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Star Wars: Return of the Mod

Discussion in 'Civ3 - Creation & Customization' started by odintheking, Aug 1, 2006.

  1. kluthe

    kluthe Jack-of-most-trades

    Joined:
    Dec 29, 2006
    Messages:
    142
    Location:
    Mounds Veiw, MN
    it's the first release of GCW, but it was the same as pleb's clone wars civ pedia and is based off that
     
  2. Tallhwch

    Tallhwch Chieftain

    Joined:
    Feb 28, 2008
    Messages:
    36
    Location:
    Denver
    As promised, I have got along well with my own mod. It isn't done, but as you can see browsing the map page, I have three entirely unique tech threads with some variations between civs, parity between civs while leaving them all with their own individuality. All that is needed is a few more pictures for some of the units to make the game playable. Then I will write up some of the civilopedia entries. I make no attempt to disguise the fact that I have used the Clone Wars mod as a basis, and I freely admit that someone working animations and sounds would make the game more enjoyable, but such is what I can do. When I have the game playable, I will download it in its entirety. In the meantime, if anyone were to change their minds about contributions I would greatly appreciate the help.
     

    Attached Files:

  3. SheepMonster

    SheepMonster Pthyian Prince

    Joined:
    May 15, 2004
    Messages:
    226
    Hello Tallhwch! I see you're relatively new, so probably haven't had a chance to hear me . .. .. .. .. . and complain about everything you've done. So i'd just like to say don't take this the wrong way, it's a good bit of work. So don't get disheartened by my rather lengthy analysis. These are just my thoughts.

    1. Galactic Map:
    Spoiler :
    Planets - too big? It's perfectly possible for the ai (or player) to fill a land mass without being able to reach the sea. I don't know if this is intentional, as this will improve land battles, but i feel landmasses about 3x3 (or as sum_aar_jam designed them) where every tile reaches the sea give a much better planetary experience. Of course, when it comes to civ 3, a map is just a map, and i presume the mod ould work just as well with a randomly generated map.

    2. Civilizations.
    Spoiler :
    I don't know exactly how important the civ structure is, as they all seem to have the same city names (starting with lwhekk?!?). A common decision we have come to is to change hutts to black sun, but if someone makes a hutt leaderhead i'll hardly argue. Plus they did have hutt space so if you can make it work, why not. Another big problem tho - where are the rebels?!? It seems you have the republic transforming into the rebellion... which is kinda wrong (from a certain point of view...). I feel your mod is more configured around expanded universe than to the films - which would leave many people confused and unwilling to play what they don't quite understand.

    3. Improvements and Wonders.
    Spoiler :
    Or perhaps i should just say wonders. You seem to have included about a hundred wonders at least, and only a couple of dozen improvements. I personally have always aimed for about 24 improvements, 18 wonders and 8 small wonders, all available gradually, so the player can start quickly and doesn't have to sift through too many random pointless buildings. Also, certain things don't add up, like grevious' training ground requires kaminoan cloners, and making clone troopers. Doesn't seem very confederacy to me?

    4. Resources
    Spoiler :
    Let's be fair, it's hard to go wrong with a resource list. So long as there's always a path of units that don't require any resources (warrior - rifleman - guerilla - tow) then no problem. However, your unit list seems to relay on resources almost exclusively, and your map is a bit sparse of them. Plus you have alot of strategic/luxury resources, meaning they'll go off the city screen page. If you're looking for gameplay over graphical content and easy of use, then stick with this. Else i'd suggest you strim it down a bit.

    5. Units
    Spoiler :
    Gosh. That's a lot of units.

    6. Units (ctd.)
    Spoiler :
    No really, i mean alot of units. So many in fact it's hard for me to look through them all and tell you if i think they work. One thing i noticed was a bit section in the middle of Hutt [name] I/II/III. Which looks a little tacky if you ask me. But i can understand where you're coming from. And it's clear you've put alot of thought and research into this unit list. I may have to steal your vong unit tree for my mod. One thing that lets this list down is the 1/2/3 designation for upgrading units. I tried this style a while back, but it just made it impossible in game to work out how powerful that next unit in the stack of doom attacking you was, as they all shared the same graphics. I'd suggest cutting down on the units a bit, perhaps using 'mercenaries' and 'bounty hunters' as more generic infantry for the hutts, or something. Because you have loads of units, many of which will never be made into unit graphics.

    7. Tech Tree
    Spoiler :
    This is something i feel will have a certain merit to it. Since you only gave us the biq, i can't be sure if you pulled this off or not. It seems certainly deep enough, with plenty of cool sounding technologies (bogan philosophy and droid sentience make my techs 'starfighter tech 1-5' look a little weak). I just want to make sure tho that all the tech trees for each individual race look the same, as it's not possible to create individual background pictures for each race.

    8. Governments/General
    Spoiler :
    Good selection of governments, i assume there won't be much change (e.g. empire can't change to vong) and each civ is stuck with it's starting government. Perhaps a later installment will provide more variation? Minimum research time of a turn is too short, lets the poerful factions move too fast for the lesser factions to keep up with. 4 turns min i suggest, 6 turns optimal. BTW you need to finish the default units section, else all hell will break loose (perhaps) when you try and actually play. Also, i like how 'George' is the hardest difficulty.


