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.
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Reply #426 Top
What's the latest on this project? We going to have something to play soon? Been looking forward to a true Star Wars mod since I heard that SINS would be moddable.
Reply #427 Top
Well, Torrn has about ~70% of the map done. He also has managed to make gravity wells have planets AND gas giants/stars (but there is more work to be done here).

As for the actual ship models and gameplay/stats modding, Evillejedi would be the one to best explain his situation.
Reply #428 Top
just stopping in to say background progress is being made, (nods to Paradoxant) yet still more work waits to be done. If anyone wants to discuss possible research trees I am looking for ideas


Presently upgrades will be more of efficiency upgrades to fleet operations, command and control and tactics, you won't upgrade from turbolaser I to II or something or research proton torpedos etc. Similarly colonization research will be eliminated, colonizing any planet in the SW galaxy is simply a matter of showing up and having a reason to be there. What I want research to be is an investment in a strategy rather than a 'I'll eventually get all the research' it will be prohibitively expensive to try to climb all trees. This concept should be familiar to people that have played games like company of heroes. (without explicitly preventing you from actually going up all trees) research will be more of a decision to modernize forces rather than build more ships.

COMBAT RESEARCH:

IMPERIAL:

Technology: this will upgrade existing ships and allow new vessel types to be built, and allows focusing on high technology vessels like tie defenders.

Force projection: helps to diversify the empires fleet and ability to control multiple planets with a single vessel

Command and control efficiency: Improves fleet coordination


REBEL:

New class: unlocks new vessels, heavier weaponry and generally more advanced and expensive vessels. This transitions the rebellion from converted luxury liners and freighters to real warships.

Hit and run tactics: This reinforces rebel bonuses for conducting operations with smaller vessel groups and star fighters. Resource and commerce raiding.

Defensive tactics: this is important because the rebels have to transition from a highly mobile sponsored insurgency to a legitimate naval power that can adequately defend member worlds.

CIVIC RESEARCH:

IMPERIAL:

Tarkin Doctrine: Tree allows for draconian measures to be implemented on planets to maintain order and unlocks some abilities and tactics on capital ships.

Nationalization and Conscription: Tree allows for increased draw from member planets and squeezes the last bit of efficiency from populace and resources.

Clandestine operations: Provides better hyper routes (faster speed) and also better intelligence of enemy worlds.

REBEL:

Diplomacy and communication: increases culture bonuses and allows and reduces upkeep costs of planets.

Infrastructure enhancement: Investment in worlds to provide more output and capabilities.

??? (don't have a third branch yet)






Reply #429 Top
i am SO looking forward to this mod, and i will definitely download it when it is done!

keep up the good work EvilJedi!  :CONGRAT: 

For all the people in this Thread:
if anyone has a working, somewhat balanced mod with Empire units please provide a download location. it would be so great to play as empire even if it is a mix of SoaSE and star wars (like standard colonizer, etc.) only important thing is that star destroyers are ingame ;)
Reply #430 Top
wil be fun 2 see the result :) (rly curious)


tough it make take some time to get all the units done.. and actualy looking like Star Wars units


Reply #431 Top
Seems like a very interesting project eville. I do have some questions about how hyperspace will be implemented though. In Vanilla sins ships would immediately phase when ordered to move to another planet and when at the edge of a gravity well however if you gave a ship a normal move order it could move out of the gravity well(at least a bit). I was wondering if it is possible to make it so that all ships can move everywhere using sublight drives and have hyperspace be an ability(requiring a button press). This way Interdictor cruisers and other hyperdrive-impeding devices could be modded to have a gravwell activate around them to stop hyperspace travel.

I'm simply wondering if you have found this to be possible and what your approach is going to be, perhaps it won't be difficult for me to mod in such a system if you guys go with something else.

looking forward to release
Reply #432 Top
Good to see a mod like this. If i'm not mistaken EvilleJedi is actually one of the modders on the IA2 team... well, not sure if he still helps with it, i think Bex does most of the work nowadays. Good to see another Star Wars mod. Personally, I just got Sins yesterday and from what i've seen so far shows that this game has lots of potential. The combat may be somewhat lacking in my opinion but it still rates up there as one of the best Space Sim games. Not to mention one of the largest scale games i've played.

Back to my earlier point, good to see a star wars mod coming to this game. I hope you fellas can do a good job and i can't wait to see the mod.  :CONGRAT: 
Reply #433 Top
I did a lot of model support for IA2, hopefully bex releases something
Reply #434 Top
Just a little update on the map status. We will have to remove the fake 'stars' within each system's gravity well. As it is, these fake stars do not have the illumination effect = they look dark and ugly. We were hoping the devs would get back to us on how to fix this, but they never did.

However, besides the main planets, each system will be able to have additional 'resource planets', gas giants, asteroid fields and so on. Just no stars...unless the devs get back to us on how to make that star illumination effect.

Also, gravity wells will much larger. So there will be a large 'no hyperspace' ring around the planet, and an even larger 'hyperspace enabled' zone outside of the 'no hyperspace' ring. Interdictor type vessels will play a large part in these battles.

As for Eville's idea for research = newer ship types, increased efficiency....I like it!
Reply #435 Top
@EvilleJedi

About that third Rebel Civic Research tree: Why not mirror the Imperial 'Clandestine Operations' but with different options tailored to the Rebel cause:

Bothan connections, Political Defectors, Blockade Running, Smuggling, etc...



