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.
1,493,158 views 1,324 replies
Reply #301 Top

As for a decision on the era of play, personally I would shoot for post ROTJ. This has the most balanced navies on each side and a larger variety of ships and also makes a lot of sense in universe. Certainly playing during the rebellion could be an option, but honestly it's been done too many times. The clone wars also works as an era of play, but has a limited focus. This would probably be a game option or could just be based on the player race. (we will need to see what restrictions we can put in)


questions, comments?


Wouldn't it be easer to make it based around the new republic era (for balancing reasons) also if you decided you wanted to add another race there would be more to select from than in the classic era (ssi-ruuk, Yevathan, and the almighty Yuuzhan vong which you already have made models for)

Reply #302 Top
Hey guys I've already been making a map based of this image :-

WWW Link

I have already completed the deep core and the core worlds sectors and I'm working on more today.

so if anyone wants to use this map for their mod get in touch

Heres a preview (Need to change the trade routes)



Reply #303 Top
Hey Blackhaze269 I will help you I just started today and have about 50 planets out,not even half way done!
Reply #304 Top
Wow I am dumb. I had been wondering how in the hell I was going to fit ALL of those stars in, and forgot that most of the planets related to stars in Star Wars were either of limited aid or were just a tactical holding position.
Reply #305 Top
Wow Iantis... you sound like we are making a game xD Administrative/Mission building/Writing? As far as i know sins didnt even have a single player campaign.... and what do you mean by administrative? We are just throwing ideas into the bowl and hopefully something will come out of it....


Well ... yeah. The last Star Wars mod I worked on (and this will date me) was for the original X-Wing back in 1994, I believe. I made a new campaign for the game that took place between Empire and Return of the Jedi. I figure that, while it will be fun to just play skirmish mode with Star Wars ships, why not try to make a full-on single player experience out of it?

As for "administrative," all projects need administration. Chaos breeds poor quality. Eventually it would be nice to move from the "throwing ideas into the bowl" phase into execution. :)
Reply #306 Top
A SW mod would be *awesome*...it would fill the void that used to be filled by Star Wars Galaxies before SOE ruined it.
Reply #307 Top
well we cant do anything bvecause eville needs the files... anyways it seems IC and SD will cooperate with uss or so i heard
Reply #308 Top
Hello SW Fans, just dropping by from the EAW/FOC world to say good luck and can't wait till the release.

Sgt. Hicks


http://www.swmodding.com
http://gr.swmodding.com
Reply #309 Top
Hmmm, another problem has become apparent. IF we make hyperspace capable strikecraft like tiny frigates, they will fight like frigates.

By that, I mean they will move into range and stop dead while firing on their targets.

Now, I don't know if you can give ship type vessels 'strafing' behavior. Anybody else know?
Reply #310 Top

Hmmm, another problem has become apparent. IF we make hyperspace capable strikecraft like tiny frigates, they will fight like frigates.

By that, I mean they will move into range and stop dead while firing on their targets.

Now, I don't know if you can give ship type vessels 'strafing' behavior. Anybody else know?


Cool. Not the results of you test, but the fact you just saved me from doing it since are/were considering something similar with the frigate slots and fighters as well.
Reply #311 Top
Apparently maps in GF are flipped upside down and flipped right to left...
Reply #312 Top
Do you guys have a place to work at? Try sgnonline.com, the guys there are happy to host a mod and had hosted several mods based on Startrek Armada 1 and 2 soo... best of luck on this.
Reply #313 Top
Not sure if any one has thought of this:

The Hutts might make a good pirate faction since they are a criminal organization and already control a portion of the galaxy or possibly an unplayable faction option you could ally with via diplomacy.
Reply #314 Top
Started modeling a low poly Lambda-class shuttle just for fun. I figure it could be an interesting vehicle to have either in a campaign or skirmish mode - would be poor in combat, obviously, but maybe could give it interesting support abilities, like "deliver commando team" or something.

Anyway, this is just the low detail base mesh, I still have to add the cannons and more fuselage detailing, etc. If anybody is good at texturing and wants to help me out with it, let me know.

Also, I suck at modeling so I assume the expert modelers here have something better out there. So this is more of a stopgap testing model than anything. I just want to get it in the engine and play around with it.




Reply #315 Top
Eville,

I was just wondering, since someone mentioned the Hutts, did you ever create a model for the Darksaber, Durga's short lived superweapon?

I was just curious to see your take on what it would look like, and someone once mentioned to me that you modeled "The Eye Of Palpatine", is there any place I could visit to just see a picture of them, if they do exist?

