Star Wars: The Mod Strikes Back

i downloaded the binary openfx and i dont know how to install it :mad: could some one tell me how to install it?
 
@ chose: whoops- i forgot to tell you to download winrar- my fault, sorry. :( Anyway, go to this website (http://www.winace.com) and download the program winace 2.6 from download 1 (though i doubt it matters which one you select, i just clicked download 1 ;). It's supposed to be a 30-day trial, but it never stops working. After you've installed winrar (double click on the winrar icon wherever you saved it and follow instructions from there) you ought to be able to install and run openfx.
 
starwarscrazy said:
@ chose: whoops- i forgot to tell you to download winrar- my fault, sorry. :( Anyway, go to this website (http://www.winace.com) and download the program winace 2.6 from download 1 (though i doubt it matters which one you select, i just clicked download 1 ;). It's supposed to be a 30-day trial, but it never stops working. After you've installed winrar (double click on the winrar icon wherever you saved it and follow instructions from there) you ought to be able to install and run openfx.

thanks.. i installed winrar but what instructions r u talking about
(im still working on it i might be about to get it runing soon)
 
installing winrar is an entirely different matter than downloading it, so unless by 'installed' you meant 'downloaded' then the instructions i'm referring to are the ones that start up when you double click on the winrar icon wherever you downloaded it. Though you have downloaded winrar, you will be unable to run it unless you install it on your computer. Also, running winrar is somewhat of a misleading term. After having installed it, you don't really run it in the fashion you would of computer games and whatnot, you use it to open .rar files. Once you have winrar installed, simply attempt to open your openfx folder. From there you can follow the instructions of polyphemus' tutorial: http://forums.civfanatics.com/showthread.php?t=121258. (he's really the expert on openfx, more of an expert than me if nothing else)
 
i did install it after i downloaded it (im not very good with computers but i do know u have to install it after u down load it ;) ) and i pick open on the meanu on top of my folders. then tell it to open openfx but it says nothing at all!!!!!!!!!!!!!!!!!

if im being more work then a help just tell me i wont be offended. i can just sit and wait for the mod to be dont if its easer for u guys.
 
starwarscrazy said:
heres a new unit tree (not as good as my old one, in my opinion) based on chris 85's suggestions. http://www.civfanatics.net/uploads10/unit_tree_2.0.ace

Comments?
You didn't have to do one based on how I would do it. I was just showing where I stood on the unit lines as I haven't commented much on them. It looks like everyone here has a different way going about the unit lines anyway. :)
 
OK, addressing a very old problem we once had; The Death Star.
OK, the original problem was we could'nt have a planet destroying laser. This still remains a problem, as i'm not sure if we can have a bombardment or anythnig changing terrain from planet into space.....so i propose we leave it as a nuclear Weapon.
Problem 2; Death star destroyed itself when it fired. hmm....well, why not make the death star act as a nuclear submarine - so it can fight (with it's anti capital ship defenses able to do damage to certain targets, and its many starfighter squadrons blasting out any enemy starfighters attacking.) But then there is nothing to simulate the blast.... enter new unit - Death Star Gunner, or Death Star Main Gun, or something equally grandiose (hehe, big word). This death star gunner IS a tactical nuke, to the extent that he flies up into the air, and when he hits the ground, his 'death' animation is death star main gun firing.
Thus = death star.

Suggested unit stats:
Attack=Biggest Ship in game + 4
Defense=4 or 6, so it can be destroyed easily if unprotected by fleet etc.
Speed = 1 or , to make it slow to reach its target.
Transports = up to 2 shots
Cost = 800

Death Star Gunner:
Wheeled - cannot move out of city, unless into death star.
Cost = 1000
movement = 1

Thus it will take a while to reach it's destination.
 
I like the nuclear sub idea. It could have a firing anim, then have a laser come as a nuke. It should work well. If so, would it be a flagship for the imperials? If it was, that would give an unfair advantage to the Empire.
BTW- a small thing that's been bugging me, why can't the Vong be in the mod? It would kind of spice things up to have a 5th civ like it.
 
the vong are in the mod- just someone has yet to construct a firm unit tree for them (though i think sheepmonster might have a couple pages back). The death star idea seems acceptable, but what would stop the AIs from using the death star gunner to attack from the cities in which they were built, or dropping the death star gunner away from the city using the death star like a helicopter? I think that the death star should be a separate type of unit, something like 'ultimate weapon type' (though i don't know what uwt units the Rebels, Republic, or Separatists could have- the YV have many, so its not hard to come up with one for them) since having the Death Star as a capital ship would not make a lot of sense- upgrading each of the many imperial star destroyers that the Empire civ would have built by era 4 to a Death Star allows for too many Death Stars.

i think i'll work on a unit tree for the YV and post it sometime later today. after that, i think i have to start focusing on the pedias that i have abandoned since the unit tree discussion began.
 
