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 #401 Top
Hi, allI 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 imageWWW Linkin-game screenshotsGalaxy view, not all opened up. (idea of scale)WWW LinkCore worldsWWW LinkEastern regionsWWW LinkSouthern regionsWWW LinkCorellian sectorWWW LinkYavin and Yavin IV placed close togetherWWW LinkReference mapsWWW LinkWWW LinkWWW LinkWWW LinkWWW LinkPlanet info siteWWW LinkAs 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.


now that's good. can't wait for it to come out.
Reply #402 Top
I just want them to implement python or lua stack and let us play


That would be excellent. Failing that, just give us the full list of variables, let us make more, and make a clear guide to what in the hell they do.
Reply #403 Top
Yes, that would be nice. I'm more in it from the art side, but having the ability to actually change base game behaviour is, in my opnion, a must. Either that, or at least allow expansion on existing grounds. Adding more weapon types per ship, new entity types etc. would be something like that.

Now, I would certainly welcome new tools such as the Particle Forge (I hope there will be a preview renderer included ;) ), but I also hope we will get tools for abovementioned stuff, not just an user interface for stuff which can be done in notepad already...
Reply #404 Top
Any idea when the star wars mod will be launched?
Reply #407 Top
Hey eville, so I am trying to get to the AI, if I figure out a way to overhaul it I will let you know and I will try to set up an AI for your mod if you wish. Also I know you are prolly being bugged a lot but was wondering if we could get a progress report. Alot of us are looking forward to this and are very happy your taking up this task.

Overthrow
When you need 4.........I will bring 40!!!!!!!!
Reply #408 Top
I'm not sure if anybody has mentioned this in the past 17 pages, but I got impatient on page 5  :LOL: so I'll say what I'm itching to say: Star Wars: Rebellion. Old game, yes, but on "huge" setting it has many, many different stars already labelled for you! As in, hundreds of stars. Also, it has many different ships set around the endor period.
Reply #409 Top
Damn this forum and posting delays. I know, I know, I shouldn't be so trigger happy. But what's copy and paste for if not spamming?  :d 
Reply #410 Top
One of my biggest desires is to be able to slow the travel speed between planets to give the game a more strategic feel to it. As it is right now, the star systems in Sins is ideally placed to become a sector, if you could only get rid of those suns.

Looking forward to this mod! Its one of the reasons why I bought this game. :)
Reply #411 Top
hey two hings one is i have never modded before so can sum one either tell me a sit to go to to learn and second maybe you could mod in some of the EaW forces of corruption expansion pack characters like thrawn who has a TIGHT star destroyer and abilities
Reply #412 Top
wow eville!!! i have seen you on relic forums and on your website, but i havent signed up yet...

you have epic skills man, i saw your warlords and clone wars mods, i actually liked them better than the star wars games i have.

when i first downloaded warlords and started it up i honestly didnt expect much, maybe 2-3 untextured ships and 2 sides, but i must have seen about 100 ships!! since then its the only way i can play hw2! i sometimes play as/with hiigarans agaisnt the warlords races, as hiigaran wont USUALLY crash the game like vaygr.

i noticed 2 hiig BC's could make mincemeat of my imperator, but oh well it was fun.

Sadly, if i rush caps sometimes the A.I gets messed up and builds a x-11 and a golan then just keeps resourcing the entire game...

and one time i was empire and i had all the other AI's on hiigarans, and they just build 4 destroyers, 2 BC's each and sat there, in fact they had ships in eachothers base but didnt attack unless i started, then they all went crazy >>

other than some minor AI troubles, this mod needs no critisism, i personally like the ship prices.

Ohhhh one more thing, not about warlords, in clone wars. the fighter aethersprite is insanely powerful. i could take out legions of enemy fighters with just 1 squad and they dont even get hit!

p.s my hiig interceptors get owned by warlords fighters lol... but flak frigs usually put them in their place

just my 2 1/2 cents
Reply #413 Top
Hay EvilleJedi, take your time man. You don't have to tell us about any progress unless you wish to and have the time to, we all await what will Undoubtably be a great conversion of sins.
Reply #414 Top
I am really looking forward to this mod. Star Wars kicks ass. In the meantime, I've constructed a poor mod for my personal use... Does anyone know of a good website with ship against ship stats? I've done a really poor job of balancing everything. I did create a really effective Interdictor if I haven't posted so previously, but the Empire faction that I have now completely owns both other factions and that ruins the game for me. I'm an Empire fan, myself, so I'm sure you can see why I beefed them up too much. If anyone has any really good sites with Star Wars ship stats, etc. that would be awesome.
Thanks,
Derbal213
Reply #415 Top
Greetings to the community, I finally got caught up on this post and decided to drop my 2 cents in on the matter since it seems no one has addressed the idea I came up with. First let me just praise the efforts of the community in coming as far as they did before SoaSE was even released.

The idea I have been nurturing concerns the "culture" system in SoaSE and how it can be effectively employed as a gameplay mechanic in a Star Wars mod. I feel that, if used well, this system could allow a much more realistic presentation of the Galactic Civil War era of the Star Wars timeline.

