Star Wars: The Mod Strikes Back

This is my attempt at making a MC cruiser. I know its terrible, but its my first unit. I couldn't find any pics for the N and S directions, and therefore had to simply repeat them. The attack also couldn't be worst, but, since nobody was willing to do it. Try it out and gimme some feedback, before I decide to put it in a new thread, plz. If someone has good pix for the N and S directions, let me know.
Also, if anybody was inspired by me to try and create a better MC cruiser (that's not a hard thing to do...) just ask and I'll post the pictures I used to make this one...
P.S.: If you like the unit, I'll create the units32.pcx!
 

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i think that we should change the ideas of starfighters into starfighter squadrons

We could then use the HP thing to represent the strength of the squadron. A b-wing squadron, for instnce, would have a greater shield strength than a TIE interceptor squadron, but an interceptor squadron will have more attack, due to its speed.
 
I reckon the starfighters should be arranged as followed:
Red = Hyperspace (sea)
Blue = No hyperspace (air)
(1,2,3,4,) - 1=attack/bombard; 2 = defense; 3 = range/moves; 4 =- HP bonus
Alliance
X-Wing (5,5,5,2)
B-Wing (7,3,4,3)
Y-Wing (3,7,4,2)
A-Wing (4,4,7,1)
Airspeeder (6,3,3,2) [air bombard]
Cloud Car (3,6,6,1) [air defense]

Empire
TIE Fighter (6,5,5,0) [Air Defense]
TIE Bomber (7,3,4,3) [Air Bombard]
TIE Interceptor (6,4,6,1) [Air defense]
TIE Droid (3,7,4,2) [cheap air defense]
TIE Advanced x-1 (6,5,4,2)
TIE Defender (4,7,4,2)


Confederacy
Droid Starfigter (6,4,2,1)
Geonosian Starfighter (4,6,2,1)


Republic
Jedi Starfighter (6,6,5,1)

Naboo Starfighter (6,4,3,1) [Air Defense]
Torrent Starfighter (6,4,3,1) [Air Bombard]


If you disagree, do please say.
btw, the mon cal cruiser is really good. Firing animation could be better, but thats all i could find wrong with the beauty.
 
How are you going to have Hyperspace effect units?

Should they have all terrains as roads?

Do you have a formula for those numbers?

I like the idea of having one unit represent more than one starfighter.
However, I think that the starfighter units should be 4 fighters, not 12. Otherwise the starfighters will be too easy to destroy with anti-air fire.
 
I think we already assumed that one starfighter unit represented an entire squadron, because it would be hard to fit all those fighters into one tile and have it not get cluttered. It's kinda like how a swordsman represents like a thousand men in the epic civ game.

The best way I know to simulate hyperspace is to raise movement rates on the space terrain. For example, Atmosphere=1, Orbital Space=2, and Deep Space=3. Ships that have hyperspace should ignore movement costs for those terrains and ships that don't have hyperspace will have to pay a lot more movement points to move through deep space making them go a lot slower. You could also turn on the "Re-Base" flag, but the AI will only use it for air units.
 
I reckon that hyperspace should be represented by the ability to move into 'sea' squares. We could make hyperspace-able fighters sea units, and non-hyperspace able units air units with no movement. This will prevent air units just being walked over when they get attacked, and allow hyperspace untis to move from planet to planet or whatever. However, this will prevent them from attacking ground units, which is something that starfighters can do. Maybe we could use sea units for hyperspace on games with much space, and ground units (use them as bombard) in land battles.

btw, yes, The torrent is the one from clone wars. There is a hyperlink if you need any info on it.
 
You said?

"I think we already assumed that one starfighter unit represented an entire squadron, because it would be hard to fit all those fighters into one tile and have it not get cluttered. It's kinda like how a swordsman represents like a thousand men in the epic civ game."


Does that mean that an ISD would only carry SIX units?!!
 
