Star Wars: The Mod Strikes Back

haaaaaaang on......
"empire - swoop"
Um, the empire had specially made speederbikes to use, with mounted scout troopers, which have already been made.
For the confederacy special 'alien' units, they would enslave the same as the empire would. Thus i suggest having identical units for empire and seperatist, and for rebels and republic. They shouldn't be in the same mod anyway, (for a while), so this will make it easier (and less worker units - they take an age to make).

My thoughts with the mechs were that if the rebels had access to lotsa mechs, they would have used them. But they didnt.
Exhibit 1 - the battle of hoth. No mech defense. Maybe wouldnt have worked in the environment.
Exhibit 2 - the battle of endor. If the rebels had mechs to use against the shield generator, they would have deployed them as soon as they discovered the shield was still up.
 
Well, i don't have the empire having swoop bikes, so i dunno whatcha talkin about.

Its just that, with the confederacy, they were the supreme droid people- machines making machines making machines, etc. so why would they need slaves? Their armies virtually always were only composed of droids/geonosians (only exception in my memory being the Battle of Mon Calamari where they had the support of the Quarren.)

I dunno about the whole empire-separatist and republic-rebellion alien unit sharing. As previously stated, the separatists had little need for organic slaves, whereas the empire (which used droids to a bare minimum) would leap at the opportunity to enslave an alien race like the wookiees or ewoks (cuddly pets?). Instead of enslaving the Gungans, Sideous ordered Gunray to "wipe them out . . . all of them."

Your arguement about the Rebel mechs is understandable, but what do you mean by it? Do you want the Rebels to have no mechs whatsoever or what? I envision we are going to make the Rebel Mechs weaker and more expensive, so they'll be more relient on ground troops and alien allies. I structured the unit tree (which has been recently updated- take a look-see) so that the Rebels have strengths and weaknesses as all other civs- and if, when the mod is done, it seems one civ has a supreme advantage we could always come back 16 years later and discuss it. :)

BTW, have you anything to say regarding the Geonosian discussion of the last several posts?

@Chris- if you are out there, could you comment on the Unit Tree since you are the one with the Unit List, so that we could finalize the tree and add/remove any units to the list as needed.
 
i thought chris's unit list was just based on my mod (or my mod was based on chris's unit list)...
The less units the better, to a limit, for the purpose that it will take a while to actually make all these units.... and you have a fair few worker units in your tree, which are quite complex (so i'm told......i can't make units myself, but if anyone likes making lotsa workers, then why not have lotsa workers)...
The confederacy's main army was droids, but not everything was pure droid - take for example their leader general grevious. He was cyborg, half man half droid or something - and the geonosians continued to fight with the droids on geonosis didn't they? If you have it so that only the planet geonosis can build geonosian units, as i can't rem,ember seeing their ugly heads anywhere but geonosis (but there will prob be some eu involvement of them).
I didnt really understand why they didn't give the droids the geonosian weapons tho - like that big explosive cannon that killed tons of jedi. The confederacy might've won if they'd had that......but thats off topic.

I would think if the rebels only had access to one or two personal mechs, and if they had captured imperial mechs and whatever, and these mechs only available later on - if you have them really expensive, then with factories (or whatever is being used as the equivalent, haven't looked for ages) then they'd still be rolling off the production line too frequently... so increase the stats of the units a bit, and have like one 'mech' unit to balance with the AT-AT unit.

"Wipe them out; all of them" was only decided upon because sidious knew the army would lose - i think - because he knew that amidala was returning, so he wanted as much of the army out of the way as poss, so he could keep amidala alive and winning, so that anakin would fall in love later and fall to the dark side and all that. Sidious previously wanted the droid armies to capture the gungans, and knew what they would do (he came from naboo - he understood the way of life there.)

Goto http://www.armbell.com/forum/?mforum=civ3underground and post any completed unit graphics there, so we know whats been done and can see what needs working on etc.
 
happy b-day, odin. thanks for the geonosian unit ok. I too thought that the astromech droid was going to be the worker for all civs.

Afterb the Battle of Geonosis the only thing of the geonosians that remained with the Separatists was the Death Star plans. Hence, the Geonosian units are all upgradeable to units seen in ROTS.

I've edited the unit list (again) to show how some units, though they have different names, could have the same graphics.

I didn't know about your mod/chris units list thing, sorry. I just wanted chris' input, and mrkingkong, and everyone else's. with a finalized, agreeable unit tree, the tech tree also becomes more finalized, everyone knows what is made and needed to be made, and no one makes a unit that has no use in the mod. I just want to know if everyone is okay with the unit tree as is, and if not what changes oughta be made.
 
