Star Wars: The Mod Strikes Back

It seems this mod has reached another crossroads (same thing happened when tpasmall left). There's definately still interest in a Civ3 Star Wars Mod so we should continue work to that goal.

I haven't seen Pleb around for a few months but he was active about a month ago. Jobiwan I think is still active even though he hasn't posted in this thread for a while. However, it looks like it might be time for someone else to lead this mod. I suppose I could take the lead for this mod, unfortunately I'm not connected to high speed internet so I could only post stuff in small chunks and that could be an obstacle. :( Below I've compiled a list of all the major threads for this mod, there's alot of useful info within them.

Here are the download threads for the 2 beta mods:
Star Wars: The Clone Wars (0.30b)
Star Wars: The Galactic Civil War

Major discussion threads:
I. Star Wars Mod (2/13/02)
II. Star Wars: A New Mod (10/14/02)
III. Star Wars: A New Mod (3/16/04
IV. Star Wars: A New Mod (Vol. II) (8/9/04)
 
i never got deep into modding, is there a software u use or just the civeditor (and of course paintshop for arts)? we r 3 bros here willing to put 2 good PC's and a good broadband at this mod service.... all we need is a jumpstart! :)
PS: GEchallenger "hyperspace concept" is great.... r u working accordingly?
 
here's an opinion:
in star wars, we rarely saw urban warfare, it mainly occured in the wilderness, so i thought, why dont we adopt the 3 3 planets sizes that GEchallenger proposed this way, wookies can be excellent defenders in forest suburbs etc,,,,, plus we can erect various fortifications in all terrains from tunnels in mountains that gives bombardment defense bonus, tuskan raiders have good defensive and offensive bonus in deserts and barren wasteland.... etc this concept can make the game also more realistic where if someone conquered a planet, it still needs to subjucate the reamining land where the resistance has a stronghold. we can make this work also by making bombardment directly to cities be very painful, in other words, it kills a lot of population (in case there is no shield) and conquering a city means the death of lots of population units and many dissidents. this way, attacking forces has to land somewhere outside cities and then start advancing or else all they will get from a direct landing is cities either very high defense against amphibious assaults or enter a city completely in ruin which is not good for exansion.
 
as for the hypersapce movement, why cant GEchallenger concept be applied in this form:
deep sapce (ocean tiles) he talked about is actually the hyperspace (since star wars warships can hypersapce anywhere, where not into ANDROMEDA slip streams or StarTrek wormholes) big warships can travel there quickly but are very slow in solar systems (sea) and orbit (coastal) where we can place orbital platforms. this way, we can exploit the map a lot from adding nebulas, clusters and remote minable asteroids where a special worker can go there, build a mining station (colony) and connect it to base with a new type of road constituted of Nav.Buyoys this way, trade roouts should be garded, we exploit all the map and add strategic resources not necessarily restricted to planets.
also dont forget barren moons, where we can establish small bases (airfields) and i dunno if this is feasable, come up with another type of aifield restricted only to the republic which accepts the rebase of the rebel base. this way, "workers "come and prepare the ground for the base, then the base can be relocated, so if the empire was able to conduct a surprise attack, it can catch the base, or else it will be relocated.
 
i think i should organize all my ideas or else no body will understand anything from my excitment, i'll work on them coz i have lots and lots!
 
Welcome to CFC Jreijiri! [party]

I like your ideas a lot.

I would like to help out with this mod as much as I can. I can check in and offer my own 2 cents a lot, but I'm kinda busy trying to do some graphics for LotM for now, so I can't make any graphics for this mod yet. And it's Star Wars, so there is no need for me to do any historical research like I did for the 1512-1701 An Odyssey! Mod. ;) I do still plan on finishing that Torrent Fighter Unit I was starting, which is my numero uno priority once I get this LotM stuff done.
 
After my Justinian Mod is complete I'll sure be happy to help.
I still need to complete my Golan Battlestation anyway... :)
 
(still working on compiling all the ideas but i have a remark)
i dont know which civ exactly but somewhere around civ2 where we had the ability to switch to 3 worlds "normal, underground and over the clouds" in a click of a button( it was a fantasy scenario) but cant it be implemented here? it could solve all our terrain problem and make it more realistic, upper map consists of the galaxy with solar systems and planets, and the lower map consists of small islands which are the planets terrain (like we previously mentioned) disconnected and unreachable except by the upper map.... is it feasable in C3C?
 