Hmm... some time ago I was planning on making a Star Wars mod myself, but gave up since there are not enough appropriate graphics, it would have taken far too long, and I have other priorities at the moment. Would y'all be interested in the ideas I had laid out for it? There were a bunch of concepts and whatnot that I had worked out in some cases pretty extensively.
 
Well, I just checked and all the ideas are no longer on my laptop… I have them on a CD back home and I won’t be able to get at them until march or so. They were all written out on a spreadsheet.

So… I’ll try and give em to you off the top of my head.

First, my idea for the mod was to make it more of an epic-type one… I was gonna have it start back before the old republic began, and before even hyperdrive was invented. The eras were going to go Colony era, Expansion era, Republic era, Imperial era, and it would end before the new jedi order (which I hate). This way it has a more epic feel, much like the regular game, and many civs could be included.

For the civilizations, I was going to release it initially with just the Empire and New Republic. Later, after the mod was pretty much done and all the bugs worked out, I planned to add the Confederacy and Sith Empire, and then later on other civs like the Hutts, Hapes Consortium, Empire of the Hand/Chiss, Ssi-ruuk, Pirates, etc.
The Republic I was going to leave out entirely except in the Clone Wars and Sith War conquests. My reasoning is that the Empire essentially is the Republic, and with the timeframe that the game takes place in it wouldn’t make sense to have both. The Rebellion/New Republic also considers itself the true heir of the Old Republic. What I was going to do is have both the NR and Empire have identical units, improvements, and everything else up until the Imperial Era, where they’d diverge and go their separate ways. The units and whatnot that they’d share would, of course, be those of the Old Republic.
 
Gameplay wise, I was going the make pre-made maps a necessity, since it really wouldn’t work on random maps. Each city would be one planet, and the maps would me made up of little “islands” (planets) in the ocean (space). The standard planet size would be 3x3, allowing for ground combat in addition to space combat. On other maps the planets could be larger, maybe even with room for multiple cities (which would, of course, have to be named after cities then and not whole planets).

Planets could come in a variety of different shapes, but the basic one would look like this:

Planet2.bmp


Three tiles are taken out of one side so that the city itself can sit in the center and still access space. Otherwise, the planet would look like this:

Planet1.bmp


And the city would have to be offset. The darker areas represent the city radius.

The smallest type of planet (basically, for a huge full-galaxy map) would look like this:

Planet3.bmp


Of course, bigger planet types could also be used, ranging from the biggest kind of one-city planet:

Planet4.bmp


To really big multiple city-planets:

BigPlanet.bmp


These would be most useful for scenarios or very big maps where a lot of detail should be shown. Planets should always be round.

Cities should only be able to be placed on a specific tile on the planet, either in the center or on the sides. This terrain is marked with the yellow tile in the examples, and would be the only settlable terrain in the game. My idea was for it to look rocky or something to be easy to pick out; the point is that cities wouldn’t have to be pre-placed and the planets would still look good. Also, a landmark terrain could be made that would make settlable terrain look like asteroids to allow for one-tile space stations in certain places.
 
I also worked out how to use hyperspace: Hyperlanes. Basically, there are three types of space terrain: Deep Space, Planetary Space, and Hyperlane. Planetary space surrounds all planets for three tiles in every direction, and hyperlanes connect planets in straight single-tile lines. Everything else is deep space. Deep space should look like a regular star field, maybe with nebulas and whatnot, while planetary space should be solid black or dark gray: in the space surrounding a planet stars are invisible. Hyperlanes look exactly like deep space except that there is a nav buoy in every tile, showing you where they are. The coast tiles, of course, should be done in such a way that planets look round and not jagged like regular islands. I actually did a space terrain set without the coast tiles (too complicated for paint), which looked pretty good, but that’s either back home on the CD or lost.