No way upgrade star destroyers into death stars - that'd be crazy.

By giving the death star gunners 'wheeled' status, and nothing else has this status, and by preventing wheeled units onto terrain, then there won't be a problem of them unloading. Using them in a nearby planet w/o the death star could be conceivable - planetary defense or as death stars circling the planet (indeed there were death stars around coruscant, which were never finished).

Once the mods are completed, yuuzhan vong will be present - but the mods will be divided up into different eras - the Clone Wars (where there were no vong), the Galactic Civil War (again, no vong), and finally the New Jedi Order (where vong will star).
The New Jedi Order mod is essentially a completely different mod - as the Alliance civ will be replaced by a slightly different civ, representing the Galactic Alliance, and the new starfighters and units available, and the yuuzhan vong, imperial remnant, chiss, etc.
The New jedi Order mod will be the mod with the most civilizations - and thus the hardest to do. This mod will probably be the least worked on by the time Civ 4 comes out, just to give you an idea. The Clone wars and the Galactic Civil War will be mods essentially combined, i would suggest, sharing the same tech tree as each other, but with two seperate parts, splitting up the same file with only one difference - one can only have clone wars civilizations, the other only galactic civil war civilizations.
 
I'm not talking about the time frame mods, I'm talking about the free-for-all mod, with Rebellion, Empire, Republic, and Seperatists. We should add the Yuuzhan Vong and possibly the new republic.
 
huh. i was under the impression that the YV were already in the free-for-all mod, and if they aren't, then i agree, they should be. The new republic- well, i know i brought up the idea, but from a unit tree perspective they'd definitely be too similar to the Rebel Alliance. I gave the rebel alliance in Era 4 all the units (minus the star destroyers) that could be attributed to the New Republic, so i think that the New Republic should only be a civ in the YV invasion. On the other hand, with the Yuzzhan Vong it is not difficult (from a unit tree perspective) to make up some of the units in eras 1, 2, and 3.

here's the unit list i made (copied from chris85's- thanks chris- and edited ;) ) based on the unit tree i made to give everyone an idea how many more units need to be made if we settle on my unit tree.
http://www.civfanatics.net/uploads10/Unit_List.ace

while working on the unit list, i found a few ways to ease the amount of units needing to be made by making minor changes in the tree. here is my updated unit tree (for the umpteenth time).
http://www.civfanatics.net/uploads10/Updated_SW_Unit_Tree.ace
 
Your unit list know has fewer units, but still many problems. I hope you don't imagine me as a punch bag or hate me for pointing outt hese things, but i feel they are important for the mod, which is supposed to be chronologically correct...

TIE hunter is the predecessor to the TIE defender. It was used in one computer game, and it was different from a tie interceptor because it had 4 torpedoes and an ion cannon ( was it 6 missiles?), combbined with the standard 2 lasers. The TIE defender is armed with 6 lasers, 8 missiles, 3 ion cannons, a small tractor beam and shields. Which should be the last one? which is the better one?

TIE hunters were put into service between the Battle of Hoth and the Battle of Endor - however, since they were useless essentially, they were removed quickly. They were only available to a certain specialist of imperials.

Your thinking of the XJ1 X-wing, which came into service just before/ just after/ around the time of the yuuzhan vong invasion. using this as an equal to the TIE hunter (battle of hoth time) or TIE defender if you acknowledge my criticism, does not work as equally - alsofor the Battle of Mon Cal (GCW), e-wings were released, acting as a replacement (or so was the idea) for x-wings. Pilots remained in the x-wings, though, since they preferred them. If TIE fighters (whcih remained in imperial service despite other fighters) must upgrade, then why can't the x-wings upgrade into e-wings also.

If the Z-95 headhunter is the immediate predecessor to the x-wing, doesnt this mean it was a fairly substantial ship, compared to other craft of the republic era? And so this means that it wouldnt have been around at the beginning of the Clone Wars era, and so can't have been a reasonable predecessor to the Clone unit fighters.

