Star Wars: The Mod Strikes Back

the small thing looks like a holocron. that could be used in the capture the flag variant
 
About 2 months ago I bought the complete SWGB Saga for like 10 bucks a Wal-Mart so I can extract units again. :)

In my personal Star Wars Mod, I have the Infantry lines as defensive units like in Civilization. I also use turrets as a defensive artillery. There are 3 kinds of turrets, Light/Medium/Advanced, you get a new type in each era. In my mod the turrets have the following abilities:

- 1 Attack (So the Defense Flag can be checked so the AI uses it)
- Medium to High Defense
- 0 Movement (Duh!)
- The ability to Bombard (Artillery Flag is also checked)
- Zone of Control
- the Advanced Turret has the Radar flag on
- They also can be Arlifted, Airdropped, and Loaded up on other units to be transported to a battlefield.


I think shield generators should be used as city walls instead of actual units. :scan:
 
Here's the Sith Apprentice Attack you were trying to extract Jobiwan. :p

SithApprenticeAttack.gif


The damn Flc2Gif palette doesn't do justice to this preview, it looks better in the game.
Anyway here it is ----> SithApprenticeAttack
 
Those turret stats are good. In my modifications, I made Jedi the only defensive troops, and gave them a ZOC.

Also, I've been brainstorming unit lines (upgrade paths). How are these?

Turret Line Chris's stats. (see above)
Turret
Heavy Turret

Shield Line (high defense, if used)
Shield
Advanced Shield

Trooper Line (good attack, low defense)
Light Trooper
Trooper
Hvy. Trooper
Adv. Trooper

Mech Line (great attack, medium defense)
Scout
Light Mech
Standard Mech
Hvy. Mech

Jedi Line (good attack, better defense)
Padawan
Knight
Master

Bounty Hunter Line (good attack, medium defense, hidden nationality)
Bounty Hunter

Transport Line (low attack/defense, high transport)
Transport
Armored Transport?

Battleship Line (hight attack, low defense, carrier)
Battleship
Adv. Battleship

Cruiser Line (low attack, high defense)
Cruiser
Hvy. Cruiser

Fighter Line (like Civ fighters)
Fighter
Interceptor

Bomber Line (like Civ bombers)
Bomber
Hvy. Bomber

Are those good?

EDIT: Nice job on the Sith Apprentice attack!
 
jobiwan7 said:
Shield Line (high defense, if used)
Shield
Advanced Shield

I still don't think shields should be units, but instead improvements that increase the defense of a city. :hmm:


jobiwan7 said:
Battleship Line (hight attack, low defense, carrier)
Battleship
Adv. Battleship

Cruiser Line (low attack, high defense)
Cruiser
Hvy. Cruiser

I think Battleships should have High Attack/High Defense/Slow Speed and Cruisers should have Medium Attack/Medium Defense/High Speed. Battleships should be more expensive than Cruisers.

The Mech and Transport lines have potential for expansion. Maybe there could also be a Mobile Artillery line? :confused:

Other than that I like those upgrade paths. :goodjob:
 
The shields aren't needed, I guess. I just included it because it was part of my list.

For the ships, I was inspired by actual civ, where battleships do most attacking, but have a destroyer escort for defense. The same thing occurs in Star Wars, the giant battleship is protected by the little cruisers.
 
When you say shields, what you might be able to do is make the shield generator thing with three cannons around it, and lots of little specks at the bottom. The specks could represent troops, and the cannons would be the defense guns - like in the battle of hoth.

Is there some way to only allow one of these per base tho? Because it would not be right to have multiple shield generators in a base, when one defends it reasonably well. Perhaps these would be better suited to the scenarios, as all bases have one shield generator, and are unable to produce another. This would combine the turret and the shield ideas.

Troopers, stormtroopers or whatever, should start with a -2 hp modifier - this could represent how easy it is for them to die. This reduces the chance that a rebel trooper could shoot down an AT-AT walker.

The death star could become a nuclear weapon. It would have to be the only item in the game which produces pollution - because then we could set all terrain to become LM terrain asteroid field when pollution strikes it. The death star's bombard flc would have to be the superlaser firing. I know how to prevent pollution from cities and buildings, so that will not be a problem.

It is true that battleships should be defended by smaller cruisers - during the battle of endor, numerous star destroyers were destroyed, and these would be the best representation of a battleship. The small cruisers were not exactly tough, but they were fast enough to avoid some of the fire.

Jedi should not be produceable - instead, perhaps they should be produced ever 15 turns or something by the palace, or whatever flavor jedi facility is chosen. This would churn out a jedi knight or a sith warrior or whatever. Otherwise it might get to the point of 89 jedi masters, and not much else to go with this.

