Star Wars: Return of the Mod

Thanks for the comments. Now for the explainations for Sheep Monster
1.) I agree with not having the Hutt Cartel as playable civs. This cuts work for me from a few months to a few weeks.

2.)Yes no settlers. If a city is razed it is akin to blowing it up with the Death Star or a Base Zero One (full scale orbital bombardment). However this shouldn't be a problem as there are a lot of cities on this map.

3.) I am going to tweak the resources, both the quantity on the map and the amount of luxuries. However there are so many luxury resources because they are requirements for the building of certain buildings. For example, the resource Bacta must be present in the city radius for the building Bacta Manufacturing to be made. I added factories like this to add another element to the game and that was treasure. Factories like this produce a unit that can be redeemed at the captial for some credits. However since there won't be Hutt pirates around I think I will scrap this idea.

4.) I made the hyperlanes single spaced so that it is possible to blockade the lanes with a single ship. This makes patrolling these vital routes very important as controlling these routes were also important during the Clone Wars.

5.) The enslavement thingy I will examine. It could be that I haven't changed it from the base mod that I downloaded from the Site.

6.) Adding sensors was a possibility, but the Galaxy is a rather large place. Scout ships are important for recon.

7.) making graphics for the buildings and wonders is a difficult task for me. I have the civilopedia icons, but all the buildings share the same icons in the city screen. This helped me to simplify things as all I had to do was copy and paste the buildings and wonders. Making the pink background of the Unit/Resource 32 graphics has eluded me. My skill at that is very limited, however the graphics in game are recoginizable. You will love the shipyards!!

BTW: The map itself took me four months to create and another two months of placing resources the right terrain and such. I actually went to the Wookieepedia site and researched every planet to be sure that the terrain of the planet in the Star Wars sage matched up with the planet in game. i.e. a grassland planet received all grassland; urban with urban, etc.
 
3.) I am going to tweak the resources, both the quantity on the map and the amount of luxuries. However there are so many luxury resources because they are requirements for the building of certain buildings. For example, the resource Bacta must be present in the city radius for the building Bacta Manufacturing to be made.
Why not make bacta and any other luxuries required for buildings strategic resources?

I made the hyperlanes single spaced so that it is possible to blockade the lanes with a single ship. This makes patrolling these vital routes very important as controlling these routes were also important during the Clone Wars.
That's pretty close to how I envision it.

BTW: The map itself took me four months to create and another two months of placing resources the right terrain and such. I actually went to the Wookieepedia site and researched every planet to be sure that the terrain of the planet in the Star Wars sage matched up with the planet in game. i.e. a grassland planet received all grassland; urban with urban, etc.
You have more patience than me, I'd probably give up about half way.
 
My intention with the whole manufacturing and treasure idea was to have the Hutt Cartel be able to "pirate" those treasures by sending in their units which have no nationality and hijack the freight/treasure. However since the Hutt Cartel will not be playable, I don't see any reason to add the treasure units to the scenario. It will just complicate gameplay more than it is right now having to deal with getting treasure units back to the captial planet. Perhaps I will add the treasure idea in a future scenario.....
 
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.
 
This sounds really interesting!!! Think I will download what you have done so far!!!!
 
This sounds really interesting!!! Think I will download what you have done so far!!!!
what we have done so far is not posted,and will not be until done (correct me if I am wrong).:eek::scan::goodjob:
 
Only my BIQ for my Clone Wars Mod is posted, the files are not. I have had to take an extended leave from Modding due to intense school work (I'm in my professional Student Teaching Semester) and getting things lined out for a teaching job in the Fall.
 
I am making large amounts of progress on the GCW civilopeidia, but with lots yet to be done. BTW, how do you define the tech requirement for a Unit?:confused:
:scan: :ar15::sniper:
 
actually the tar would help the turtle, better would be: a tortoise walking uphill on a metal slope coated with WD-40:lol::rotfl::lol:
 
How do you define the tech requirement for a unit?
 
Ok, phew, that saves me a ton of work, as does the fact that the AT-AT and another unit had a civilopedia entrie in their art folder, the file just needed some tweaking (resource Reqs.)
 
Got a question about my Clone Wars Mod. I am thinking of deleting the Hutt Cartel as a civ. I plan on just dividing their territory between the Separatist and the Republic. this will only make two playable civs in my Clone Wars Mod, however with all the various improvements, wonders, units, and techs I have created, this shouldn't take away from the gameplay (A person could literally spend five hours reading my civilipedia). I do however plan on having the Hutt Cartel in the Galactic Civil War Scenario that I plan on creating this summer after I finish my Clone Wars :). The smugglers shall have their say in Galactic Diplomacy....just not yet.

Also on a good note, I am almost ready to field test my mod. I am imputting the last of the Separatist Improvements and Wonders, need to fix the resources, balance out the units, place starting units, and the fireworks shall begin.
 
hey, does anyone have the icon files for the Republic Assault Ship? cause I need them.
 
BTW, is it all right if in the GCW mod I renamed the radar tower as sensor tower, and the Sith Master as Sith Lord?
 
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