Star Wars: The Mod Strikes Back

loki1232 said:
I think, however, that the planets shoudl not be able to build any units themselves, instead they should build improvements that automatically produce units. Instead of a city building an X-wing, the city would build an X-wing plant, which would then produce X-wings every so often.

There's a basic, insoluble problem with this - it breaks the game at a fundamental level. Every resource has to have a source and a sink, or the game is not balanced and it breaks. In this mod especially, where there aren't four ages of buildings to slowly work through, units are the only sustainable sink for shields. Unit-producing wonders are a good idea, but only if used to a limited extent.

I think that the cities hould be able to grow past level one, but whenever they make a factory (ex: TIE fighter plant) there should be a population point loss. This simulates the amount of people needed to work in the factory. A shipyard that produced ISD's would need more workers than one producing small freighters. This doesn't just affect unit producing improvements. Industrial improvements would work just the same. You could build one of the solar mirrors (from Wedge's Gamble) and it would require just one population. A mining operation however, would require many more people.
All of the basic terrain types would have 10 food, so that an undeveloped city could support 5 people. No city could have more than 5 people, and no improvement would require more than 4 pop points.
The numbers are just random, it's the idea that is important.

This makes all planets basically equal in one restricting factor for infrastructure construction. Also, this doesn't really introduce anything to gameplay except to slow down that construction in a way that cannot be affected by the player. Since planets aren't being colonized and tile improvements aren't being constructed and tiles aren't even being worked, IMO it's simpler to simply eliminate pop points entirely as a part of gameplay. This changes for four- or eight-tile planets, of course, as pop points are important.

I also think that only presicion bombing should be allowed. This means that Starfighters can only destroy destroy buildings and kill civilians, not injure the defnders. However, they can destroy defensive installations such as turbolaser batteries and sheild generators. This way they can help with the battle but not win it on their own.

This is good, but unfortunately it means starfighters can't attack starships.
 
skywalker said:
Regarding the Hoth shield - from The Empire Strikes Back Radio Dramatization:



i.e. a bombardment that would take down the shield would cause significant collateral damage and likely kill Luke.


Okay you win.
 
So, I decided to put some ideas of my own:
Create a Planetary Shield unit: Extremely expensive "Sea" unit, with an incredible high defense. Also, immobile. It would pretty much be able to withstand most bombardments, but, being a sea unit, it does not pose a threat to land attacks.
Golan Battlestation: I've actually made a "beta" model of one. it would be another very expensive high-defense immobile Sea unit, but with the capacity of bombarding...
 
HolyEmperor said:
Golan Battlestation: I've actually made a "beta" model of one. it would be another very expensive high-defense immobile Sea unit, but with the capacity of bombarding...

If we are going to have small planets it would be better to have Golans very expensive high-defense with Bombard, but not be immobile. Instead, we will make it so they have to stay in a planets orbit, and defend the planet.

HolyEmperor said:
Create a Planetary Shield unit: Extremely expensive "Sea" unit, with an incredible high defense. Also, immobile. It would pretty much be able to withstand most bombardments, but, being a sea unit, it does not pose a threat to land attacks.

I think it would be more interesting to have the Sheild generator be an improvement with a very high Naval Bombard defense. This way a city would be able to only have one. There could be various levels of sheild generators, and the final one would basically make the city immune to bombardment.

What if we had a combo of cities producing units and unit producing improvements. You could build an X-Wing, or you could build an X-Wing Factory which would cost much more but then continue producing X-WIngs on its own.
 
loki1232 said:
Is there actually someone out there taking our ideas and putting them into a mod?
I sure hope either Pleb or Jobiwan is looking at adding this stuff into the mod, although I haven't seen them for a while and they're the 2 head makers of this mod. :hmm:

However, when I get my new computer I will take more of an active role in this mod so just to let you know I am paying close attention to these fresh ideas. ;)
 
I was just playing the Galactic Civilizations demo, and besides being a great game in itself everyone should take a look as it could hold some inspiration for this mod.

Just a quick question: when cities are built, they are assumed to have irrigation, mines, roads and rails underneath them right?

Would it be possible to make a tile worth 0 shields, food and trade, but make it worth something once a city is built there (by boosting the terraform bonuses)?
 
1) it always has a road. rails only if you have the tech. No irrigation, no mine

2) yes.
 
so a city tile on say a hill doesn't get counted as having a mine?

That kind of kills my idea. The plan was to, for example, make a hill worthless, but make give it a terraform rating of so many shields and trade. That way a city can't make use of a nearby tile, it can only be used by a city sitting on top of it.

EDIT:

Well, I've come across something pretty weird; no matter what you change the value of a terrain to, when there is a city there it will always be reduced to the food requirement for one citizen. I wanted single tiles planets capable of generating 12 food, instead it only makes 1. However, put several tiles down and the city tile will produce the megre amount of food, while the others will produce exactly what you told them too.

Any idea how to work around this? It even happens when I put bonus resources down in an attempt to boost the food. Shields and Trade are also completely unaffected.
 
Andrew_Jay said:
EDIT:

Well, I've come across something pretty weird; no matter what you change the value of a terrain to, when there is a city there it will always be reduced to the food requirement for one citizen. I wanted single tiles planets capable of generating 12 food, instead it only makes 1. However, put several tiles down and the city tile will produce the megre amount of food, while the others will produce exactly what you told them too.

Any idea how to work around this? It even happens when I put bonus resources down in an attempt to boost the food. Shields and Trade are also completely unaffected.

Could it be that your government type is affecting it?
 
That's what I thought at first, but I've made Republic the default government for testing the map. Like I said, every other tile works exactly as it should, except that the tile the city is actually sitting on only produces enough food to feed one citizen. It looks like this is going to kill any attempts to build a single-tile planet scenario - at least any scenario that actually makes use of population.
 
not the food. Agricultural civs get 3 food in the city.
 
Bluemofia said:
not the food. Agricultural civs get 3 food in the city.

Could you give agricultural civs a bigger bonus and then make all civs agricultural to get around the problem?

I think some city improvements should only be able to be built by one of the sides. You could make it so they require a certain gov type and then make it impossible to switch govs.
 
I'm not sure about the mod but I did go back to making units. I'm about finished with the Droid Bomber and the Sith Apprentice, they should be up here later today after I test them in game. After that I'm redoin my TIE Fighter and TIE Bomber because they really suck since they were my first 2 units.

Here's a couple of previews:
 

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i've searched all the threads... did the work stop? where can i find a beta download of this game ? cant we continue until we know the fate of Pleb? did anyone try to email him or somethin ?
 
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