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.
1,492,933 views 1,324 replies
Reply #377 Top
Hi, all
I have been watching this forum for awhile, especially map makers and EmperorParadoxnt. I have been working on my own map of the SW galaxy, I got a little out of control because I like epic scale games and that is what I aimed to achieve. At the moment I have 230 planets named, mapped and positioned for 8 players. I have done away with the SOFSE traveling to stars and made it from planet to planet. I have one star that I have increased its radius to 2000 and have all the planets in that area. I have used other stars to indicate sectors in the galaxy. No Planets are linked to stars, my thinking atm is in the starwars galaxy you travel to planets and not stars. I have tried to make the map strategic in the way certain planets are connected to each other. The image I have attached of the galaxy forge screenshot shot is completely zoomed out the image on the forge zoom. I wanted the distance between Planets to help create the scale of the universe in terms of traveling time and strategy. Certain areas it is quick traveling between planets others it can take awhile, certain connections do take awhile, hey its space and its big, even for hyperdrives. I have been following EmperorParadoxnt ideas about PLJ being fast along trade routes which would be interesting, if there are any developments I would be interested. I had considered using a series of worm holes to achieve this effect. Also I hope to implement Uzii’s planet models into the map when galaxy forge is updated, if there is a way to do this already I would like to know, please. Any advice or help would be appreciated.

Below I have entered some screenshots of my map in galaxy forge and in game. Also links to maps I have used as references to create the map. Colt556 and Tmann05 have posted 2 of the links in previous posts, they are good maps, I have had a copy of colts556 map for some years now a good map.

Galaxy forge image
WWW Link

in-game screenshots

Galaxy view, not all opened up. (idea of scale)
WWW Link

Core worlds
WWW Link

Eastern regions
WWW Link

Southern regions
WWW Link

Corellian sector
WWW Link

Yavin and Yavin IV placed close together
WWW Link

Reference maps
WWW Link
WWW Link
WWW Link
WWW Link
WWW Link

Planet info site
WWW Link

As more developments to the Galaxy forge and other ideas pop up on the forums about gravity well size, planet scale and so forth arise, Im more than willing to consider and learn how to incorporate these into the map or try to work it out with somebody. I will not be pushing the planet number much more my limit is 250, although I did read someone has made a 10000 planet map, WOW. I’m testing the map now to see what it can handle and do some tweaks. I will try to release a copy soon.



Reply #378 Top
For those asking about progress.

We have been working through importer issues for the most part and working on technical issues with getting abilities to work. Though I have to say we won't begin pulling it
together until 1.03 is released. There are too many issues with distribution to release until IC fixes the mod bug with having to have all the .mesh, texture and other files in the mod directory.

stop by at our irc channel at irc.blazeirc.net #swrebellion someone is usually around (though maybe not awake) we are pretty willing to talk about what's going on currently.
Reply #379 Top
Also I hope to implement Uzii’s planet models into the map when galaxy forge is updated, if there is a way to do this already I would like to know, please.


Copy and past the GalaxyScenarioDef file found in uzii mode folder in the galaxy forge's folder and overwirte the orignal file there. It will probbaly crash the first time it starts but after that it should work fine.


Reply #381 Top
Have any of you played Star Wars: Rebellion?

It's my favorite Star Wars game, and I think is one of the best RTS's of all time.
Reply #382 Top
Have any of you played Star Wars: Rebellion?It's my favorite Star Wars game, and I think is one of the best RTS's of all time.






Yes, on all counts. Was hoping EAW went that route with updated graphics...too bad.




As
Reply #383 Top
Have any of you played Star Wars: Rebellion?It's my favorite Star Wars game, and I think is one of the best RTS's of all time.


Very, very good game. Although I have the english version. (Supremacy) I think I'll agree on the best RTS as well. (Don't kill me SoaSE fans:( )
Reply #384 Top
Age of Empires the original was the best rts specially for online play. I was in the top 100 people back in the day. Was my first pc game i ever bought cost me 60 bucks.
Reply #385 Top
Hey so I thought of a name

SoaSE
Empire's Last Stand

I know you prolly already using a name and everything but I even drew a pic for it plus I am really glad you are doing this mod and I am really bored at work. Hey I thought of a saying.

"Once the crap rolls all the way down to the bottom, some one loads it into a catapult and launchs it back up to the top"

Overthrow
When you need 4........... I bring 40!!!!!!!
Reply #386 Top
Just a small update

Still having trouble exporting ships correctly, A large contingent of the Imperial vessels are in some state of being in game, but have a lot of issues.

Still doing a lot of research on the tech/upgrade tree and how that will work

Still waiting for the Devs to fix a lot of the limitations (2 fighters, 5 caps, etc)

so all in all progress is happening but is constrained by technical issues.
Reply #387 Top
Have any of you played Star Wars: Rebellion?It's my favorite Star Wars game, and I think is one of the best RTS's of all time.


