Ideti

Star Wars Mod

Star Wars Mod

I figured since it is inevitable, I will start a thread to get ideas out on a star wars mod. Who will the sides be? What will the map look like? Units? Tech? etc.
1,495,050 views 1,324 replies
Reply #226 Top
yeah alphas are fine.
How many MatIDs can a single model have? does everything have to be on one 256x256 texture including alpha?
Reply #227 Top
i would like to help, maybe some maps and stuff like that?
would look at book's and at Rebellion and get ideas of where planets go from that
Reply #228 Top
I set everything on high and surprisingly game runs even smoother than with everything on low..... stupid computer... i dont understand it O.o anyways i can definately test
Reply #229 Top
I've imported the SSD with 12 textures ranging from 128x256 to 2048x2048 so there is a lot of flexibility, though it is best to do one texture to make the video card happy.
Reply #230 Top
On the planet blowing up issue, I thought about this yesterday...

When you blow up a planet, couldn't it turn into the "asteroid belt" model used by the game to simulate the debris/no longer able to colonize? Maybe change it a little so they are focused more around a central point or something.

Just a thought.

Reply #231 Top
Is changing a planet model into something else dynamically even possible? Would be very cool though to have nothing but asteroids of once great planets of your enemy.
Reply #232 Top
I wonder how you'll modify the phase jump system to make it more like star wars? Personally, I think the whole "phase gate" graphic has to go, and just have the standard Star Wars version of hyperspace: the engines glow bright for a brief moment before the ship rockets off at light speed.

Also, I really hope they fix the "AI running away all the time" issue otherwise whenever a SSD jumps into a system the rebels will scatter like cockroaches! Speaking of which, is it even possible for you to integrate the interdictor cruiser into the mod? That would be awesome.
Reply #233 Top

Also, I really hope they fix the "AI running away all the time" issue otherwise whenever a SSD jumps into a system the rebels will scatter like cockroaches! Speaking of which, is it even possible for you to integrate the interdictor cruiser into the mod? That would be awesome.


I think "scatter like cockroaches" is exactly what the Rebels would do when an SSD jumps into the system. As for interdictors - both interdiction modes work in the game: One of the Vasari ships has an ability that can slow incoming ships (projected mode) while phase gates have the other mode (radius mode).
Reply #234 Top
Adding an interdictor would be easy, it's just a matter of importing a model and assigning it to a race with appropriate abilities/buffs. The AI would have to be modified though, to avoid the infamous situation in EAW where the AI kept pounding only on your frontline ships while the interdictor happily sat back and allmost never got hit.

However, if we want to be true to the canon, the Rebels *should* scatter when a SSD jumps in orbit. ;)
Reply #235 Top
@Eville - What? No sample video? - such a tease! ;p
Reply #236 Top
Yeah rebels will definately run away when an SSD comes in orbit.... besides... what is going to be the main rebel frigate? the nebulon? and how are u going to emphazise the use of fighters? we all know that fighters in Sins arent as important as in star wars....
Reply #237 Top
When the tools come out, we can then decide how to implement the strike craft. It may be possible to make carrier based strikecraft that can hyperspace/phase space without the presence of their carrier.

IF that is not possible, another option might be to simply be able to produce hyperdrive equipped strikecraft (just like you produce frigates/cruisers/capital ships). The only problem is that we might not be able to make them in squads...of course, nothing stopping you from simply grouping a whole bunch of them together.

The last point you need to consider is that the SoaSE Star Wars Warlords map mod will be using FAR larger gravity wells than stock. This means that there will be much greater room for strikecraft battles to occur in.

Which brings me to my next point. This map mod is more complex than I thought. I am going to get some of my clan members ([GE]) to help out with it. But work has started on it.
Reply #238 Top
Yeah rebels will definately run away when an SSD comes in orbit


I dunno, throw a couple of Mon Calamari cruisers into the mix and you could put up a good fight, I think.

Anybody else here use Silo to model at all?
Reply #239 Top

I dunno, throw a couple of Mon Calamari cruisers into the mix and you could put up a good fight, I think.