The K-wing however lacks a hyperdrive and must rely on large fleet carriers. It has a very limited missiles only system, with few lasers. requires extra crew. Y-wing was a general bomber, the proton bombs able to blow apart spaceship hull and huge cities. So if the y-wing is so superior, why does it get replaced?
The y-wing was bad at the battle of yavin because it was slower - if it reached the torpedo shaft, or was used against enemy capital ships where it was meant to be used, it would cause much more havoc.

How could the TIE droid be the predeccessor for the TIE interceptor, when it only fought at the battle of mon calamari, created within the world devestators (which were all destroyed in aforementioned battle.) Since th battle of mon cal occured long after the battle of endor, where tie interceptors fought, then it is not correct to use TIE droids as predeccessors, unless you plan to have a star wars galaxy that is extremely inaccurate.

The Super star destroyer recently created takes up 3 full squares in game. This would make it difficult to see otehr units in neighboring squares, or would make the graphic appear strange as you can only see what isnt covered up. Could i please suggest that units are limited to only being one square big - originally in civ 3 (befroe modders attacked) the battleships, aegis cruiser, destroyer, ironclad galleon, frigate etc were all about the same size, even tho in real life they were much more varied in size. Thus if you really want to put an eclipse star destroyer into the game, 10 times the size of a super star destroyer, you will have to abandon the exact sizing.

Imperial Lander -> Advanced Imperial Lander.
why not use this logic for more units? E.g. TIE Interceptor -> Advanced TIE interceptor -> Elite TIE interceptor etc.

AAT not ATT - armoured attack tank.

How does a fully trained stormtrooper in desert gear (bigger gun ^o)) upgrade to an imperail fleet trooper 'imperial guard'? or by imperial guard do you mean the 12 elite royal guard used by the emperor?

For the full mod, why is there less clone war units then gcw units? won't this make it unfair slightly?

Inm some places i could say the same complaint again, but i feel this is unneccessary, as it just takes up room. eg stap to orray trooper (more advanced lasers to cattle prod)

Please, since we are working on GCW and CW, can we forget about the vong? They require a new unit set, new tech tree, new graphics, etc etc etc, which for now it would be best not to worry about.
Pleb wanted the GCW and CW finished by civ 4 - so lets do those first.
 
Hi im just wonderin has any1 got any sith lords or anything for me to use im my star wars v star trek mod thanx
 
There is a sith master, sith knight, and sith apprentice unit scattered around...
 
@sheepmonster- I agree that the unit tree needs a little chronological make-over, but I don't agree about the TIE Hunter/Reuse name thing. It's just a name. It'll just add a little variety, because it will kind of suck to have this when you click on your group of units:

Regular 4/4 TIE Interceptor
Regular 4/4 Advanced TIE Interceptor
Regular 4/4 Elite TIE Interceptor

or does this look better:

Regular 4/4 TIE Droid
Regular 4/4 TIE Interceptor
Regular 4/4 TIE Hunter

It wouldn't matter if it was exactly correct. It's just to stop the player from seeing the same graphic and name every upgrade. As for the TIE Droid thing, we could just arrange it by unit superiority, not chronological order. Civ3 isn't about doing everything in order it happened in history, so why should the Star Wars mod be about doing everything that happened in the order that it did in the movies?
 
I used the term 'generally' i think (can't be bothered to check, it was a while back). So the unit trees will be different - for example, for the x-wing, i started with z-95 headhunter, then t-65 ac1 then t-65 ac 2 then t-65 ac3 -> if you want different graphics for each era then there are plenty of x-wing grahpics available, and we have 2 TIE interceptor graphics avaialble already, which are 2 different graphics already.
 
ok, starting with sheepmonster's thoughts (no, i don't hate you or think you're evil- constructive criticism is just that- constructive).

1. Switched TIE Hunter and TIE Defender- my fault ;)

2. Here's a quote regarding the X/E-Wings contrary to what you said from sw.com- "Later, with the introduction of new fighters like the A-9 Vigilance Interceptor and the E-wing fighter, the X-wing was pushed from the limelight. Eventually, after years of research and modification, Incom unveiled a new faster Incom T-65AC4 fighter that can compete on its own in the modern starfighter combat arena. " If the T-65AC4 was able to compete with E-Wings, certainly the XJ1, the most advanced starship of the Alliance, could as well.