Due to the new film, coming out in may, the mod cannot be completed, as there are numerous new units which will be introduced, some of which that are known about are the dreadnaught heavy cruiser and the jedi starfighter with weapons (as the previous ones were unarmed).
 
I suggested the Death Star as a nuclear weapon a while ago, I still think it's a good idea. In the Galactic Map, I had all terrain turn to space if there was pollution, which is sort of like your idea of a planet becoming an asteroid field.

To get rid of pollution in the cities, you'd need to not have any pollution-producing improvements, and an improvement that cancels population pollution.

If the Jedi would be produced by a building, the "Jedi/Sith Temple" would probably be a good choice.
 
I've tested the mobile aircraft attacking. If an aircraft attacks a land/sea unit, then the aircraft attacks normally as if it is a land/sea unit. If it is being attacked, then it gets destroyed automatically.
 
Perhaps as a replacement to churning out a jedi knight / sith knight every 15 turns or so, a jedi knight should be churned out alongside a dark jedi, and the empire starts the game with palpatine and vader as seperate units. This would prevent there being more than two sith warriors at any time - and they should be stronger as yoda was wrong - the dark side is stronger.

should we not make new governments? galactic republic, which could then become the emperor's new order. Whatever the confederacy would hve for its ideal government. for the rebels, the rebel alliance going to the new republic. For the empire, the emperor's new order becoming imperial remnant or something. This would be better than using traditional 'democracy' and whatever.

The whole aircraft not being able to defend themselveas thing is really dumb. I reckon instead we should make some of the starfighters sea units as well as the larger ships. x-wings and y-wings, for instance, have hyperdrive capabillities, so they could operate away from the standard fleet. A tie fighter is a short range fighter, and so could not leave the safety of the fleet. This unit should remain an air unit, as well as all other craft which do not have hyperdrive. These should remain immobile, so that the arent just shot down by an ewok or something (i don't know if ewoks will be used, but....)
 
I have been doing some brainstorming myself, trying to come up with a space mod - would this also be using small planets represented by single tiles (or at most a handful of tiles)?

For Jedi or Sith, maybe make them replace the great leaders, so they are the result of battles? Problem then is we lose the army building or improvement rushing unit.
 
Currently there exists a single-tile planet space terrain, by Vadus. I think it's now slipped to the second page of the graphics subforum; look for Space Empires. I am planning on releasing a 4-tile planet space terrain sometime this summer (would have released a proof-of-concept last week had not life and computer problems massively interfered).

Actually, using two or three different terrain mods for various scenarios may be desirable. If the focus of the scenario is on just a few planets (for example, the Moons of Endor), using the terrain mod where water has been blackened to look like space (and land is otherwise unmodded) may be more appropriate. A scenario focusing more on widespread interplanetary conflict would be better served by the 1 or 4 tile planet mod. (Note it is difficult to get the AI to use the 1-tile planet, while the 4-tile planet has a lot of restrictions on terrain placement)
 
More ideas:

I reckon that the idea to have the mod and scenarios representing the film is a bad idea. What should be done is that the battles / adventures should be given scenarios. Using episodes III and VI as examples, we could design multiple different bounty hunter units, and gamm guards or whatever, and get jedi master (skywalker) to go round and kill them all. All characters would be kings, and the objective is to get all kings to the skiff or something. Then, as a different scenario, a massive space battle above a large ground battle, with ewok reinforcements coming in from the ewok villages, which represent towns, battling palpatine's legion.

Episode III is another example, as there are two or more battles: the battle for coruscant and the battle for kashyyk. This would not be able to be planned this far in advance, since we do not know exactly what will happen in these. However, since there are two battles in this, then it is not possible for this to be just one scenario.

For the standard mod, use the space terrain that has each dot of terain as a seperate planet. For the battle of endor, we should use the terrain where sea becomes space, but continents can be formed. For the battle of hoth, use winter terrain. We could also make a mod for the death star escape in Episode IV. Are there any desert graphics like winter terrain, as these could make it possible to host the battle of geonosis.

If we were to create scenarios using this idea, we could be much more flexible. The scenarios themselves take up very little file space, as the main bulk of the file will be the units and such.

For Jedi or Sith, maybe make them replace the great leaders, so they are the result of battles? Problem then is we lose the army building or improvement rushing unit.

This could be a good idea, but that would also prevent use of padawans, masters, apprentices, and actual leaders like General Riekan and Han Solo. I personally advise against leaders.

