Scenario and my subsequent Clone Wars Remake. Its on a 160*160 so please give me input.
 

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Looks much better. What I didn't like about the clone wars map was it was just to big. Many of the planets I had never heard before, Which is saying something since I have read most of the EU books before and after the movies, and between. Many of the planets you had in there had nothing to do with the clone wars so there would be no point to have them in the scenario.

A couple years ago I saw a great star wars map without any of the graphics, and this looks a lot like that map, I this one is definently just the right size.

Just a question, once you have the historical scenarios done, would it be possible to release a scenario where you are one of the alien races, and it has no historical significance it is just Star Wars, and you win however you want? Just an idea for later times. Can't wait to see how your GCW scenario turns out, the clone wars was well made just big. Loved all the graphics.

I need to stop blabbering now.
 
After the GCW is done I will redo the Clone Wars. Then I will do the New republic era till the end of the Galactic Civil War (With Warlord Zsinj, Grand Admiral Thrawn, Pentastar Alignment, Black Fleet Crisis). I might do a Mod like you talking about without historical significance. That might be fun to do.
 
If i have my way (looking less and less likely), the entire mod will be installed as a standalone program - meaning that the 'no historical importance' scenario you talk about will be the random generated map. This also means we can include city view (the picture of the city) and the palace etc. Then all of sum_aar_jam's work will go either in the conquests or scenarios folder... although the high scores screen is unaffected by changing conquests. I've already made a generic tech tree, a unit list, and am working on everything else... slowly but surely.
 
Then its settled. I tend to work better on the Scenarios versus the Mods. I like having a "timeline" to work from so I can be more detailed in what I place in my Scenarios.
 
@ odin: How is this this coming along?
 
I have a problem.

Using sum_aar_jam's Clone Wars scenario, I created a map with all the units laid out in pretty lines, for the sake of finding broken pedia and animation links etc. However when i load this scenario, the game freezes on the opening message (hail palpatine, chancellor of the republic etc etc.). I've narrowed down the problem to 6 units:
- AT-ST
- Tri Fighter
- CR-20 Republic Transport (newer version)
- Dreadnaught
- Munificent Frigate
- Recusant Destroyer

Any idea why this is happening?

Edit: i replaced the AT-ST folder with a freshly downloaded one and it worked. However the other 5 didn't accept the same treatment. Still stuck? This is almost the entire CIS navy not working!
 
I think I have found the problem. There is another person Deth McBones who has stated in the Unit Graphics Forum that any of the units created by Jobiwan7 do not work. He has stated that the Dreadnaught and various others made by Jobiwan freezes his game. I had noticed the same thing but I have come to an impass and have no idea what the problem is. I was looking over the list that SheepMonster has and all but the TriFighter was made by Jobiwan7. Is it possible that the animation of those units could be unstable?
 
Tomorrow i'll redo the animations, see if they work then. I've replaced them with marines for now and the game runs fine. Well i say fine... i have this problem where a huge fleet of CIS seems to be invading coruscant... is this a bug, or am i just rubbish?
 
I have a problem.

Using sum_aar_jam's Clone Wars scenario, I created a map with all the units laid out in pretty lines, for the sake of finding broken pedia and animation links etc. However when i load this scenario, the game freezes on the opening message (hail palpatine, chancellor of the republic etc etc.). I've narrowed down the problem to 6 units:
- AT-ST
- Tri Fighter
- CR-20 Republic Transport (newer version)
- Dreadnaught
- Munificent Frigate
- Recusant Destroyer

Any idea why this is happening?

The problem with that is Jobiwan made those units with an outdated version of Flicster which screws up the animation timing. A way to solve this is to just load up EACH flc file in either Civ3FlcEdit or Flicster, adjust the animation timing and then hit save and it will update the flc and fixes the problem. Are you sure there's something wrong with the Tri-Fighter? It works perfectly fine for me.

Here were all the units I encountered that problem:
Munificent Star Frigate
Imperial Star Destroyer
Star Wars City Defense Pack
Ancient Cruiser
Recusant Light Destroyer
Dreadnaught Cruiser
ARC-170 (Uploaded Fix in Thread)
CR-20 Transport

@ odin: How is this this coming along?
Odin doesn't come around very often anymore, so I don't think he's working on the mod.


@ Sum_aar_jam - That map looks pretty good. Although, I'd still take out some of the more obscure planets.
 
If i have my way (looking less and less likely), the entire mod will be installed as a standalone program - meaning that the 'no historical importance' scenario you talk about will be the random generated map. This also means we can include city view (the picture of the city) and the palace etc. Then all of sum_aar_jam's work will go either in the conquests or scenarios folder... although the high scores screen is unaffected by changing conquests. I've already made a generic tech tree, a unit list, and am working on everything else... slowly but surely.
i'm working on the civilopeidia for both, and that's a good idea SheepMonster:);):goodjob::clap::hatsoff::agree: :spear:
 
Right, i've managed to do two things; first, i managed to win the clone wars scenario (albeit without Coruscant which i always lose really early on) through a domination victory. These are the problems i suggest be sorted by the next release:

- Remove conquest victory condition. When it's one one one, it's very unlikely (unless both players raze planets instead of capture them) that conquest will occur instead of domination. Domination should also be extended to 70% or 75%, since both players start with roughly 50% of the map to start with.

- Fix civilopedia and unit animations. Transparancy and morpheus.

