Star Wars: The Galactic Civil War

An idea that I had was for different civs to be better suited to different win conditions.
Pirates:none as they're just there to harass the player, but I suppose conquering all the other pirates as a house win if you make any of them playable at all. Victory points maybe?
Ssi-Ruuk:Victory Points. Make the enslave unit enslave an 'enteched' treasure unit that they have to return to their base for VPs.
Criminal Empires and the Chiss: Cultural victories I guess?
Empire and Rebels: Domination and 'spaceship'. The idea I had for a 'spaceship' victory was for the 'spaceship' parts to be important battles. So instead of Part1, Part2 etc, you have Batte of Hoth, Battle of Endor, Battle of Cloud City, Battle of Yavin IV and a few more that require you have the resource Hoth, Endor, Cloud City, Yavin, etc. So the 'parts' signify victories in the important battles of the galactic civil war.
 
I'm sorry for the Bump but i really wanted to play this
and i got the same error 'text\Pedialcons.txt':ICON_BLDG_Vaporators
and i tried to do the thing but it didn't work.

so if the maker is still around i'd like help..
 
To fix the problem:
1.) In the Pedia Icon File Search for
#ICON_BLDG_Vaporators
SINGLE
34
art\civilopedia\icons\buildings\Vaporators_Large.pcx
art\civilopedia\icons\buildings\Vaporators_Small.pcx

2.) Delete the "s" at the end of the word Vaporators to look like
#ICON_BLDG_Vaporators
SINGLE
34
art\civilopedia\icons\buildings\Vaporator_Large.pc x
art\civilopedia\icons\buildings\Vaporator_Small.pc x

Simply put, the name in the pedia icon file must match EXACTLY the name in the Art/civilopedia/icons/buildings file.
 
Now that I got my download issues with Atomic Gamer fixed, this was one of the scenarios I wanted to check out.

Hats off on a lot of the custom graphics and many other things as far as the map goes along with even trying a project of this magnitude. I would point out from my perspective that black on dark blue is not a good color combo however as some things are hard to read.

Some other things I found:

Holo News: civlopedia stats this is a "rebel only" wonder. Just about anyone can build it.

Fondor Shipyard. The Empire can build this from the start of the game and be auto producing Super Star Destroyers long before they ever research them. Suggest tying this to the tech that makes them available.

Empire should have Palpatine as the leader.

Rebel Milita has a movement of 80

Worker droids have a cost of 0

Hutts start the game in revolt and stay that way. They can not select any other government. (The issue is that they don't have Criminal Tech to start the game, which is the prereq to the "Organization" government).

Some planets have food issues. Bespin, Kessel, Mobus, Dorvalla, and Aaragonar all start the game starving or have very little room for growth. Debug might spot more having issues.

Chiss and Ssi have no racial traits at all.

Not sure what is going on with all the different "capital" buildings, but most appear to be a small wonder of some type geared around helping with corruption issues. If they were meant to be buildable, they are way too expensive for that and will never be built. I saw one position that had a choice of 4 or 5 that could be built in the build que.

Noted on the comment that in this scenario, the infantry are more of an "attack" unit and the "tanks" are more of a defensive type unit, although they do have bombard. I also noticed that all the ground units are flagged the same and that the ships outside the transports are flagged to carry only fighters. Perhaps something to consider is to up the carrying capacity a bit and flag the infantry units as "foot" and allow those ships to carry either foot or air units. (Would have to play with that and see if it would work that way). You would need transports to move the big stuff around, which makes some sense since the Rebels never really had tanks perse (that we know of) and the Imperials only used it in major campaigns. Much easier to use regular troops.

While not a huge Star Wars geek/historian, etc I have read quite a number of the later books and also played some other games from the Star Wars universe. I disagree the Super Star Destroyer was just a "command" unit and "defensive" in nature. Looking at other games and also from what I have gathered, the Super Star Destroyer was a centerpiece ship of a fleet and designed the kick the snot out of anything it may come across. It had more of everything a regular Star Destroyer had in terms of offensive and defensive weapons, Tie Fighter capacity, and troops. Short of a Death Star showing up, these ships were the be all to end all word in intimidation and power.