3. I switched the K and B wings so that the B-Wing is the sucessor the Y-Wing in era 3 and the K-Wing is just a more powerful experimental non-hyperspace bomber alternative in era 4.

4. I thought i read somewhere that the TIE Droid was developed around the time of the Battle of Hoth, but now looking it seems you are right about its debut at the Battle of Mon Calamari, shortly after Endor. I reworked the entire TIE lines in fighter, fast fighter, and experimental fighter to show this, so take a look at it and comment/constructively criticise. BTW, i know i have the TIE Advanced as a fast fighter, but to ensure it is not mass-produced, it will be EXTREMELY expensive.

5. I have no problem abandoning the exact size scale to allow for an eclipse star destroyer.

6. I only used the whole basic>advanced when absolutely required, and never when i had other alternatives. It'd be pretty boring to have basic>adv>heavy>etc. in places where good alternatives are availible.

7. Fixed AAT thing.

8. I had this discussion with odintheking earlier, but here goes. The upgrade of one unit to another does not literally mean that the first unit morphs into the second, it just abandons the first unit and its weaponry in favor of a different one. After Episode I i didn't see any STAP, so it is safe to say that, for whatever reasons, the CIS considered them obsolete. However, in the Battle of Geonosis in Episode II (represented in the Unit Tree by eras 2/3) the CIS used Orray Troopers, despite their primitiveness. However, they will probably be only slightly stronger than the STAP to show this. I just thought it'd be cool for every civ to have a mounted unit.

9. However, in other places in the Unit Line, the gaps were filled with whatever possible units could make sense. For example, all of the defensive units in Era 1 are pilots, and in Era 2 the Empire uses terrain-specific troopers (snow/sand) so my insane logic here makes sense. By Imperial Guard i mean the Royal Guard, but not the ELITE Royal Guard (or, to be technical, the Sovereign Protectors). The Elite Royal Guard is too few in number to be part of the mod, but the Regular Royal Guard is sufficient. They looked the same (big red guy), only that the Elite Royal Guard stayed only with the Emperor and had minor dark-side-of-the-force-wielding capabilities.

10. I didn't realize there are less Clone War Units than GCW units- i thought they were about equal. The only spots i intentionally made less units was for the Republic in Era 1- they will have fewer offensive and more defensive units for Era 1 seeing as the Republic hardly did anything militarily during Episode I. If there are less units in the CW than the GCW (it doesn't seem that way to me, but if it does to anyone else . . . ), then if anyone has any spot filling ideas i am, again, open to them.

11. I have no problem focusing on the first two (CW and GCW) before really working on the YV Invasion.

12. Regarding unit graphics reusing- i stress that i only do so when the ships look almost exactly the same or are exactly the same with minor upgrades that are either not visible or need not be shown. (eg, basic hoth turret>advanced hoth turret, TIE Fighter Scout>TIE Fighter, Battle Droid;Droid Pilot, Clone Trooper, Jedi Defender Clone, etc. etc. etc. )

@ odintheking- i'd like to strive to be as accurate as possible, and chronologically would probably be the best way to do things.

Heres the edited (for the fourth or fifth time, i've lost count) unit tree.

http://www.civfanatics.net/uploads10/Unit_Tree_4.ace

I would just like to point out that this is for the purposes of getting an agreeable unit tree for the entire mod asap. Comment now, or forever hold your peace.
 
*shrugs* looks better than it was...
I was going to suggest using my unit tree (as it has stats that work) with the few units it has, and replacing like 'elite tie advanced' or whatever with tIE phantom - thus using my stats with yor units. If you think thats a good idea, ill post my sorted out unit stats list for you to apply troops to.

But, having been creating another experimental version of the mod (too much spare time i have), i found a problem with the y-wing and super star destroyer - the supe is too big for the terrain, takes up 3 squares, and the y-wing just comes out as the y-wing pic on a big magenta background..... i'm not sure the reason for this, but whoever made it should take a look.

I heard polyphemus decided not to finish his airspeeder, and so i have started on a snowspeeder unit. I am also planning to make a new star destroyer, frigate, and the sith infiltrator that darth maul uses and the hoth trooper. For the commando would it work to change the marine machine gun attack sound to a laser shot? cheap i know, but it will last for a little until a new one is made.

Is the tech tree completed or touched upon? I've also made a full tech tree, tho i havent completed akll the icons yet, that fits with my unit tree. I'll post it if it's wanted.

Hope i'm being more useful now than jsut complaining about other ppl's stuff :).
 
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