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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.
1,497,270 views 1,324 replies
Reply #526 Top
are you eventually going to put in the CIS and republic?
Reply #527 Top
I think that is dependant on how much help I get. I am looking for people that will be responsible for various factions in terms of importing, abilities, research and bug fixing. As far as stats those would be centrally managed. The main problem is I have a lot of models and not a lot of time personally to import and tweak them.
Reply #529 Top
get a mod and put in you mod directory, then select it under options
Reply #530 Top
how do u download sorry new to this i want the 7 deadly sins mods but dont know what to do
Reply #534 Top
kanesfury, this isn't about the star wars mod, please don't hijack this thread, make a new one.

Anyway, some new screenshots up in the gallery on the main site
WWW Link

I am still looking for someone that wants to take on the responsibilities of importing ships for other races and getting them hardpointed. Please let me know if you are capable and interested
Reply #535 Top
please check the link in your post... there is something wrong with it..

just checked out the new scrrens on your homepage.
Can't wait to be able to play as the Empire! :)
Reply #536 Top
Does Sins allow to have overall only one type of fighter and bomber, or it's one type of F and B per ship (for example Victory would have TIE Fighter and bomber, but Executor would have TIE Advanced and Assault Gunboats)??


BTW does ships classifed as frigates in Sins standards - like Nebulon, will have it's fighter squadrons ??
Reply #537 Top
Does Sins allow to have overall only one type of fighter and bomber, or it's one type of F and B per ship (for example Victory would have TIE Fighter and bomber, but Executor would have TIE Advanced and Assault Gunboats)??BTW does ships classifed as frigates in Sins standards - like Nebulon, will have it's fighter squadrons ??
End of quote


Hmm, i see where your going with this and from what i can tell races can have a large number of different fighters in general really. You can only define 2 fight class types per ship or station however it doesn't have to be that races fighters. I noticed this when testing Sins - Warlords and noticed that a hanger defense was building normal TEC fighters and the ISD was building TIE's. So it stands to reason we can go with whatever we want so long as we define it in the entry files.
Reply #538 Top
though I have assurances from IC devs that they are addressing the issue
End of quote


You mean that they're working on removing the limit? If it's true then IC would be the first team that is true "modders friendly".


If we would be allowed to have more than 1 type of fighter and bomber per ship, then I'd stick to Sins SW mod forever (one thing that really bothered me in HW2 Warlords mod was that fighters and bombers were near useless if you wouldn't micro them and you had to manually replace the losses - that's why I love Sins fighter/bombers system :D
Reply #539 Top
Not getting into much of the details of how to do it, but wouldn't it be interesting to have a Knights of the Old Republic mod for Sins? You could have three factions, the Republic, the Sith and the Mandalorians. Admittedly it would take a lot of work, especially considering for the most part only 5 or 6 ships per side are ever shown, so making a lot of variety would be a challenge.

Just a thought, I've always preferred the Old Republic era to the New :P
Reply #541 Top
Wow Eville, I just checked out those screens (I had to go to page 7 for the link to your home page, that link in your most recent post doesn't work)! Good job! Wish I had the Alpha :P

Anyways keep up the good work!
Reply #543 Top
oh could do a Republic and sith race, but don't have anything done yet, that's a long ways off...
Reply #544 Top
Hmm you need to release this to the public lol
Reply #545 Top
What plans do you have for ships abilities? Some fancy stuff like imperial probes for planets inifiltration and command aura or fighter bonus for some bigger ships
or
more like utility stuff like super laser for Eclipse, missile salvo for Tyrant, underside beam cannon for Venerator.
Reply #546 Top
right now abilities are going to be put in at a future date, ion cannons are the only ability that is working right now (simply because how the game handles it)

currently the only thing keeping the current version from release is a persistent crash bug that just results in a minidump with no log or message. I'm not sure how to approach it, I even tried building the mod back up file by file and wasn't able to distinctly identify it. it has to do with something that the AI builds or selects because it runs pretty much without crash when playing against the stock races.

I am looking for a modeller texturer to make some stations for me, I have the references of what I want to use, but I need some fairly specific designs

here are the current work in progress for the frigate yard and the mon cal ship yard

frigate yard

mon cal yard
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Reply #547 Top
I'd be happy as a pig in slop if they could recreate Star Wars: Rebellion. I have no idea how they'd handle destroying a planet or garrisoning troops, much less heroes and missions but the closer they got to that game the happier I'd be.
Reply #550 Top
currently still stuck with the crash issues, if I can get it to not minidump (it does it a lot) against the AI then I will push it out. right now targeting the end of may