Thanks, and good luck with the mod.
Reply #316 Top
Whew, such a long read lol. Well from reading the entire thread I had some ideas, but forgot most of them lol. However I did have an idea for the interdictor.

The canon interdictor cruisers created false gravity well signitures, that prevented ships from entering hyperspace (Do to hardcoded safety mechanisms in the hyperdrives). So the interdictor would project a fake gravity well infront of the fleeing ship, preventing it from escaping. The gravity well was extremely large, atleast several kilometers in diameter I beleive.

So what you could do in the game, is give the interdictors a toggleble ability so they can project gravity wells wherever they wish for a certain range. The downside to this though, is that when an interdictor projected a gravity well, it could barely move (Do to the odd gravitational forces presented on it, and also because it had to drain almost all it's power to the gravity wells.) Because of that drain in power, they also had minimal weapons and shields.

Also, for the SW map, I noticed all your referance maps were those cheap ones, so here's the most accurate map I have ever found.



And just an FYI, I'm a HUGE SW nerd lol. So I can give good information on ships and abilities and whatnot if you need.
Reply #317 Top
Perhaps the idea of a single placement interdictor could be possible(a structure)? Like the large dovin basals used by the Yuuzhan Vong. Would suck ships out of phase space int the middle of a jump?

(Sorry if this has been mentioned already, I was lazy and have only read a few pages...)
Reply #319 Top
Is it possible to have frigates and above fighting like fighters, IE, actually moving around? I was somewhat disappointed that combat some somewhat devoid of movement in Sins, you have two options, you can sit there and slug it until the other guy is dead, or you can kite them around a planet.
Reply #320 Top
I've created the basic format for a Death Star using the TEC. Instead of shooting a bomb, it shoots a beam, which I powered way up so it can wipe out planets in one shot. I also ramped the cost way up and the unit slot count along with build time so hopefully we don't have a ton of super-powerful ships roaming the galaxy. If there is another way to make it so there is only one allowed per team, I would like to know. That was the easy part. If anyone knows how to change the color of the beam and how to change the ship to look like the Death Star, that would be a huge help. I'm not very literate in that area of modding.
Reply #321 Top
I think I may have a solution to the hyperspace capable squadrons conundrum:

Create a host for them that is tiny and invisible. It would be unseen and not capable of being attacked. This way it could hyperspace in and launch it's squadron (not so different from the squadron emerging from hyperspace directly).

Now the difficulty is in how to control the fighters - especially when it comes to telling them to hyperspace out. One potential option is to tie the squadron's target to the target of the host (don't know if this is possible or not). Give the invisible host the squadron icon and issue it orders and the squadron acquires the target as well. The invisible host would be very fast and stay with its squadron so that the icon remains in the appropriate place.

Another potential option is to utilize the fleet mechanic to allow you to select the squadron by selecting the invisible host thus issuing them attack and move orders indirectly similarly to the first option. Not sure if it is possible to have squadrons join fleets with their host automatically though.

Last (and least desirable) option is to forget trying to abstract it and just admit that there is an invisible host ship that you have to issue your orders to while issuing attack orders to its squadron.

Now we are presented with the problem of destroying the squadron if the invisible host is invulnerable (and invisible). As a solution, firstly the host's fighter building rate could be very slow (maybe 1 fighter in 5 minutes or so). This is to stay true to the idea that its squadron is an autonomous unit operating independently and to prevent you from having a never ending squadron that you can't kill or chase off. Then maybe it will be possible to set it to self destruct when its squadron reaches 0%. Or if this isn't possible, remove its invulnerability when its squadron reaches 0% (in that case maybe instead of making it invisible give it a fighter mesh so that it can be killed when the time comes), don't know if this is possible either.


I know there were a lot of maybes in there but hopefully one of those methods is possible with the Sins engine. And if not, oh well, I tried :p
Reply #322 Top
Just want to inform you guys that I am almost done making the Star Wars Galaxy Map, its(below) based off this picture. Got to do a little bit more studing and should be on for download by next Monday or Sunday! Colt556 I will take that map into Consideration!   ;) 

WWW Link
Reply #323 Top
Ok sweet, if you want the high quality version just PM me n I'll email it to ya.
Reply #324 Top
Hi Tman05. I'm curious how you are making the map. Are you actually including all the systems listed in that map link?

Also, are you actually using stars in your map? Or are you using the method we discussed earlier in this forum.

Finally, did you make massive gravity wells? Or are they stock sized?

Let me know please. Perhaps we can work together on the maps.
Reply #325 Top
Anyone more new screen shots available. I'm fing stoked about a star wars mod I would like to see the vong in the game. Those books were some of the best ive ever read. I will probably start working on maps for the star wars universe as well.