Star Wars: Return of the Mod

hey, how well does Bryce 5.5 work for unit making? i wanna know cause I'm dowloading it.
 
I just found :scan: this Website: Link
It should :cool: prove to be of great help to Star Wars Scenario Makers!
 
Thats the same website I used to create my Star Wars Clone Wars Scenario Map. I guess I should have linked the site eight months ago.
 
Here are some rough figures for my Clone Wars Mod concerning Land Units. Tell me what you all think. I wasn't very good at numbers so any input good or bad is very much welcomed.
 

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Aren't mercenaries a bit strong? And battle droids a tad weak? Remember they had been improved by the time of the clone wars, i think, and it seemed to me that in episode 3 they were about even in terms of fighting to the clones during the battle of utapau etc? Also, i think they remained the standard unit of the seperatist force, with super battle droids only serving bodyguard roles etc? do correct me if i'm wrong.
Also, i suggest you add a 'local militia' unit or something, as a draft unit for the republic or possibly even both sides. Also, i don't think jedi/sith should be recruitable - maybe padawans produced by jedi praexum (improvement), or something, knights by jedi proving grounds (several small wonders) and masters (which are superweapons in themselves) by the jedi council (great wonder). Same for the sith really - but maybe change 'sith apprentice' to 'dark jedi' so there aren't billions of sith... i'll leave you to ponder that. Otherwise, just try those stats, and playtesting will tell us if they work.
 
Great Ideas about the Battle Droids. Perhaps I will ramp up the Battle Droids stats a litte. The only reason I put their stats so low is that the strength of the B1 Battle Droid is in numbers (thats why I placed such a low cost to them) and when they went head to head individually with Clone Troopers, they always lost. However Sheepmonster you are correct and I will increase their stats just a little bit.

Now on to the local militias. I can just kick myself for not including them with the Republics. Thank you for reminding me.

Now the Jedi. The reason why I put the Jedi as buildable is that when the Republic researches the New Order tech they receive the unit "Stormtroopers" The Jedi Master is upgradable to the Stormtrooper and that makes the Jedi units no longer buildable. This represents the fact that Order 66 destroyed all the Jedi in the Galaxy and made them unusable to the Galactic Republic/Empire. the reason why I didn't have the the Jedi units be spawned by a wonder is because I didn't want the Galactic Empire to being able to build/use Jedi units any longer after the Rise of the Empire. Sorta makes the game more historical and realistic.

I know that there are some players who are thinking that the Jedi should not be done away with and should still be buildable or spawnable until the very end of the scenario, however the entire reason for the Clone Wars was the extermination of the Jedi Order and I beleive that having the Jedi disappear as a buildable unit will represent this. There will still be any Jedi Masters that were built before the New Order Tech that the Republic player will still be able to use and the player can opt not to upgrade them to the lesser stormtroopers units. However if the Jedi Units are lost, there is no way to replace them.

Thank you Sheep Monster for allowing me to give a long speech about why I did what I did and for you advice. It will be taken seriously and respectfully.
 
Okay I am just about done with my Clone Wars Mod. I just have a few more things left to do. I am uploading my unit stats for my air, space, and land units that I will use in the Mod. Tell me what you all think of it as soon as it is convient because I want to post my Clone Wars mod ASAP!!! If you have suggestions please tell me or create your own stats to how you think each unit should be and tell me please. Thanks all! The light at the end of the tunnel is near.
 

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1) either make the laat a land unit or remove it compltely - the open air nature would not have been too apt to space combat imo.

2) same as jedi temple idea - have jedi interceptors and fighters spawn randomly? they're too good to be mass produced...

3) looking again at the land units, i've been thinking about how much infantry will be used. not trying to be a pain, but i think that it would look better, if nothing else, if infantry stood on cities - so infantry should take the role of civ 3's mech infantry and have high defense and low attack, and all the fighting machines should take high attack and lower defense - remember in the films they didn't survive very long when being shot at. Each unit has a special use - e.g. juggernaught/decimator has +2 HP, SPHA-T/hailfire droid has bombard, AT-XT/homing spider move thru all terrain unhindered, get the idea? If you want i can work out these stats, or i'll leave it to your imagination, or you tell me it's a pathetic idea and you want infantry to stay backlisted? up to you.

4) i'm assuming the decimator is a special unit too and can only be built by a wonder? because that's ruddy powerful otherwise...

