Which starships would you most like to see made? Pick 3.

  • MC80a cruiser

    Votes: 1 7.1%
  • Home One

    Votes: 3 21.4%
  • Victory-I

    Votes: 1 7.1%
  • Victory-III

    Votes: 0 0.0%
  • Sovereign-class star dreadnought

    Votes: 1 7.1%
  • Millennium Falcon

    Votes: 6 42.9%
  • TIE Raptor

    Votes: 1 7.1%
  • Bayonet-class light cruiser

    Votes: 0 0.0%
  • Guardian-class light cruiser

    Votes: 0 0.0%
  • Death Star

    Votes: 2 14.3%
  • Death Star II

    Votes: 0 0.0%
  • IPV-I System Patrol Craft

    Votes: 3 21.4%
  • Executor-class super star destroyer

    Votes: 3 21.4%
  • Interdictor-class star destroyer

    Votes: 4 28.6%
  • Missile Boat

    Votes: 3 21.4%
  • Golan I, II, or III

    Votes: 1 7.1%
  • XQ5 Platform

    Votes: 1 7.1%
  • TIE Phantom

    Votes: 1 7.1%
  • EF76 Nebulon-B frigate

    Votes: 3 21.4%
  • Star Galleon-class frigate

    Votes: 2 14.3%

  • Total voters
    14
One improvement for the Allegiance Battlecruiser is that the lasers don't extend far enough out when shooting in some directions, especially the East and West directions. In there, the turbolasers don't clear the front of the ship, but because of the 240x240 size limit, there's not a whole lot you can do with that beyond an overall resizing of the unit, or re-rendering it to use broadside turbolasers instead (this may be a better option in the long run, as the Allegiance is supposed to be an outsized Star Destroyer, so making it the same size doesn't feel right).

It may look off when compared to other ships that you've made if you end up resizing it later, especially if other ships are all working with a different scale, but that's one of the long term considerations you'll have to keep in mind when making units. You also need to be careful with really large ships, as the units will start to overlap if they take up multiple tiles, and can look bad.

One other tip to improve animation quality (at the cost of more work) is to render more frames for a unit, but change the animation speed to a faster rate. Sure, it will increase file sizes and work as a consequence (and at some point, it becomes too much work for too little gain to bother with), but the animations will become smoother as a result.

Yeah I think I might resize so it's slightly smaller, as it now overlaps units on other tiles
 
I decreased the size by about 15% and added a new, smoother broadside.

allegianceATTACK.gif

Allegiance

preview gif has ugly colors
 
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No Slave 1 or Clone Wars era Republic Gunships and LAATC as polling options? Son, I am disappoint.
 
No Slave 1 or Clone Wars era Republic Gunships and LAATC as polling options? Son, I am disappoint.

Good sir, you do know there's already a Republic Gunship on the database, yes?

I can't remake that particular ship because I don't have the model. But the version by CivGeneral is fairly nice.

There's also already a Slave 1 by NavyDawg. Tsk, tsk. The search is your friend. :)

Also, is that gigantic 'planned' list not enough for you? :lol:
 
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obviously there is a mod planned . Any link to a thread ? Will it have ground troops as well ?

die hard SW guy here ...
 
obviously there is a mod planned . Any link to a thread ? Will it have ground troops as well ?

die hard SW guy here ...

Indeed there is a mod planned...planned, cobbled together, and currently undergoing playtesting. Truth be told, however, the addition of these units will push back the release date a bit. Once at least the units in blue are finished (or maybe a bit before that), I'll go ahead and upload the first version and leave the other ships for expansion packs (a Clone Wars expansion, Old Republic/Galactic War expansion, and Yuzzhan Vong expansion). I expect a release of the first version within a month.

There are ground troops but their purpose is only planet defense. The main fighting and capturing of planets is done by starships and fleets.
 
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Meteor Man, thank you very much for all your nice ships and for showing the map of the planned scenario! :) This map is looking big and I´m curious about playing that scenario.:goodjob:

Is your map based on water terrain? I ask this, because some time ago I tried to convert the map of the most prominent Civ 2 Star Wars scenario: Kobayashi's Star Wars - Insurrection to C3C - but cause of lacking time I never did finish it completely. I used land-terrain as the base terrain and water-terrain only for suns. I attache a screenshot of the converted Koby Star Wars map and of a part of the original Koby Star Wars map.
Spoiler :



 

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Meteor Man, thank you very much for all your nice ships and for showing the map of the planned scenario! :) This map is looking big and I´m curious about playing that scenario.:goodjob:

