Star Wars: The Mod Strikes Back

I have created a 'maybe-mod' for the units and buildings etc, with no account to unit cross over. By the time of ANH, the clones are too old to fight, and are replaced by new brainwashed stormtroopers. So i have each civ being given a unit tree, for instance, the troopers:
Light 2,2,1 Stormtrooper Rebel Trooper Clone Trooper Battle Droid
Heavy 3,1,1 Snowtrooper Commando ARC Trooper Super Battledroid
Defense 1,3,1 Sandtrooper Hoth trooper Heavy trooper Droideka
Advanced Offense Darktrooper Wookie* Jedi Knight# Darktrooper
5,4,1
Advanced Defense Royal Guard Mon Cal trooper Jedi Knight # Magma Guard
4,5,1

*Wookies may branch off into different types of wookies, if wookies are made a reource
# Jedi Knights are 5,5,1 but can only be made at a specific unit producing wonder.

If you like, i can attempt to put my mod up for you lot to consider - it isnt a working copy yet, just to compare with whatever else has been made.
 
Olorin0222 said:
Chris85: When you make you units in OpenFX, how are you doing the lazer bolts? I've resumed work on my V-19 Torrent Fighter, and have the default and run animations done, but just need to figure out a way to make the lazers actually look like lazers, not brightly colored meshes. Any idea?

here's a preview of the unit:
I have the same problem too. I haven't found a good way to make the lasers glow right. I still have a lot to learn about OpenFX, maybe you should ask Neomega, his lasers always look really good.

Go ahead and upload it sheepmonster. I'm going to start piecing my own .bic later today.
 
i have something made to use as a map for the mod, but it still has alot of work to do,
i have these maps:
biggest map possible with grassland island an nothing on them,
i began to modify it and now have the map (you can see it at page 9)
in this map you could deleted the cities and only place a few extra resources, i have done alot of work since that last screen see next post for more info (a new screen)
 
here it is
 

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  • Civ New Screen.JPG
    Civ New Screen.JPG
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well it could be but like i said, it is a good start its not realy a mod for star wars, but i knew that you guys post alot so i thought its a higher change for comments
 
Why are there horses in the jungle? i thought horses needed to eat grass
 
Kingdark, please stay on the topic of this thread. If you want to preview a map/mod make a new thread.

I've made a list of Resources and picture of the Resources.pcx. The Resources.pcx is still unfinished, BTW. There are still some resources that remain unchanged from the original Civilization, because I couldn't come up of anything to replace them with. Everything on this list is still open for discussion. :)

Resource Stat List (subject to change)

Name: Food/Shield/Commerce - Appear/Disappear - Uses

STRATEGIC RESOURCES - 12
Carbon: 0/1/0 - 180/0 - Building Materials/Early Units
Crystals: 0/1/3 - 100/200 - Lightsabers/Lasers/Power Cores/Can be Manufactured into Fuel
Durasteel: 0/3/0 - 120/400 - Starships Hulls/Armor for Mechs
Hyperdrive Fuel: 0/1/2 - 140/200 - Used for Propelling Ships into Hyperspace
Ores: 0/2/0 - 140/300 - Covers a wide variety of Elements and Minerals/Can be Manufactured into Building Materials/Armor/Mechs/Droids
Plastics: 0/1/1 - 160/400 - Infantry Armor/Synthetic Materials/Various other uses
Tibanna Gas: 0/1/2 - 120/0 - Lasers/Starship Coolants

Race-Specific Resources
Geonosians: 0/0/1 - 20/0 - Produces Geonosian units
Gungans: 0/0/1 - 20/0 - Produces Gungan units
Mon Calamari: 0/0/1 - 20/0 - Produces Mon Calamari units
Nubians: 0/0/1 - 20/0 - Produces Naboo units
Wookiees: 0/0/1 - 20/0 - Produces Wookiee units

LUXURY RESOURCES - 8
Wines: 1/0/1 - 100/0
Furs: 0/1/1 - 100/0
Nova Crystals: 0/1/2 - 100/0
Incense: 0/0/2 - 100/0
Spices: 0/0/3 - 100/0
Fambaa: 1/0/1 - 100/0
Silks: 0/0/2 - 100/0
Gems: 0/0/4 - 100/0