- Whichever slacker said they were doing the venator and the eta-2 should really hurry up. On a different note, i'm going to try and finish my venator and eta-2.

- Units need a bit of balancing - i saw no possible use for half of them. Plus the tech tree needs re-arranging in terms of unit availability - AT-ATs became available at the same time as AT-XTs... i suggest making more unit types, such as dividing ground units into four different categories: infantry (offense), Heavy Mech (defense), Light Mech (explore), and Artillery (Artillery). This also means we can upgrade a bit, e.g. AT-XT to AT-ST, SPHA-T to Juggernaught, AAT to Tank Droid etc.

- Lacks pirates. I created a new Z-95 sea unit for the naval unit, and used the mercenaries as the land unit. Also, lacks leaders, armies, flag units etc.

- Far too many resources, to the effect that it was pointless trying to cut off one faction from it's resources, since almost every planet yielded strategic resource. About 5 planets holding each resource would make for a much more strategic game, as each faction actually has a chance of removing access to a particular resource.

- Fighters were too effective against capital ships. Remember it wasn't until the GCW that fighters were used to devestating effect against capital ships - (lets forget the ever-so-painful Phantom Menace battle). Air units should be used to take out ground units rather than used in space combat, thus their bombard ratings should be heavily toned down. I havent seen the clone wars cartoons so correct me if i'm wrong.

- Since we're thrown straight into war, it seemed sensible to have espionage on two counts - first, we lacked invisible units to scout out potential targets, secondly we lacked the intelligence center early on, meaning we were attacking blind for far too long.

- 'Build often' was too numerous in the governor - i suggest leaving 'naval units', 'offensive', 'defensive' and 'artillery' on often, 'setters', 'workers', 'wealth', 'explore' and 'culture' on never. This means more units will be produced.

- No wookies. These things irritated me, since they seemed to be superior to everything at the start, meaning every city had to have it's pre-game production changed at the start. These surely go under the category of militia, and clearly weren't superior to the clones else wookies would have been cloned instead, or wouldnt have needed the clones help at the battle of kashyyk. Maybe create a 'Great Wroshyr' wonder that produces wookies every two turns or something... but don't make them a universal unit. Same goes with Naboo fighter (replace with Z-95?)

That's all i have for now gameplay wise. I'm sure you've all missed my long posts.


Edit: Sorry, forgot the second thing. Using new technology (Paint Shop Pro X2 and Photoshop CS3 rather than the rather inferior office photo program and paint) I've created a stunning new interface. It's the same as the old one, but a lot less grainy with some different background pictures. The interface, including the source files, won't be released until Sum_aar_jam and i send out the next versions, but i'll post some screenshots soon.

Edit2: I don't know if anyone else has been raiding the Empire at War unit library, but i've managed to get an .alo importer for 3D studio max, which imports the mode, texture and animation. So expect a few units from me sometime soon... when i find a way to keep the textures on ther ender (they appear in the design view!)
 
Ha, forgot to mention that i had great fun playing it! Took a while to get going, with so many undefended planets... but i let the enemy have all the bad location ones so it wasnt so bad. I liked how the enemy instantly attacked me, rather than having to build up for several turns. I liked how control of lots of planets shifted in the first few turns due to lack of garrison - i get bored watching battles, i prefer quick conquests either way, then besieging them to get them back. And i liked how important space control was - the hyperspace lanes made up strategically for the resources.

Although i got really really upset when they took coruscant :( and i thought three jedi would have been able to take on a fleet of destroyers, seemingly endless bombers and a huge droid army. Psh they don't make them like they used to.
 
Well the Clone War Scenario Version 1.00 seems to be pretty good with the exception of a "few" quirks that should be immediately fixed in the upcoming GCW.

Not bad for my first ever created scenario. :)
 
Well the Clone War Scenario Version 1.00 seems to be pretty good with the exception of a "few" quirks that should be immediately fixed in the upcoming GCW.

Not bad for my first ever created scenario. :)
what quirks?
P.S. GCW civilopeidia attached, suggestions wanted
 

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@kluthe: After a brief look, i found these things lacking:
1. You spelt weaponry wrong. Every time. Simple ctrl+h job tho.

2. You have two entries for the T-3B, both suggesting that it's artillery. Several problems with this: does anyone actually have a T-3B model? Which unit list are you using for this civilopedia? Secondly, it's T3-B, not T-3B. Thirdly, one is for the republic - which is far too technologically advanced for them to have used. Fourth, it's hardly armed to the teeth, it's only got two guns if i remember force commander correctly.

3. Hyper rails? Grav Rails? Where did this come from, the pentagenesis mod? Star wars uses hover cars, not magrails.

4. The descriptions of the alliance and the empire don't actually seem to talk about either the rebels of the imperials. Your history doesn't extend past the clone wars.

5. You seem to have chosen a rather random building list to create descriptions on. Where did this come from? Perhaps you should post your unit, building, government, tech and faction list so we can see what you've been working on.

Other than that good job, tho i would really suggest you take sum_aar_jam's released scenarios and create civilopedias for them rather than use these random unit and building lists you seem to be beset on.

Edit: OMG it's my old tech tree! Gosh haven't seen that one in yonks! Am i right in thinking you're working on the original release of the mod, perhaps dating back to the days of Pleb?

@sum_aar_jam: definitely not bad for your first attempt! Looking forward to bringing my imperial rule to the rest of the galaxy kehehehehe
 
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