Is your map based on water terrain? I ask this, because some time ago I tried to convert the map of the most prominent Civ 2 Star Wars scenario: Kobayashi's Star Wars - Insurrection to C3C - but cause of lacking time I never did finish it completely. I used land-terrain as the base terrain and water-terrain only for suns. I attache a screenshot of the converted Koby Star Wars map and of a part of the original Koby Star Wars map.
Spoiler :




Ooo, very interesting! My Star Wars mod 'The Mod Awakens' also uses land terrain as a base because the AI sucks at amphibious invasions. However, water terrain isn't even used in TMA, stars are simply impassable (or volcano terrain; 'red giant' stars of course) and star "systems" consist of only the inhabited planet. It looks like Kobayashi's scenario had muti-planet star systems, which is cool and something I wanted to implement in TMA, but the map ended up being full-galaxy and I decided I wanted to more-realistically portray the vast distances between the important inhabited systems, so I did away with the extraneous planets. Roads are used to highlight the hyperlanes, which connect systems and are really the only way to get around the galaxy efficiently.

Spoiler :


This was supposed to be a little star wars mod but I got carried away and mapped the entire stars wars galaxy onto a 160 x 160 map.

The mod is basically finished (civilopedia, gfx, and all), but needs further playtesting, especially mid- and late-game, and will need some balancing work (unit stats, wonders, tech cost). But last week I figured out how to make units, and found a wealth of 3D art to draw from in Sins of a Solar Empire Star Wars mods and Space Engine addons. Thus another month has been tacked on the release date while I pump out the bare minimum ships I want for the mod.

But it's coming! Civ 3 lives on!
 
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I got carried away and mapped the entire stars wars galaxy onto a 160 x 160 map.

Yes, it is a big map. :yup: The converted Koby Star Wars map is only 80 x 80.

But it's coming! Civ 3 lives on!
:goodjob:

Are there any Jedi Knights or Sith Lords in your mod? I reflected about the stats I would assign to such units. In my Civ 2 Space Mod they use the diplomat and spy slots (symbolizing the power to convert complete cities/planets and units), but in Civ 3 this isn´t possible. I think in Civ 3 they should have at least the enslave option.
 
Are there any Jedi Knights or Sith Lords in your mod? I reflected about the stats I would assign to such units. In my Civ 2 Space Mod they use the diplomat and spy slots (symbolizing the power to convert complete cities/planets and units), but in Civ 3 this isn´t possible. I think in Civ 3 they should have at least the enslave option.

Nope, no Jedi or Sith units. The only ground units are planetary defense units like AT-TEs, AT-ATs, Hailfire droids, etc. There is an ancient Sith cruiser autoproduced by a wonder, though.

I think enslave would be a good flag, have them take 'apprentices' captive and upgrade them to sith/jedi. Stealth attack, maybe?
 
Really proud of this Victory II Star Destroyer. :D I made it to match the size of the Victory I we already have on the database.

victoryIIATTACK.gif

Victory II-class Star Destroyer

preview colors broken
 
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also a wannabe scenario maker . Are ground units inmoveable then ?
 
also a wannabe scenario maker . Are ground units inmoveable then ?

Can't move ground units off of their planets without transports. :)
 
Can't move ground units off of their planets without transports. :)

As your mod is based only on landterrain, does this mean you have managed to create working landtransports that are used properly by the AI? Indeed this would be an incredible progress in modding Civ 3. :woohoo: Or does it mean, that these units can only use teleporters or that this scenario can only be played by human players?
 
As your mod is based only on landterrain, does this mean you have managed to create working landtransports that are used properly by the AI? Indeed this would be an incredible progress in modding Civ 3. :woohoo: Or does it mean, that these units can only use teleporters or that this scenario can only be played by human players?

Oh, my. Not nearly as good as this. :blush: Ground units are not really that important in the scenario; they're just "planetary defense" and thus I expect the AI not to use transports and just build immovable garrisons, while human players have the option to shift garrisons around. The real gameplay is meant to be had between fleets/starships, which can attack and defend planets. The only ground units represented are heavy vehicles like At-TEs, AT-ATs, Hailfire and spider walker droids, a rebellion torpedo tank, etc, which could realistically engage starships entering atmo and attacking the planet. I have not looked at using the 'teleport' utility in Steph's editor, I have only been using the original editor as I've had trouble getting Steph's to work in the past.

I do need to do some playtesting to determine the behavior of the AI with regards to transports and immobile planet defense units. Do they build up ungodly amounts of planet defense at the expense of their fleet? I'll have to see.
 
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