I will likely make some changes to the biq to fix several of the issues I listed above and start up a game in debug mode to play around with it. I am quite interested to see how it all works out. This scenario has a lot of promise, but imo to reach its true potential, it needs a lot of work in certain areas, especially the civlopedia (most scenarios do) and some of the improvements/wonder/small wonder area.

One final note on the blockade runner is that while the authors of the scenario may not be able to resize it, I am sure there are some graphic artists that are on the site that can resize it. It is far too large in scale compared to just about anything else and needs serious shrink job to bring it in line with the rest of the units.
 
yep. there are some issues. Currently this scenario is placed on the back burner by myself and sheepmonster as we try and redo the Clone Wars Scenario (which is currently on hold as well). But IF we ever do get back to fixing this scenario a little bit, we will most definitely keep your most intuitive and very helpful suggestions in mind. Thank you so much for playing the Scenario. Feel free to modify anything you desire and inform me of the changes. Any help will be greatly appreciated.
 
I fired this up in debug after doing some changes to fix things above (like getting rid of the 80 movement for the infantry). I also got a chance to dig out the old computer game I was talking about (Star Wars Rebellion) and compare some notes.

The "hyper drive" areas are difficult to tell on the map, but basically they count as "rail" movement I am assuming. It makes it possible for a fast ship to get to a lot of different locations from a specific spot and it would take some time for a player to figure out how fast you can actually get from here to there without holding down on the unit and drawing out its movement. At any rate, I declared war on the Rebel scum on the first turn and knocked out about 1/2 their fleet and most of their transports before they could blink. I also invaded and took over 5-6 worlds over the next two turns while beating off one invasion attempt. My ship losses were pretty heavy to do so, but the Empire starts with a lot more than they do, so I could afford the losses long term I think, especially if it means I get the planets and they don't. Obviously, this is not a desirable development, so I think the whole movement thing on the map probably needs to be reconsidered. The idea of hyper movement is a good one and would have to be implemented in some fashion. (This could take the form of what has been done in some scenarios in terms of ship moments in giving them moderate movement values and having ocean = 1 mp per square, and sea/coastal being higher values depending on what you want to do).

The other issue is trying to figure out what the "feel" for each side is. The Empire should have a preponderance of force, but it probably should be slow. There are going to be limitations on the game engine on what is possible. For instance, try as I might, you can't have aircraft and other units on the same transport. It has to be one or the other. I like the idea of "no bombard" but I am not sure how that will play out. The Empire has the mighty Imperial Star Destroyers and the Rebels have two ships that could stand a chance against one in the Mon Calamari cruiser and the Dauntless cruiser. The Rebellion relied on smaller frigates that could be built much faster than the big guys and were faster. Several frigates together could give a Star Destroyer a tough time, but its hard to represent that in Civ 3 terms without using bombardment.

Going back to the Super star destroyer, a comparison in game terms between the two: A Super class is almost double the cost to build and maintain. A Super class has 1250 turbolasers, 700 ion canon (used to drain power and shields) with a shield factor of 1200. It can carry 12 fighter squads and 9 trooper units. A upgraded Imperial class star destroyer has 500 Turbolasers, 380 ion canon, 800 shield units and can carry 6 fighter squads and 3 trooper units.

The rebels enjoy a clear superiority in fighters although this is more by doctrine than by purpose. The rebels have smaller ships and rely on their fighters more while the Empire has big ships and uses fighters more as canon fodder. They are a lot cheaper to produce and maintain than their rebel counterparts.

At any rate, I figured I would post my additional findings/comments and I am not sure when I will get more time to tinker around with this, but sure would like to at some point. My observation is probably a rethink is needed in how the movement mechanics work on the map and also what can be done to the units to give the scenario the right feel in terms that can be represented by the civ 3 engine.
 
Hey Klyden. Thanks for taking an interest!
As sum_aar_jam said, we're working on the clone wars at the moment, so changes may take a while to implement. If you could give us a simple list (especially that militia 80 movement thing) of things we need to sort, we'd be greatly appreciative.