I feel that the unit tree uses far too many units... where less units could be better. I think we should base the unit tree more on specific units, which are seen in the films, then eu vehicles like TIE avenger and the K-wing...
Of course, some eu vehicles should be used, but say we only use them if they are mentioned in more than one set of books or other eu suppliment - for instance, the TIE hunter was only in the gamecube game rebel strike, so there isnt really enough history for it to be a fully fledged modern age unit.
I think it may be better to have a tech tree with unit upgrades being that the units get better - eg. 'lv 1 hoth trooper -> lv 2 hoth trooper -> lv 3 hoth trooper -> Defensive Garrison' for the defensive unit line for the rebels.
I'll post my propsed idea later today probably, and you can all say what you think of it
 
most of the units in the tree are ones already on Chris's list (based on your mod or vice versa whatever) and many of those are already done. The only area in which i feel that excess additional (possibly unnecessary if time is a big factor) work is required is for all of the alien resource units. Granted, there are a lot of units, but it'd be nice to have 'em all.
 
there are a lot of new starfighter units, eg tie avenger and tie hunter, that i beleive aren't necessary (even if they are in Chris's unit list). This just makes the unit tree simpler, i think.
The unit tree list in is excel format, when unzipped.
 

Attachments

ok, it seems that the underlying difference between my unit tree and yours is that i have the unit upgrades and you don't. It does reduce the amount of units that is needed to be made, but there are a few problems with it- for instance, after Naboo, the Trade Fed-CIS began to stop using the battle droid and switch to the Super Battle Droid- by the time of ROTS, i think they abandoned the old battle droid altogether. This is impossible to represent using the no-upgrades system. Another example is that after the Battle of Yavin, the flaws in the Y-Wing were revealed and despite its history of sucess and its still-existent strengths, it faded from the Rebel Alliance's starfighter fleet to make way for the B and later K wings- this too cannot be represented by a no-upgrade system.

Here are a few more specific comments: why is the AT-AT's attack power weaker than the AT-STs? Why are the stats for all the units the same? Why not give them different stats to express the civs individuality as well as showing how cheap/expensive to make them? Shouldn't there be bulk transports? How could a single Lambda shuttle accomadate 6 stormtrooper divisions? Why is the TIE Advanced weaker than a regular TIE Fighter? Why is a B-Wing weaker than a Y-Wing? etc etc etc

doing the unit tree in excel was smart- saves forum space (i'll do that and post another edited unit tree- hopefully with stats. I have to add drafted units).
 
Well, the only improvement I see over starwarscrazy's list is the way you gave units stats, (and the excel format, ;)). To me, I think it would be better to have different stats, with SWC's list. The new one has no evolution, and very simplistic unit lines, (especially in space units). I'd like it more beefy. Besides, we won't have to make more units, just will reuse old ones. For instance, we can use TedG's TIE Interceptor graphics as TIE Avenger, Varlin Saliptor's as TIE Interceptor, etc.
 
I'm working on unit stats on my list right now- the whole graphics reuse thing sounds good, and saves mucho time. As per unit stats, im working on that right now and i'll have it posted (in excel format) by tomorrow at the latest.
 
ok, stat making is much harder than it looks- either the fighters are not strong enough, heavy cruisers are too strong, making the light cruisers strong but not strong enough to replace the fighters . . :mad: so ive given up on stat making and back to pedias. Here's my unit tree in excel format if anyone wants to take up the job.

http://www.civfanatics.net/uploads10/swc_unit_tree.ace
 
yeah, ill finish it...but i still prefer my tree. The tie advanced is more powerful, as it has defense, and it will be given hp to represent shields. y-wings were still in service as the rebellion's bombers, just not used as much as other well known fighters - eg the x-wing.
My unit tree involves upgrades, just following the same unit for each.
The a-at was (or so i thought) tougher, and stronger than the AT-ST, lacking only speed.... but maybe i got those mixed up somehow.
If the trade federation stopped using battle droids, then why on earth was Grevious' battleship manned by them? Super battledroids were only like heavy support to the normal droids, and droidekas, which were superior thanks to their shields, were the best, but were very difficult to produce.
Earlier on in this thread, the idea was that the stats were all the same. Thus i gave a base stats list, but i was thinking that when they are put into the game, each civ would have some bonus - eg, rebellion is more defesnive, and the units are trained to a higher standard than imperial troops - thus they cost more in shields and have a +1HP modifier or +1 defense or something similar.
A lamba shuttle couldnt manange, but a fleet could. And if you think of them as squads when on transport, a shuttle could fit a squad, and i think i read that 6 squads make a task force - thus 6 shuttles.
The AT-AT's attack is stronger i thought......but if not, think of attack as the total ofensive power of the unit - yes, its big, crushes stuff, and has impenetratable armor (well....fromthe snowspeeder blasters) but an AT-ST squad could get in closer and get behind cover, and hunt down individuals, better than a full blown aT-AT.
The b-wing wasn't weaker was it? hmm, that is one thing that should be looked at. But the TIE advanced was not weaker, it was similar to the TIE fighter and the only difference was greater movement (hyperdrive) and greater defense (shields).