    Other than those... minor... criticisms, look forward to trying it out.
     
  4. Tallhwch

    Tallhwch Chieftain

    Joined:
    Feb 28, 2008
    Messages:
    36
    Location:
    Denver
    For anyone else paying attention, the natural resources should be nearly done shortly, and then I can distribute them generously across the map.
     

    Attached Files:

  5. SheepMonster

    SheepMonster Pthyian Prince

    Joined:
    May 15, 2004
    Messages:
    226
    Here are some graphics i've made based on Tallhwch's mod. Just thought i'd let everyone else check i'm doing the right thing before doing more?

    Leaderheads are all static, except for the vader leaderhead. These leaderheads include both animated flc in the flic folder and pcx files in the leaderhead folder. The small versions of the race and tech icons are just downscaled versions of the large icons.

    Any good?
     

    Attached Files:

  6. Tallhwch

    Tallhwch Chieftain

    Joined:
    Feb 28, 2008
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    Location:
    Denver
    Very cool, you can do or redo any graphics I've got any time you want. The tech trees you requested, I should have what pediaicons I have finished in the next day or two and I can upload them then.
     
  7. Tallhwch

    Tallhwch Chieftain

    Joined:
    Feb 28, 2008
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    Location:
    Denver
    Let's try this again.
     

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  8. sum_aar_jam

    sum_aar_jam Warlord

    Joined:
    Sep 12, 2005
    Messages:
    201
    Location:
    Missouri
    Just wanted to bump this thread to inform all that I have just posted Sheepmonster and mine's Star Wars: Galactic Civil War Scenario in the scenario downloads....enjoy.
     
  9. Epic Ruller

    Epic Ruller Crusader

    Joined:
    Jun 20, 2007
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    50
    Location:
    Pro Football Hall Of Fame City
    How much longer will you guys be at this?
     
  10. sum_aar_jam

    sum_aar_jam Warlord

    Joined:
    Sep 12, 2005
    Messages:
    201
    Location:
    Missouri
    We are currently taking a break from scenario making at the time. The GCW Scenario is uploaded so that scenario will should keep everyone playing for a while at least.
     
  11. sum_aar_jam

    sum_aar_jam Warlord

    Joined:
    Sep 12, 2005
    Messages:
    201
    Location:
    Missouri
    Okay fellas....its been about a month and IMHO the greatest Star Wars Scenario has been released just over two months ago and I was wondering.
    Where is everybody?!? Its like a ghost site around here with little or not activity (pertaining to Star Wars development anyways)
     
  12. Lynx59

    Lynx59 Chieftain

    Joined:
    Jan 24, 2009
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    3
    Location:
    Lille (France)
  13. Lynx59

    Lynx59 Chieftain

    Joined:
    Jan 24, 2009
    Messages:
    3
    Location:
    Lille (France)
  14. Lynx59

    Lynx59 Chieftain

    Joined:
    Jan 24, 2009
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    Location:
    Lille (France)
    For example, the T3-B is here.
     
  15. SheepMonster

    SheepMonster Pthyian Prince

    Joined:
    May 15, 2004
    Messages:
    226
    Hey guys;

    It's been quiet here for too long. I was just wondering if anyone was about to help me finish off this mod?
    I've got a version that should be releasable in a few days, so long as everything goes to plan, featuring:
    - 4 factions (empire, rebels, republic, confederacy)
    - each faction has their own strengths/weaknesses - e.g. each unit has a base stat, with a faction modifier (like +2 attack) bolted on
    - open tech tree (3 open eras of technology, akin to the pentagenesis mod)
    - improved interface graphics (you can read the blue font now)
    - 3 distinct victory conditons (conquest, space race (sith factions only can build a death star, complete with graphics) and diplomatic (senate) victory)
    - New custom units made by me (venator, eta-2, tie defender, battle droid and some others, basic model imported from Empire at War so they look fairly good)
    - The latest released galactic civil war and clone war scenarios included, with some updates (balancing, unit graphics and an opening movie for clone wars)
    - .bat mod installer, allowing easy transition between front-end Conquests and Star Wars mod, if one so chooses. Allows custom front-end music and better interface integration.

    Looking for people to thoroughly test the mod, check there are no outstanding problems, maybe some new ideas or corrections, or new unit creators.

    After about 5 or six years of work, and hundreds of forum posts, maybe we can actually release the mod we've all worked towards!
     
  16. Cheddacheese

    Cheddacheese Chieftain

    Joined:
    Jul 22, 2010
    Messages:
    1
    Sheepmonster i'd be glad to test your scenario. ive recently began playing civ3 again and i began getting interested in all the homemade mods and scenarios out there. when i saw that there was such an extensive starwars theme in the making i was overjoyed but it seemed to b dead :(. now that i know u have it completed i would love to test it for u and assist in any way i can.
     
  17. SheepMonster

    SheepMonster Pthyian Prince

    Joined:
    May 15, 2004
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