Yes, especially if they concentrate all firepower on that super star destroyer, and then an A-Wing kamikaze's the bridge.
Reply #241 Top


My god i get pictures of you guys slapping your veins, with turniquet jammed between your teeth fixing to shoot up the force!

Not to throw a monkey wrench in the Star Wars theme because i dig it too but....anybody thought about Battlestar Galactica...the new one of course. All the ships are right on the show.

Scout ship --Raptor
Fighters- obvious
Galactica- Capital

Shoot, even have a Cylon Race...All their ships.....that would be sweet
Reply #242 Top
Yeah, it would be. That is why there is a topic already dedicated to BSG.

Interdictors will defintely be part of the modded game. Have no fear of that. Hmmm, just have to decide issues like, what will the range be for the interdictor's gravity well projectors, will it run on antimatter, will it stop hyperspace entirely or only slow down jumps, and so on.

As for a couple of M-80s versus a SSD, there would be no challenge. The SSD would kill them easily. Remember that it took the focused fire from the entire rebel fleet to bring down the SSDs shields so that A-Wing could actually impact the bridge.
Reply #243 Top
anybody thought about Battlestar Galactica...the new one of course. All the ships are right on the show.


I've had the same thought, but how do you get around the problem of there only being one real capital ship to play with? I mean, there's the Pegasus too, potentially, but the size of the human forces in that show (at least what I've seen up through the end of season 2) are pretty damned small. Star Wars allows for much more epic battles, it seems.
Reply #244 Top
Dude.... SSD is the flagship of the empire for a reason.... U'd need like 5 Mon Cals to even hope to bring its shields down..... Depends on which part of the war we are talking bout..... if it is when the Mon cals were just normal transport ships outfitted with guns or are they REAL combat ships made for combat..... then i guess you could match it..... Oh man I cant WAIT to simulate the battle of endor :D
Reply #245 Top
I've had the same thought, but how do you get around the problem of there only being one real capital ship to play with? I mean, there's the Pegasus too, potentially, but the size of the human forces in that show (at least what I've seen up through the end of season 2) are pretty damned small. Star Wars allows for much more epic battles, it seems.



You use the other civillian ships in show. Mod a few of them with weapons and put those puppies to use

that would be an awesome 1v1 single player or mulitplayer

I havent had the chance to play multi yet...im still learning the game but that would be awesome to have you own BSG singleplayer scenario
Reply #246 Top
that would be an awesome 1v1 single player or mulitplayer
I havent had the chance to play multi yet...im still learning the game but that would be awesome to have you own BSG singleplayer scenario


Oops! sorry jumping ahead of myself....there would need to be a Cylon fleet as well..

Resurrection ship as a Capital ship and of course the capital ship in the show as a capital...

1v1 on a single player map...the one im on has 1 Sun and 23 planets....that would be great for something like that
Reply #247 Top
Yeah, it would be. That is why there is a topic already dedicated to BSG.


DOH! sorry must have missed it...i'll go find it
Reply #248 Top


Interdictors will defintely be part of the modded game. Have no fear of that. Hmmm, just have to decide issues like, what will the range be for the interdictor's gravity well projectors, will it run on antimatter, will it stop hyperspace entirely or only slow down jumps, and so on.


I'm all for slowing down and an upgraded version that will stop them (for a period of time, obviously). I say the "stopping aspect" will use anti-matter while the regular slowdown mode would just be there, since the ship is nerfed in the weapons department.
Reply #249 Top
I put the radius generator from the PJI on a ship and it had no radius, need to ask Ironclad about this and a few other things. Been busy with personal issues, but I do have some progress, a lot of which is dependant on questions to IC
Reply #250 Top
Yeah, it is hard to plan ahead when you still don't know what is and what isn't possible.

For example, I am still trying to find out if you can set different phase lane lines to have different travel speeds. I want to do this to better simulate 'official' trade lanes (which are better mapped out/have better hyperspace conditions). Until I know for sure, it is kind of a distraction on my overall map construction plan.