Cool to see some posting come back to this thread.

I've been playing around with thisfor a while and have two demo scenarios hobbled together to illustrate some ideas.


First, using Vadus' Space Empires graphics:http://forums.civfanatics.com/showthread.php?t=71552

I have put together a game that uses 1 tile planets, and you settle systems (by putting a city on the sun).


Secondly using tpasmall's Space Terrain graphics:http://forums.civfanatics.com/showthread.php?s=&threadid=34138)

I've gone with the idea of planets that have 4 tiles (2x2). This allows for different "hemispheres" with different terrains. You also have more flexibility as you can settle almost anywhere in a star system - planets, moons, etc. I've renamed the terrain but these graphics merely replace the water with space, so for example those mountains are in fact "gas giants". One problem is that I don't believe that it is too feasible to create graphics for this method.


Anyway, I hope these examples prove to be useful to someone and perhaps help get something started on this mod.

Just download the graphics sets that are linked, and make sure the scenario names ("space" and "space-2x2") match the names of the folders that the graphics mods are in.

single-tile planets:
http://forums.civfanatics.com/showpost.php?p=2694971&postcount=113

2x2-tile planets attached below.
 
Regarding planetary size, I think there should be bigger sizes, so to have a city and a big "playground" around that city. Major battles between infantry should take place. For example, the battle between the Trade Federation and the Gungans; the Clones from the Republic against the Trade Federation and allies; etc.

And movement between planets should only be possible with transportation, like it is when crossing water in a normal game. Maybe most of the flying units could carry at least one unit.
 
Wow those 2x2 planets look nice! :goodjob: About planetary size, I think the 1x1 and 2x2 planets should only be used for scenarios that include the entire galaxy or a chunk of the galaxy or for scenarios with mainly space conflict. On random maps or scenarios that take place on a particular planet we could use the larger land mass.

About converting buildings from Galactic Battlegrounds, I haven't tried it but you would have to size it down quite a bit to fit in Civilization so I'm not sure how they would turn out. :confused:
 
Chris but if we had normal planets we will forgo all the fun from playing ground battles with the marvellous units you all hae designed, including yourself. i mean u can do a 1X1 planets map in scenarios but can we have a map where we can experience all aspects of SW. if u read my post about ground battles, imagine we can do that kind of battles with star destroyers hovering in orbit.... :crazyeye: :nuke:
by th way, did anybody design a "republic commado" unit (SEV, REV, Scorch and fixer) coz if u havn't, can somebody please design a Multiple Unit with these 4 ? plz plz plz plz :blush:
 
umm... can we make 3 types of armies?
Space fleet: (imagine the battle in the last episode against the Death StarII) it gives capital ships bonus especially with a mix of capital and fighters
Army: (imagine Geonosis)where we can put more than 5 units in it for HUGE ground combat
Task Force: (imagine Andor) purely for black ops where we can put wookies with rebel commandos and those little bears on Andor, Bothan Spies etc...
this way we can reduce the problem from having huge numbers of Different units and rather try to combine them in armies. (thats in case you can give a big boost for black ops units in terms of animation and design)


PS: guys really i dont envy u for the big work u are doing, i hope i can contribute with more than just words, actually i'm reading the "Creation & Customization" now :goodjob:
 
what are the files you are using for the animations??? is it GIF? and what is the best program(s) you use?
 
Civilization Animation Files are in the .flc format, I just use Animated GIFs for previews. You'll need either Moenir's Flicster program or Cyber Dreyk's Civ3FLCEdit program to make .flc files, they can be found in the Utility Programs Forum.

The programs I use for unit making:
Civ3FLCEdit - viewing animations and extracting to flc files.
Steph's Storyboard Builder - creating storyboards and centering units.
Paint Shop Pro - Pallettes and viewing/editing storyboards and other stuff.
OpenFX - for creating and animating 3-d Models even though I haven't made any units from it.
SW:GB DRS Viewer - for extracting stuff from Star Wars: Galactic Battlegrounds.

There are a lot more programs out there that you can use as well. You should probably check out the Briefing for Creation & Customization Newbies threadfor more info.
 
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