1. Yes, you're right. The game should start with less transports / overall units. Plus a fixed war between the rebels and the empire (whenever i played i was always too tempted to eradicate the ssi ruu and the chiss before they could even think of retaliating, with no fear of the rebellion hacking me in the back). The hyperspace lanes need to be refined, allowing blockades and limited access to actually work. Originally there were specialised lanes, but these were too constrictive, resulting in each ship taking about 8 turns just to go around a planet, so we opened the entire map up (leading to a fresh host of problems).

2. It's been a while since i worked on this scenario, and i'm away from my play-computer, but if i remember correctly, each unit had a specific class, e.g. frigate, cruiser, light infantry, bomber starfighter etc), which had a starting set of stats. To these, we applied civ-specific bonuses - say for the empire, we added 2 to attack, the rebels 2 to defense, etc. I believe, according to the civ 3 engine & AI, this makes the rebel fighters better than the imperial fighters.
 
I loved the mod, although there were quite a few patches that need to be made. I can only think of a few of them right now though,:
*For the Ascendancy government, The second title is ''House Nuroudo''. House Cspalla was less well-known, but nonetheless, much more powerful (It was The Rulling family out of the top 4 aristocrata).
*Chiss space (part of the unknown regions) had most of its hyperspace links cut off by either the Rakkatans or the Celstials, circa. about 1,000,000 BBY, although many links were left standing, like the link through illum, the kilik capital and home to the Hive mastermind of the dark nest crisis in about 40 ABY. And finally, the living planet Zenoma Sekot jumped through hyperspace into the unknown regions with its yuuzhan vong residents held captive, about 130 ABY in order to escape the growing Krayt Empire. To sum it all up, it needs more hyperspace route entrys
*This needed king units. Nuf' said.

I am starting to use this mod to build a mod-mod about the yuuzhan vong war, and that is nearly complety through the planning phase of development. Hope you don't mind me using your mod:mischief:. (of course i could stop development if you don t like me using your mod as base).
 
Oh wait, House Nurodo is the house of thrawn, although he had to relinquish his claim to that title in order to join the chiss expansionary fleet. The most obvious solutions to this problem would be to:
a) replace Thrawn with Jagged Fel, although he was the nephew of Alliance Ace Wedge Antilles, but this is no more of a logical problem than the fact that Thrawn was the Grand admiral of the Imperial fleet. Ok, I know, Jagged Fel isn't blue, but still.
B) Replace House Nurudo with House Cspalla anyway
C) Add House Cspalla as the 3rd Title.
Could you please fix the Venator-class Star Destroyer's Game image:(.Right now its just a depressing haze.
Speaking of Star destroyers, where did all the other ones go? Take for instance, the Tector-class Star Destroyer. It was the exact same as a regular imperial-class Star Destroyer, but without any hangar bays, and had improved air defense.

Ok, if no one else is willing to help mod this while you modding the clone wars, I can create unit graphics ect.. That is, if you are still looking for help on this mod:confused:.
 
I know this 4 months late, but thx for the updated link! ;)

PS: I'd still like to know if I could have your permission to do the yuuzhan vong war mod. I already have the map of the galaxy in the editor, all the rule changes and units etc... in an excel spreadsheet, and am working on the graphics. I know I could just take all of your hard work without asking, but I still wanted to ask. If so, it should be done by, say january or febuary of 2012.
 