BONUS RESOURCES - 18
Land
Bantha: 2/1/0
Nerf: 2/0/0
Wheat: 2/0/0
Gold: 0/0/4
Fruits: 1/0/1
Oasis: 1/0/1
Artifacts: 0/0/3

Space
Asteroid Field: -1/2/0
Barren World: 0/1/0
Frozen World: 0/0/1
Tundra World: 1/0/0
Mountain World: 0/3/0
Desert World: 0/2/1
Temperate World: 4/2/3
Forest World: 2/2/1
Swamp World: 2/1/0
Water World: 3/0/0
Gas Giant: 0/1/2

StarWarsResources.gif

I've also attached a zip file below containing the .bix file I am working on along with a Resources.pcx and the Units_32.pcx file. I've made some changes to most of the tabs on the bix file, but I haven't touched the Improvements, Terrain, and Units tabs yet.

Also there are still a few icons missing on the units_32 file:
Admiral Ackbar
General Veers
Heavy Stormtrooper
Jawa Droid
Mara Jade
Naboo Grenadier
Snowtrooper
Speederbike Clone
Squib Priest


EDIT: I've got another question. How is the Tech Tree going to progress? What I mean is will it follow a timeline similar to the movies or will it work on a generic time table where all the civs progress evenly? What I mean is will we have ARC-170s be available at the same time as TIE Interceptors. I bet I probably just confused a lot of people by saying that. :lol:
 

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Well, if we have all four civs in the same mod at the same time, and not two different scenarios within a mod, then I don't see any other realistic way to do it except by that, Chris. ARC's will just have to be at the same time as the TIE Advanced.

That's why I think it would be best if we did it like last time and just made two separate scenarios within this mod.

I'll download your resources and add them to my map. Then I'll post the map for dl.
 
I know the last Star Wars mod that was made came in two separate scenarios: Clone Wars and Galatic Civil War. Were we wanting to do that again, or combine them?
I say we put it all into one mod, and attempt to keep it balanced out. If we just go for the two civilizations, then it might seem a bit boring... but thats my view.
I reckon we should have the fighter as balanced with other things - eg the e-wing, since it was the best fighter that the republic had to offer.
To keep the game play fair, the different civilizations will have balanced units throughout - eg, clone troopers, despite being superior to droids, wil have equal stats to droids. And stormtroopers, despite being the elite units of the empire, will have the same stats as a fleet trooper (rebel guy), who didn't last long against them on the blockade runner tantive IV.
The best starship available to the republic is the victory, and the worst lowest destroyer available to the empire is the victory deuce - this means that the gameplay is fair throughout, and we don't have to work out too many starships. I know this is continuitily bad, as the victory destroyer should not be superior to the victory deuce, which was an improvement on the original, but when i post my mod you can all complain then.

That's why I think it would be best if we did it like last time and just made two separate scenarios within this mod.
Yes, we should make two seperate scenarios. But we should do this as well as the mod - the general mod will be the expansion of small civilizations into a random galaxy, but the scenarios can be different - such as the clone wars throughout the galaxy, taking control of certain star systems and such, as well as more specific mods, like the battle of geonosis, or the battle of coruscant (with, for example, the king unit being grevious' cruiser the invisible hand or whatever its called). We could then expand this to the expanded universe. But the mod will come first, as working out specific scenarios will only be possible with practically all aspects of the mod completed.
 
Possible Solution to the Units-At-The-Wrong-Time Problem:

Perhaps we could (dont bite my head off for saying this) make someunits up to sort of 'fill in the gaps'.

EG The Clone Army wasnt fighting for the Republic until long after the droids had been fighting against them. Perhaps we could fill the slots with made-up units which could sorta fit the theme (perhaps some kind of Republic Militia made up of Gungans or just regular troopers similar to the Rebels).Its a chance to be inventive aswell :)

:nuke: One major problem with this... it could effectively double the time the mod takes, as unit production takes the longest....

BTW Soon i will be available to work more on the graphical aspects of the mod, as exams finish soon (yes i am a youngling, ideed!). I warn you, im not an experienced unit artist though... ;)
 
After my exams (for i too am a youngling), i'm going to convert a few of the original civ 3 units for use in the mod - such as marine for rebel commando, and probably infantry for just a starting warrior unit for the mod.
This will fit in with the rest of the mod, as it will provide a staarting unit to be built before the research of blasters.
I hope it's good, because it is my first unit....
 