As we know, during the Civil War era, the rebellion had a much smaller military force than the Empire, but were more mobile, allowing them to strike where the Empire was weak. Conversely, the Empire had little knowledge of the Rebel's bases, and were forced to spread their massive fleet out to defend their holding.

In the current SoaSE setup, there is relatively little requirement to leave fleets behind for defensive purposes in worlds that are not front line planets. And with few exceptions, the most prudent military strategy is just build one or two large armadas and crush your opponent in a linear fashion.

By carefully modifying the culture system, we could drastically upset this balance. Here is how I would do it: The Rebel Alliance should use culture as a powerful weapon against the Empire; in the current SoaSE, you can cause enemy planets to go neutral from Culture alone, you could previously flip them completely to your side. I would give the Rebels (and only the rebels) this ability. This represents the way in which rebel forces can infiltrate Imperial planets and influence them covertly.

This however, is only half of the system. The other half is the Imperial culture system, which should spread at a much slower rate than Rebel culture, and be related directly to the level of fleet and defences in orbit around the planet. I do not know if the game is capable of calculating culture based on these modifiers, however the intention to make it so that to prevent Imperial worlds from succumbing to Rebel culture, they must maintain a garrison at all times to bolster their culture (aka fear in the population).

This allows the creation of a more imbalanced, and therefore realistic, gameplay scenario wherein the Rebel Alliance starts with fewer worlds than the Empire, possesses smaller fleet caps, and weaker ships, but can still compete. Naturally, to fully integrate this idea, several other things need to fall into place; i.e. a system that intentionally gives the Empire larger more powerful fleets, a map that favours the Empire strategically, additional Rebel advantages in terms of mobility (perhaps giving them the Vasari slipgate technology that allows slipstream transport without using a lane, we can just call it a Navigational relay or a pirate jump point.)

Of course, all of this is moot if the game is going to be designed for the post ROTJ galaxy.

Questions? Comments? Please make sure to ask if you dislike the idea but aren't sure if you fully understand my meaning.
Reply #416 Top
Also, I had some ideas about maps, tech trees, and planetary defenses... but one thing at a time. :)
Reply #417 Top
This however, is only half of the system. The other half is the Imperial culture system, which should spread at a much slower rate than Rebel culture, and be related directly to the level of fleet and defences in orbit around the planet. I do not know if the game is capable of calculating culture based on these modifiers, however the intention to make it so that to prevent Imperial worlds from succumbing to Rebel culture, they must maintain a garrison at all times to bolster their culture (aka fear in the population).


I'm pretty sure that capital ships in Sins already have this culture push-back you are discribing. I think that some capital ship (I can't remember which) even has an ability that relates to what you're saying. However, all capital ships indeed do have a culture push-back passive ability in enemy-controlled gravity-wells. I'm sure that with this in place it would be possible to modify it so that it does the opposite in friendly territory. Or maybe that exists as well?
Reply #418 Top
Well thats just great. So there you have it. In simple terms...

1. Rebel Alliance can use "holonet transmitters" to spread culutre and flip imperial planets to their side. Or at the very least, cause serious production and resource penalties to Imperial planets.

2. Imperials must keep sufficient space based defenses and fleets to ward off Rebel Culture and ensure Imperial control.

3. This forces Imperial players to spread out their forces and allows Rebel players to level the playing field despite fielding a technologically and numerically inferior fleet.
Reply #419 Top
I think trying to stick to the Star Wars canon too rigidly could easily make the mod not much fun. Ultimately I'm just looking forward to big fleet fights with star wars ships etc, even if the game mostly plays like normal SoaSE.

I think it would be too easy to get caught up in "The rebels should have a numerically smaller force", or "We can't use random maps because then Yavin might be next to Hoth", or "The empire's culture can't spread because they're evil" etc.

From my point of view, Star Wars is good, SoaSE is good. So Star Wars + SoaSE has to be good :) If you get to have cool battles with Star Wars ships, and it feels kinda Star Wars like, and it's fun to play, then I'll be happy :D


Reply #421 Top
From my point of view, Star Wars is good, SoaSE is good. So Star Wars + SoaSE has to be good If you get to have cool battles with Star Wars ships, and it feels kinda Star Wars like, and it's fun to play, then I'll be happy


I have to agree with Tom on that point. However that doesn't mean we shouldn't at least try to make the mod all it can be first. If worse comes to worst, Sins with SW ships can always be a back up.

Reply #422 Top
hey for the second time


hey two hings one is i have never modded before so can sum one either tell me a sit to go to to learn and second maybe you could mod in some of the EaW forces of corruption expansion pack characters like thrawn who has a TIGHT star destroyer and abilities


Reply #423 Top
and if antone does this mod can you add some new technolagies like the super star destroyer or maybe and a level of different planets so we can have some like courascant and the maw
Reply #424 Top
Windler -> download the tools on the official website and read the editing guide PDF.