THNX for the new version. Now, before I rip it to shreds with my personal problems with it, I would like to say that, whiled I had many problems with it, I loved both of the Mods. Here are my personal thoughts and opinions on the New Galactic Civil War Mod:
*First off, while the new version is an interesting, I think the original is superior for several reasons, which I'll explain in a minute
*I DO LOVE the updated graphics, and the addition of new units. As I've said before, the old venator was just a depressing haze.
*The Addition of the multiple endings after the Jedi Training was pretty cool.
*The Empire looks much more threatening when it was blue.
*One thing that is a factual error in both the versions is the name, "Super Star Destroyer". The name "Super(-class) Star Destroyer" was a false name for the Executor Project, used to get through the budget oversight committees, where it was reported with a smaller sized(8 or 12 km, instead of the true 19Km). The name of the class of the Super Star Destroyer that is pictured in the civilopedia, and that participated at the Battle of Endor, is the "Executor-class". In Fact, Between the years 12BBY-137ABY, there were other unique classes of Super Star Destroyers, although the Executor was the most widely known and produced(with about 10-15 known to have existed): Sovereign-class, Eclipse-class, Imperial-class(Different from the regular Imperial Star Destroyer), and the SSD Prototype.
*The Ssi-ruuk were contacted before the battle of Endor by Palpatine, and evidence suggests that the Empire knew of their existence a long time before then. So why do the Unknown Regions have to be opened by a tech?
*Both lacked a Death Star Unit. That would have been very fun to have, after say, building the Death Star Project.
*The Atmosphere of the gameplay - While both have a Star Wars Atmosphere, I think the first mod captured it better.
*While its a nice idea to start off right after the Clone Wars, A New Hope(the first era) didn't happen for about another 20 years. This brings up another point: How can the Rebels already control so many worlds at the beggining of the game, when the tech, "The Formation of the Rebel Alliance" hasn't been researched? I also think that it was more fun when the Empire and the Rebels could start fighting right-away with units that were from the GCW.
*Now, Overall the things I've mentioned where minor, and somewhat nit-picky. But for me, two things sealed the nail in the coffin:
-Malfunctioning Hyperdrive - While the constriction of the Hyperlanes down to a few tiny sections of space is realistic, it wasn't very fun. It also made a successful war almost impossible.
-The Chronological Tech Tree - While more Civ-like, I liked the old tech map much better, where I could focus on Planetary Functions, Land Forces, Space Fighting, or Actual Events.
I know that many people probably liked these changes, but I didn't, at all. I would also like to say that even though I don't like the changes, Both Mods are extremely good.
 
Hey Serebiisean! Thanks for taking an interest, tho it has been some time since we've done any development on this.

I have an incomplete version of a larger scale mod on my computer, which has about 20 factions i think, including the yuuzhan vong - it was designed to be entirely era-encompassing, including pre-republic, old republic, new republic, legacy, but due to university commitments and other work related stuff never quite got finished. If you want I can try and send you that for you to play with.

I'll try and answer your concerns as best as I can, considering I can't remember this mod much anymore:
- Multiple endings? Don't catch you. You mean in the technologies? If you do, I took out the lower spec jedi because they werent unique in any way, they were just another unit.

- The Empire changed from blue because they didnt contrast enough with the Chiss.

- The units and the images are all representative... I wasn't gonig for perfect accuracy. It's pretty big ingame tho.

- They're opened by a tech to stop the empire / rebellion steamrolling over them at the beginning of the game. The idea is that they'll weaken themselves fighting beforehand. I think I intended to give outer rim factions the ability to travel inwards, tho, so if they wanted to invade early on they could (tho this would result in them being impregnable... I dunno)

- The idea of the death star was to be the ultimate power. Sure, in practice they werent (although if the DS2 had been completed it would have been unstoppable arguably), plus there was no good ingame way to implement them. If you want toi add one tho, we discussed using it as a nuclear submaring.

- Can't remember my reasoning on the techs and stuff. I think they were more just generically named.

- The big mod has generic techs, the scenarios have event techs. Different styles, i guess.

To be honest, by the time we released the pack almost all interest haad already dwindled - as you might see, there hasnt been a post here for a year and a half before you came along, and activity in other forums is a bit quiet too. We were the last remaining participants in a mod that took 5 years of planning and 2 years of building, and by that point we were a little tired of it. So while your ideas might be worth considering and implementing, it's all a bit late in terms of development.

But yes, feel free to use and abuse our mod in whatever way you please. Tho if you do release it anywhere, try and credit me and sum_aar_jam at the least, or try and find all the unit makers who added to the project and credit them too.

Cheers,
Sheepmonster
 
Umm, I did not post this, but uhhh
 
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