Still do, that game taught me a lot of how to play strategy games. The abstraction was well done, intuitive but deep, but the graphics sucked so much I bought force commander... bad move :NOTSURE:.

And yeah, we're having the same problems with technical limitations over at the battlefleet gothic mod, just stuck waiting for the tools. I still can't wait for this.
Reply #388 Top
Just a small updateStill having trouble exporting ships correctly, A large contingent of the Imperial vessels are in some state of being in game, but have a lot of issues.Still doing a lot of research on the tech/upgrade tree and how that will workStill waiting for the Devs to fix a lot of the limitations (2 fighters, 5 caps, etc)so all in all progress is happening but is constrained by technical issues.


So much for the game being "freely and easily moddable" and how "users can easily create their own content" to make up for a lack of a campaign. More lies from Stardock and Ironclad. Whoever markets this game and its features and is either completely full of shit or has no idea what he's talking about.

Anyway... complaints about Stardock aside, I think a lot of us would like to see some screen shots if you guys have the time. You know, just to give us a star wars fix :p . Good luck getting those models in there.

Reply #389 Top
So much for the game being "freely and easily moddable" and how "users can easily create their own content" to make up for a lack of a campaign. More lies from Stardock and Ironclad. Whoever markets this game and its features and is either completely full of shit or has no idea what he's talking about.Anyway... complaints about Stardock aside, I think a lot of us would like to see some screen shots if you guys have the time. You know, just to give us a star wars fix . Good luck getting those models in there.


I don't remember seeing the SoaSE SDK being released.
Reply #391 Top
I don't know if anybody has thought of this (sorry if they have), but the death star or what ever super weapon doesn't have to 'destroy' the planet. Is it possible to change the planet into an astroid field?
Reply #392 Top
wishes for a real SDK...


yeah..

What stopped me from trying to make a bsg mod. :/
Reply #394 Top
software development kit: a good example would be the source engine SDK for halflife 2 or the Unreal SDK for unreal, usually they allow you to write your own extensions to the game and modify a large portion of it in a scripting language like game modes, abilities and AI (leaving things like the renderer, physics, net code, file system and sound as hard coded)
Reply #395 Top
I have a slight feeling that the SDK, or a near equivalent, is in the making. I might be wrong though, its just a hunch. I hope they plan on making it possible to at least expand the scope of the game, for example add new ship types and change the numbers such as weapon type limits and fighter squadrons (I have no idea why this is not already modable...), since it creates a real obstacle for pretty much every mod out there which seeks to bring new stuff to the game, not just change skins and stats. Its even harder if you are making a mod based on an official canon...
Reply #396 Top
SDKs are usually the first thing that is created once the game engine, SDKs are a rare thing now days with so many companies screwing over the modding community thinking that their game is going to last more than 6 months.
Reply #397 Top
That makes no sense. A game sells better and longer the more quality mods are available for it. I know when the original Counter-Strike came out, people were actually buying Half-Life just so they could play CS. I mean, that's the idea behind the modability in the end... the better mods we make, the better (and longer) the game will sell.
Reply #398 Top
that is true but we just have wait for all we know they are actually listening to everyone and working on adding these features so eventually our waiting and patience on this will get us the things we want.
Reply #399 Top
I'm impatient :-p

ManSh00ter: the harsh reality is that most games don't sell enough to pay the developers well after the publisher and retailers take their cut, if you aren't working on GAME 2.0 or EXPANSION PACK you are just paying staff salaries to support a community that only represents a minuscule fraction of the original sale market. Of course if you are smart you release community tools so that people help you make EXPANSION PACK or GAME 2.0 (Cough Valve, free slave labor is always good)

Lots of production companies force developers to make the game as hard coded as possible because it is the easiest way to maintain performance and one of the quickest and cheapest ways to develop (just leaving tweakable things like weapon damage and health values in scripts) Production companies raise money to support development in exchange for a sizable cut of the actual sales. (no idea what star dock's cut is, but the difference between the best buy cost and the star dock cost is probably lining some pockets)

Creating an SDK with good interfaces takes a lot of time and is a huge issue for performance testing. Most companies don't build engines, they literally slap together large code modules ( mostly off the shelf renderer even reference renderers, some file parsing, sound code, simple net code, if in direct X just taking MS code and copying it with some changes.) and then force them to work together fast enough to meet some minimum target machine (which is why so many budget games suck and have absolutely no modability) I've done it before and its amazing what you can accomplish in a few weeks with some decent art, but doing anything innovative or truly flexible takes a huge effort (I bet 75% of the forge engine development and testing time was taken up with just implementing/debugging the distance/zooming aspect)

I just want them to implement python or lua stack and let us play :-p