Anyway, Deep space and hyperlane share identical stats: they aren’t worth a thing resource-wise and have incredibly high movement cost (say 100 or so). Basically, ships without hyperdrive can only move one tile at a time over deep space and hyperlanes; ships with hyperdrive zip through hyperlanes tens of tiles at a time while still crawling through deep space. Planetary space has a movement cost of 5; so, basically, a ship will move ten times as fast through hyperspace as it does through planetary space. A star destroyer, for example, might have a movement rate of 10; it will be able to move two tiles at a time through planetary space but 10 at a time through hyperspace and only 1 at a time through deep space. A B-wing might go a bit faster: 15 through hyperspace, 3 through planetary space, and of course 1 through deep space. It’s clumsy, definitely, but it works. Here’s and example of what I’m talking about:

Hyperlanes.bmp


The amount of planetary space around a planet could, of course, be expanded based on map size; this is just using the standard planet type. In order to make travel time realistic planets should probably always be at least ten deep space tiles apart.

The whole setup is clumsy, of course, but I feel it works pretty accurately. The only problem is that any kind of ship can block passage through hyperlanes, acting as an interdictor; this is unfortunately unavoidable.
 
As for units, like I said, the Empire and New Republic were going to share the same units up until the Imperial Era. In the Colony Era, I was going to have it so no units have a hyperdrive; this way, you send out colony ships that take years to reach other planets. When hyperdrive technology is discovered at the beginning of the Expansion era, you’ll already have a couple of planets that have been built up, forming you ‘core’ worlds, much like in the star wars mythos. The first available troops were going to be basic troops with regular machine guns—you must research heatbeam, beamtubes, etc. before discovering how to build blasters.

For unit types, I had it so that there were many different unit lines that all upgraded at roughly the same time, making things simple. The unit lines diversify until the imperial era, where there are a whole bunch filling different roles. The final lines were going to be as follows:

Land:

Turret (no move, high defense, protects cities)
Infantry (medium attack/defense, cheap) (Imperial Trooper)
Armor (high attack, bombard) (AT-AT)
Light Armor (dunno; might delete) (AT-ST)
Marine (amphibious attack; essential for capturing gas giants and space stations) (Stormtrooper)
Special Ops (Invisible, stealth attack) (Republic Commando)

Space:

Warship (high attack, hp’s, bombard) (Star Destroyer)
Command Ship (insane attack, hp’s, bombard, cost) (Executor)
Light Warship (medium attack, high defense) (Victory SD)
Picket (Radar, fast move) (Corellian Corvette)
Carrier (Carries a ton of fighter squadrons) (Escort Carrier)
Assault (stealth attack, high attack, fast) (B-Wing)
Escort (really high defense) (Nebulon-B Frigate)
Recon (really fast for deep-space recon) (T-65R)
Anti-Fighter (high anti-air attack) (Lancer Frigate)

Air:

Fighter (air superiority) (x-wing)
Bomber (lethal naval bombard) (y-wing)

There might have been more; that’s all I can remember. The stats are just basic and give somewhere to start.

Anyway... I had a bunch more ideas if y'all want... I don't know if any of this is useful, and I don't want to take over or anything, but I'd be happy to help with ideas and whatnot if you want.
 
Umm, coulden't you have just hit the edit button?

Well, In star wars, have the a hyperlane surround the planetary space, so to simulate that a starship makes a sort of turn, so it is possible to go around star systems without flying through the whole thing.

EX:

XXXXXVXXXXX
XXXXXVXXXXX
XXXXXVXXXXX
XXXXXVXXXXX
XXVVVVVVVVX
XXVUUUUUUVX
XXVUUUUUUVX
XXVUUUUUUVX
XXVUUUUUUVX
XXVVVVVVVVX
XXXXXVXXXXX
XXXXXVXXXXX
XXXXXVXXXXX
XXXXXVXXXXX


the X is deep space, the V is the hyperlane, the U is the planetary space (there's a planet at the center but I'm lazy to put it in.
 
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