5) if i remember, a rather nice naboo fighter has been made. just for aesthetic purposes, make this spawn at naboo possibly (can understand if you don't, they are quite weak after all. stats lesser than a vulture droid).

i'll post anything else i think of as i think of it. very good work so far tho!
 
Sheep Monster you have better ideas than what I have. Like I said before I am not good at unit stats at all. Thank you so much for the advice. This will greatly help me. Hopefully I can graduate College this Saturaday and work on the Unit Stats more intensely throughout the summer before I start teaching this August.
 
1) either make the laat a land unit or remove it compltely - the open air nature would not have been too apt to space combat imo.

2) same as jedi temple idea - have jedi interceptors and fighters spawn randomly? they're too good to be mass produced...

3) looking again at the land units, i've been thinking about how much infantry will be used. not trying to be a pain, but i think that it would look better, if nothing else, if infantry stood on cities - so infantry should take the role of civ 3's mech infantry and have high defense and low attack, and all the fighting machines should take high attack and lower defense - remember in the films they didn't survive very long when being shot at. Each unit has a special use - e.g. juggernaught/decimator has +2 HP, SPHA-T/hailfire droid has bombard, AT-XT/homing spider move thru all terrain unhindered, get the idea? If you want i can work out these stats, or i'll leave it to your imagination, or you tell me it's a pathetic idea and you want infantry to stay backlisted? up to you.

4) i'm assuming the decimator is a special unit too and can only be built by a wonder? because that's ruddy powerful otherwise...

5) if i remember, a rather nice naboo fighter has been made. just for aesthetic purposes, make this spawn at naboo possibly (can understand if you don't, they are quite weak after all. stats lesser than a vulture droid).

i'll post anything else i think of as i think of it. very good work so far tho!
actually, the LAAT carries an atmosphere in the troop hold when the doors are shut; the naboo fighter can be the first fighter for the republic. and, the AT-TE, and other tanks actually have heavy armor.
 
ok, here's a NEW idea concerning jedi. i know how much you all love the sound of your voice (not as much as me i assure you)...

i notice that you havent included leaders or armies. in my opinion, good choice. but surely we need something here?
So here's my suggestion; use force adepts as leaders. Take them to a city, upgrade them, and you get jedi knights. Masters are still spawned from wonders. knights can rush improvements (imagine how fast you could build a bank if you had a jedi carrying everything around for you), clear pollution (in star wars only heroes and force adepts seemed to be able to save a planet...), and fight in a truly awesome fashion.

@kluthe: yeah i had the bad feeling as i was typing that i'd be proved wrong... how would they get to planet from the acclamators after all? but i still think we should keep them as a land (or possibly air unit? take the roles of helicopters?). And they might have heavy armour, but that doesnt mean they were able to defend well. at-tes werent overly maneuveurable... and AT-ATs were extremely tough but had quite an attrition battle against about 8 lightly armed and armoured airspeeders...

@sum_aar_jam: teaching?!? huge jump there! good luck! i'll send you how i envision the stats and you can do whatever you like with them.

edit: here's my vision of the republic unit tree:
 

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@kluthe: yeah i had the bad feeling as i was typing that i'd be proved wrong... how would they get to planet from the acclamators after all? but i still think we should keep them as a land (or possibly air unit? take the roles of helicopters?). And they might have heavy armour, but that doesnt mean they were able to defend well. at-tes werent overly maneuveurable... and AT-ATs were extremely tough but had quite an attrition battle against about 8 lightly armed and armoured airspeeders...
actually they could take the role of an all purpose gunship/transport (btw, is the unit made so that it can carry vehicles, cause the LAAT could carry all republic vehicles and troops, even SPHA-Ts), and the air speeders didn't take them down with weapons, but with tow cables (tripping them)
 
To add historical accuracy to my Clone Wars Mod and in lue of time, I have decided to make all Jedi and Sith units unbuildable. I will preplace those units on the map to depict how spread out the Jedi Order was at the outbreak of the Clone Wars. To depict that the Republic gets reinforcement Jedi, I have instructed the Jedi Temple Wonder to spawn a Jedi Knight every 10 or 15 turns. This very limited number of Jedi for the Republic will depict their value in terms of strength and their weakness in terms of numbers. The Republic player will have to be careful not to squander the intial Jedi units.

As for Sith units, there were only One Sith Master, Sith Apprentice, and a handful Dark Jedi at the start of the Clone Wars. These will be placed on the map however the Confederate Player will have to be extremely cautious as there will be no replacements!

As far as the Jedi Starfighter and Inteceptor, I will probably add an Improvement or wonder that will spawn these units.
 
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