Well, i hope that justifies some of my choices.
 
when will the mod be done?????????

and is there any way i cant help (i dont realy no how to mod)........
 
Chose said:
when will the mod be done?????????

and is there any way i cant help (i dont realy no how to mod)........

Well, to be honest i dunno when the mod will be done. wishfully, i'd like to see it done before civ4 (when that comes out i hope to god theres a way to convert civ3 units to civ4- not that i know that much about unit conversion anyway). And yes, there are lots of ways you cant help :lol: but any help at all would be greatly appreciated. so, chose, what's your forte? Can you model/design units, draw units, animate units, etc. or would you rather be working on the civilopedia?

@ sheepmonster- thanks for picking up the unit tree. I haven't heard from chris or mrkingkong in a few days, i assume they're buried under schoolwork (lucky me, i don't start till after labor day) but it'd be good to here their opinions on the unit tree. Many of your choices are easier to understand now, but there are a handful i still disagree with. I vaguely remember seeing battle droids on Grievous starship, but i think they were the same old rusted ones left over from geonosis. Towards the end of the clone wars, the super battle droids, more powerful than their predecessors, replaced them even if they may have still been manufactured, as the mainstay of the CIS droid army. i don't remember seeing any reg. battle droids on kashyyk (though it has been too long since i saw rots). To allow for the rusted battle droids to still be produced, they are the draft unit for the Separatists. And Y-wings were replaced, as hinted by this quote from sw.com, "In the later years of the Galactic Civil War, Y-wings began to be replaced by B-wing starfighters. This newer fighter boasted similarly strong shields and hull, and devastatingly powerful projectile, laser and ion weaponry. The B-wing took years to replace the Y-wing, however, since there were so many of the older craft in service." Regarding the lambda shuttle thing, i just thought that the shuttles should only be able to carry a few units and leave most transporting to the bulk transports. Lastly, the AT-AT does have its shortcomings, but it is definitely all around more powerful than the AT-ST- snow speeders couldn't hope to destroy an entire AT-AT army but little furballs armed with logs and ropes destroyed all the AT-STs on endor. Again, thanks for taking up the stats for my list, and i have to give you more credit- when i looked at my stat-enhanced tree i found that i made the Lambda shuttle as powerful as a TIE Predator :confused: and many other mistakes that are all to easy to make.
 
starwarscrazy said:
Well, to be honest i dunno when the mod will be done. wishfully, i'd like to see it done before civ4 (when that comes out i hope to god theres a way to convert civ3 units to civ4- not that i know that much about unit conversion anyway). And yes, there are lots of ways you cant help :lol: but any help at all would be greatly appreciated. so, chose, what's your forte? Can you model/design units, draw units, animate units, etc. or would you rather be working on the civilopedia?

i dont have a specil computer and like i sayed i have never moded before :rolleyes: :mischief: but i do like to draw. id also work on the civilopedia. i dont know much computers but i would like to anmate units (if its not hard to learn and do and if u can do it on my comp). so i will pritty much do anything ;) . Also i have like nothing going on im free all day for most days untill shcool starts on the day after labor day. so any way if can help id be happy to :D .
 
Alright kids I'm back online. :D

If anyone is wondering where I've been, there was a strong thunderstorm that plowed through where I live about a week ago that had a TON of cloud-to-ground lightining and one these lightning strikes hit the utility box in front of my house and knocked out my internet connection, luckily my computer was safe. It was just yesterday everything was completely fixed.

It looks like I've a lot reading and catching up to do. :ack:
 
@chose: glad to have you aboard, chose. im not the newbie anymore! :p :lol: now i have to edit my sig. ;)

3-D MODELING/ANIMATION
here's the download site: (http://www.openfx.org/download.html) and try to get a source distribution for openfx (3-D modeling) because i believe that the binary distribution doesn't work on most computers. I haven't figured out how to use the draw button :confused: - the only unit i modeled is entirely from inserted pre-programed shapes that i edited so if you have the same problem, well, your not alone ;) ! Here's (http://forums.civfanatics.com/showthread.php?t=121258) a good tutorial on how to use it, and the guy who made it (polyphemus) works on this mod so if you have any qs about the program you can ask him.