I'm very much looking forward to this mod, particularly the tweaks to the scale of the gameplay. Something about the vanilla game seems confined, or to close-in on everything.
Reply #436 Top
I was wondering if the modders are taking into consideration future expansions. From the tidbits that the gaming news outlets have revealed, it seems like the expansion will offer significant changes from the current game (i.e star bases).
Reply #437 Top
EmperorParadoxnt

"Also, gravity wells will much larger. So there will be a large 'no hyperspace' ring around the planet, and an even larger 'hyperspace enabled' zone outside of the 'no hyperspace' ring. Interdictor type vessels will play a large part in these battles."

This sounds great and hopefully this mechanic will add depth to the gameplay. The new star system concept sounds interesting as well

Reply #438 Top
fine fine: good idea, it fits with the canon as well.

sab3r-x: can't really take them into account until they show up. certianly can plan but no use really worrying about it until we have a real product, besides we have enough other modding bugs (ship and fighter build limits) that IC needs to fix first before any new features can be added


For the larger gravity wells the idea is that planetary defenses will be tough and effective, but fleets extremely mobile. Having a larger tactical playspace improves the ability to draw a fleet onto one side of the planet to have another fleet jump in and assault the formations. Currently the grav wells are so small you pretty much have one big battle and all the ships participate, there is very little reason to use a stance other than 'gravity well'
Reply #441 Top
Eville, for the Rebel tech tree, i dont know if this is possible, but what about espionage covert opperations, i dont really know youre going to achive that, but it's an idea
Reply #443 Top
that's what winamp is for


ahem!.... also, someone is working on bringing some not so classic (yet awesome) SW tracks into the fold.
Reply #444 Top
REBEL:Diplomacy and communication: increases culture bonuses and allows and reduces upkeep costs of planets.Infrastructure enhancement: Investment in worlds to provide more output and capabilities.??? (don't have a third branch yet)


Eville,
How about heroes "recruitment" research for the rebels? I always get the impression that the rebels are very cult personality centric in the movies and that alot of their successes are very depended on people like Luke, Solo, Leia, Obiwan and others. Each of these guys could brings with them upgrades to the rebel forces elements in the game.

How are the SOASE pirates going to be implemented in SW Mod?
Reply #445 Top
I was wondering if the modders are taking into consideration future expansions. From the tidbits that the gaming news outlets have revealed, it seems like the expansion will offer significant changes from the current game (i.e star bases).


Has anyone got models for Golan defense platforms (with research options for building original vs II and III version)??? They are the obvious substituate for a star base in the SW universe - and if they can be linked to certain planets stats (e.g. Coruscant) such that you can put a huge amount of them in orbit around major planets, you have a very realistic approx of the SW Universe. It makes sense that Coruscant gives you more income that Tatooine, hence you can put way more defense structures (Golans, planetry shields (it had 2), ground based ion cannons etc...) Such a planet would need defending, hence would you would have to build a home defense fleet similar to the Timothy Zhan triology (Thrawn crisis))
(Ref X-wing novels for how/when they appeared)

Anyway - my 2c :)
Reply #446 Top
I am really excited to see someone working on a star wars conversion mod for sins. My brother and I were day-dreaming about starting our own mod until we found this thread!

As the Rebels don't have the capital ships of the empire (really only the mon calamari) It seems as if warfare in the game should be extremely asymmetrical. The empire has the resources to create vast fleets of destroyers (and death stars) wheras the rebels rely on miniscuel funding and stolen warships. Except for the Mon Cal and B-wings almost everything the have is from Goodwill. The Bothan spies could be units able to scout and "ninja" enemy planets, fleets, etc. As in RotJ, a small "bothan" frigate could be able to capture smaller enemy ships... like an imperial shuttle.

Anyways, just wanted to shout out to you guys. also, I have worked on mods for other games and would be more than willing to give my time for this one. I am skilled with texture editing via photoshop CS2 and understand a little coding.

Cheers
Reply #447 Top
personality cult would be more of an individual research item, but it is a good idea

golans were currently going to go in simply as defensive platforms

BattleDrumz: this mod will take place post endor, so the rebels will be able to field nebula destroyers and MC90s (both of which are more than capable of handily eating an ISD) the decision was made specifically to not attempt highly asymetrical warfare (which would require the ability to custom code events and have missions)
Reply #448 Top
Eville, have you already got icons for the various ship-types you plan on using? I'm working on my own custom-icons mod right now over here: https://forums.sinsofasolarempire.com/307338

But I'd be happy to help out with getting the ship icons ready for the Star Wars mod as well.
Reply #449 Top
Will the golans be able to take on Star Destroyers - that's why the Golan II and III were created - to be able to stand up to one and survive. No point them being like the turrets etc in sins - need to be hard core and require a major fleet to take them down. Again, they should therefore be limited to the planets that can support them due to the cost/number of logistic slots.

You can use lesser stations for smaller planets etc...
Reply #450 Top
Hey Eville, I was just wondering if you had seen my latest post on your Warlords Forums in regard to my potential assistance with lore or 2D icon art? Sorry to be a bug/bother.

- PR-0927