SheepMonster said:
I say we put it all into one mod, and attempt to keep it balanced out. If we just go for the two civilizations, then it might seem a bit boring... but thats my view.
I reckon we should have the fighter as balanced with other things - eg the e-wing, since it was the best fighter that the republic had to offer.
To keep the game play fair, the different civilizations will have balanced units throughout - eg, clone troopers, despite being superior to droids, wil have equal stats to droids. And stormtroopers, despite being the elite units of the empire, will have the same stats as a fleet trooper (rebel guy), who didn't last long against them on the blockade runner tantive IV.
The best starship available to the republic is the victory, and the worst lowest destroyer available to the empire is the victory deuce - this means that the gameplay is fair throughout, and we don't have to work out too many starships. I know this is continuitily bad, as the victory destroyer should not be superior to the victory deuce, which was an improvement on the original, but when i post my mod you can all complain then.


Yes, we should make two seperate scenarios. But we should do this as well as the mod - the general mod will be the expansion of small civilizations into a random galaxy, but the scenarios can be different - such as the clone wars throughout the galaxy, taking control of certain star systems and such, as well as more specific mods, like the battle of geonosis, or the battle of coruscant (with, for example, the king unit being grevious' cruiser the invisible hand or whatever its called). We could then expand this to the expanded universe. But the mod will come first, as working out specific scenarios will only be possible with practically all aspects of the mod completed.

The reason I was wondering about the Tech progression was that we are going to have units that are superior to a more advanced version of itself like the Victory-SD. And I also wanted to get an idea of what the tech tree would be like.

I don't think the civs should be perfectly balanced, because it takes away some of the flavor for each civ by robbing them of there strengths and weaknesses. All of the civs should have advantages and disadvantages on the battlefield but not too much so the game doesn't become unbalanced. For example:

*Rebels should have superior air units and foot units / weaker in the area of mechs
*Imperials should have superior mechs and capital ships / weaker air fighters
*Republic should have superior air units and mechs / more expensive units
*Confederacy should have superior mechs and cheaper units / Weaker foot units
 
Well, I have an idea. Why don't you simplify the main superpowers to good/evil, and have each planet be a different civ. That way, they can be allied, taken over, and have set alliances at the beginning. For instance, the Confederacy/Empire/Evil can be allied to the Trade Federation and the Geonosians, and the Republic/Rebellion/Good could be allied to the Nubians and Wookies. In a non-scenario random civ game, you would have the races, but with no alliances. As I see it, two civs at a time make a boring civ game. Make the Resources races, and you've got a good civ game. Just my 2 cents.
 
@odintheking: that is a pretty good idea, but can you think of how many civs that would take? We could maybe get this to work with sectors as civs, like the corellian sector, the sesswenna sector, etc, but then this would still require about 50 civs as a minimum.

sorry to everyone that i just seem to exist to shoot down other people's ideas..... i do have a heart really...

I think that the tech tree should start as blasters being 'invented', and then it proceeds to improve manufacturing facilities, and find better ways of using energy, resulting in heavier firepower and shields and ship generators and stuff.
 
Well, we could bring back the resource idea, too. We could create a Nubian civ, and give it access to Gungan resources. We could also make the Confederacy have geonosians, and meld them with the Trade Federation, if necessary. As for techs, we could invent it, like SheepMonster said, and could be improved on too. But we could make up a resource like "laser crystal" or something to make the biggest and most powerful blasters.
BTW, is there already a unit list of needed/already made units? Also, is there a list of races? If not, I could probably make one.
 
Good to have you aboard odin! (im guessing you are aboard then! :) )

Sorry if you were already aboard before i joined, but i didnt read all the thread in much detail (ie peoples names, etc ;) )

If you were to give me a list of what to do (in a week's time), and give me a deadline i would be happy to work away like a little ant, not hanging round here bothering y'all! ;)

Cheers,
mrkingkong
 
If anyone needs anything to do, we could do with a website to gather together all our resources in an easy to access place.... not necessarily as a forum, cos even pleb found that too complicated. But you would agree it would be useful? I tried, but im no master with the online programming...
 
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