2-D MODELING/ANIMATION
I really don't know much about this, i think odintheking does this; ask him.

PEDIA-Making
Pedias are really simple- that's why im making them. if you want, i could do the Rebels/Imperials while you do the Republic/Separatists, but you should try your hand at modeling/animating first since units are the biggest thing we need right now. If you decide to start pedias, lemme know so we can divvy it up- here's the program to make them (http://forums.civfanatics.com/showthread.php?s=&threadid=52285).

Any ideas would be great- i finished a basic unit tree that sheepmonster has offered to add stats to, so if you are knowledgeable about star wars or just have a random idea, suggest it- it could become part of the mod. Even if you don't know a lot about star wars, the criticism, comments, and suggestions from a fellow civver is always welcome! :)
 
Hold on we need to take a step back. We can't add all of those new units on starwarscrazy's list when there are so many yet to be completed. The reason I didn't include every unit we could possibly use in the SW Universe in my unit list was so that we could actually get the mod completed. We should also reuse unit graphics whenever possible. However, it looks like Sheepy's taken over the unit lines now. Sorry I haven't looked at your unit lines yet Sheepmonster.

The alien race resource thing is proving more complicated than I originally thought, but I think we can still make something out of it. I think maybe we could just group the Geonosians exclusively with the Separatists and the Mon Cal only with the Rebels.

I'd also like to mention that the units shouldn't all have the same stats. Here is something I mentioned in an earlier post:

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

_________________________________________________________________

Here's something I scrapped together to get my 2 cents in. This is what I'd like to see for unit lines:

*Lv1 Infantry (Basic Warrior) > Lv2 Infantry > Lv3 Infantry > Lv4 Infantry > Lv5 Infantry
*Special Infantry (Imperial Royal Guard, Magna Guard, etc...)
*Lv1 Scout (Expansionist Civ Only) > Lv2 Scout
*Lv1 Jedi/Sith > Lv2 Jedi/Sith > Lv3 Jedi/Sith (> Lv4 Jedi/Sith > Lv5 Jedi/Sith?)
*Bounty Hunter
*Lv1 Mounted > Lv1 Standard Mech > Lv2 Standard Mech > Lv3 Standard Mech > Lv4 Standard Mech
*Heavy Mech
*Atmosphere Mech (Airspeeder, LAAT Gunships)
*Lv1 Turret > Lv2 Turret > Lv3 Turret
*Lv1 Fighter > Lv2 Fighter > Lv3 Fighter > Lv4 Fighter
*(Fast Fighter Line?)
*Lv1 Hvy Fighter/Bomber > Lv2 Hvy Fighter/Bomber
*Lv1 Transport > Lv2 Transport > Lv3 Transport
*Lv1 Light Ship > Lv2 Light Ship
*Cruiser
*Lv1 Warship > Lv2 Warship
*Command Ship


Scout: Low Attack/Low Defense/High Speed (Expansionist Civs get 2 Types of Scouts)
Infantry: Medium Attack/Medium Defense/Low Speed/Cheap (Standard Unit, Requires no Resources)
Special Infantry: Elite Infantry, Stealth Attack, Expensive (Requires Resources)
Force: High Attack/High Defense/Low Speed (Force Users, Only can produced by Improvement & Wonders)
Mounted: Medium Attack/Medium Defense/Medium Speed (Early Unit, Pre-cursor to Mechs)
Atmosphere Mech: Medium Attack/Low Defense/High Speed
Standard Mech: High Attack/Medium Defense/Medium Speed
Heavy Mech: High Attack/High Defense/Medium Speed/Can Bombard/Expensive/Can Transport Foot Units
Turret: High Defense/Immobile/Bombard
Bounty Hunter: Medium Attack/Medium Defense, Hidden Nationality
Fighter: Air Superiority/Good Range/Low-Medium Bombard
Bomber: Lethal Bombard/Medium Range/Medium-High Bombard
Transport: Low Attack/Low Defense/Medium Speed, Transports Many Units
Light Ship: Low Attack/Medium Defense/High Speed, Cheap, Transports a small amount of Units
Cruiser: Medium Attack/High Defense/High Speed/Low Bombard
Warship: High Attack/Medium Defense/Medium Speed/Medium Bombard/Expensive/Transports Units
Command Ship: Very High Attack/Very High Defense/Medium Speed/High Bombard/Very Expensive/Transports a ton of Units
 
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