Any feedback on my ideas would be nice....
 
Possible Scenarios

---Original Films---
- Battle of Yavin (death star terrain needs to be made)
- Battle of Hoth - snow terrain
- Evacuation of Hoth (lukrees / winter terrain maybe)
- The Asteroid Belt (space, barbarians = asteroids or something)
- Escape from cloud city (it might be possible) - ??? terrain
- Jabba's Palace ??? terrain
- Battle of Endor - lukree's space terrain - space above forest

---Prequel Films---
- Battle on the droid ship (regicide - nute gunray)
- Battle of Naboo (Lush Cities / lukrees)
- Battle of Geonosis (superior version to original - droid ships as cities?)
- Battle of Coruscant - Space Battle around Coruscant
- Battle of Kashyyk - wookies vs clones
 
Ok, I've been trying to find out how to do this, but unsuccessfully, so:
Where do I download the mod? (is it ready, is there one that is?)
Also, few ideas i have:
Imperial and Rebel UUs are obvious, so i don't think I have to put them here...
But for the Galactic Republic: The Dreadnough cruiser (upgrading to Assult Frigate), the Star Galleon, the Fast Carrack Cruiser. I have no ideas for fighters for the Republic, besides the Jedi Fighter, so...
And just to make it clear:
Empire: Star destroyer, Strike cruiser, TIE Fighter, Interceptor, Bomber, Advanced and Defender, Death Star, Assault Transport, possibly the Victory-Class Destroyer.
Rebellion: Mon Cal cruiser, Mon Cal light cruiser, X-, Y-, B-, A- wings, the Assault Frigate, Corellian Gunship.
These are my ideas. Unfortunatelly, since I have no ability at designing, and no idea how to animate the units, It's all I can do. Perhaps I can help with the civilopedia, if you need...
Well, that's it. Good luck with the mod.
 
And how about for ground units:
Imperial:
Stormtrooper (2,2,1), Snowtrooper (3,1,1), sandtrooper (1,3,1), scout trooper (2,1,3) and royal guard (3,4,1) and darktrooper (4,3,1)
Rebels:
Fleet Trooper (2,2,1), Rebel Commando [endor] (3,1,1) Hoth Trooper (1,3,3), Swoop trooper (2,1,2) and wookie (4,3,1) and mon cal trooper (3,4,1)
Republic
Clone Trooper (2,2,1), ARC Trooper (3,1,1), Heavy Clone Trooper (1,3,1), Speederbike Clone (1,3,3), Jedi Knight (4,4,1) [find some way to limit jedi knights]
Confederacy
Battle Droid (2,2,1), Super Battledroid (3,1,1), Droideka [destroyer droid] (1,3,1), STAP (2,1,3), Advanced Droideka (3,4,1), Advanced Super Battledroid (3,4,1).

Heavy Ground Units. Cannot capture cities (so troopers arent made redundant)
Empire: AT-ST (6,4,2), AT-AT (7,7,1).
Alliance: AT-PT (4,3,2), Captured AT-ST (6,4,2).
Confederacy: AAT (6,4,2), MTT (4,5,2;transports 3), Hailfire Droid (7,4,2) and Spider Droid (6,6,2)
Republic: AT-PT (4,3,2), SPHA-T (7,4,2), AT-TE (6,6,2)

Any good? I know each side do not have the same amount of vehicles, but it occurs to me that where the empire have AT-ATs, the alliance would tend to rely on snowspeeders, and where the confederacy has MTTs, the Republic would use their gunships. The troopers dont upgrade, as this leaves more variation in the ground forces - the empire for instance use stormtroopers in the same squad as they would use royal guard - i recommend making the stronger troopers (royal guard, wookies, jedi, etc) much more expensive, and prevent other troopers being upgraded.
 
That's ok, but we'll probably make changes to those stats to balance the game out. Unfortunately, any ground unit with an attack of 1 or higher automatically has the ability take cities, so your idea of mechs not being able to take cities won't work.


@ Holy Emperor - We're remaking the mod right now, but there are 2 older mods available that are beta versions:
The Clone Wars
The Galactic Civil War
 
You could give the mechs really high bombard, but no attack, so they can't take cities.

I think that you should each civ should excell in a different area. Ei: Rebel Alliance has great aircraft, or Empire has AT-ATs, which have no Rebel Counterpart.
 
What is the maximum number of HP something can have?

In starfighter combathaving a shield doesn't affect your attack or defense, but the amount of hits your starfighter can take--I think sheilds should be represented by HP, not defense.
 
Back
Top Bottom