Ideti 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.
1,497,169 views 1,324 replies
Reply #601 Top
ignore this, great mod
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I agree but its not done yet!!! Those are things to put in future updates. Look back to my post for when I say I know its a beta don't flame.

Not only does this board need Smartness (for spelling mistakes) but it needs ratings like "Helpfull" and "Funny" and "Unfriendly" and "Doesn't read posts"
Reply #602 Top
umm i have some ideas...for trade routes since the idea of trades routes is to make money how about using the phase lane texture to designate trade lines between planets and any freighters(tradeships) and refinery ships that use those routes gain 25% more cash/ore and cystal. and perhaps for the trade/refinery stations we could have completely neutral ships hyper in (this idea is seen in star trek armada) dock with the station u gain money and they hyper out to another planet. Would make the mod a little more realistic from an economic perspective since not every1 wants to fight but all want to make money :) ill post this idea in the warlord forums as well (i got the same name there 2 i wonder why no1 likes tarkin)
Reply #603 Top
Tarkin is an idiot. That's why no-one likes him. Sometimes retreat is a viable option. Plus he is just a major a$$h0le.
Reply #604 Top
Thrawn: CEC Corvettes are used by nearly every military in the galaxy, the modified corvettes are used extensively by the empire for system patrols as wells as convoy protection.
Reply #605 Top
/quote Tarkin is an idiot. That's why no-one likes him. Sometimes retreat is a viable option. Plus he is just a major a$$h0le.


lol true but id appreciate a responce to the idea i had not the idiotic question at the end
Reply #606 Top
Eville: Do you need any help with the project? Specifically modeling, map designs, that sort of thing, if so email me [email protected]. I can send you some work if you wish. btw i goto school for game art/ design
Reply #608 Top
Oh Tarkin sry for the truth but well, you don't have a Death Star and we both live on planet Earth, so there's nothing you can do. But yeah I like your idea. Certain planets have certain exports like Corellia and whiskey, Ylesia and Kessel with spice, Mandalore and beskar, Mon Calimari and seafood, Nklon/Mustafar with metals, Coruscant with laws, the list goes on and on. The neutral ships idea i don't see happening. We only have 3 races, and they all want to kill each other. I doubt they will cooperate on trade.
Reply #609 Top
can someone help me?
Had a Sins v1.0 -could not find MODS dir at

C:\Documents and Settings\
Reply #611 Top
can someone help me?Had a Sins v1.0 -could not find MODS dir at C:\Documents and Settings\\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Modsand could not find -mods-button at options in gameupgraded to v1.02, found MODS dir at specified destination and found option - mods-unpacked SOGA.rar and copied it with its sudirectories in -C:\Documents and Settings\\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Modsin options meni ingame found Mods button and found SOGE mode and when clicked activate (mod) everything freezed, like the games was loading ehw mod but nothing happened for more then a 20min, then i had to it offany suggestions???
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You need to update you game, mod support wasn't in the initial realese.
Reply #613 Top
thanx i managed it with v1.03

oh my god those imperial star destroyers have up to 70000 hull points and 240000 shields

it takes me only one to take entire solar system, and with 4 of them to take entire huge map(5 systems)

it must be some mistake
Reply #614 Top
Oh Tarkin sry for the truth but well, you don't have a Death Star and we both live on planet Earth, so there's nothing you can do. But yeah I like your idea. Certain planets have certain exports like Corellia and whiskey, Ylesia and Kessel with spice, Mandalore and beskar, Mon Calimari and seafood, Nklon/Mustafar with metals, Coruscant with laws, the list goes on and on. The neutral ships idea i don't see happening. We only have 3 races, and they all want to kill each other. I doubt they will cooperate on trade.
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what i ment with the neutral ships is that they dont belong to any race...lookin in star trek armada 2 the ferengi just warped in from off the map does their business then warp out..it would be hard to implement in Sins mainly becuse there is no place that cannot be occupied...so perhaps what might be best is if they hyper in from literally off the map to a planet with a trade post then hyper back out (you could put an invisible planet with the trade ships i guess) i guess if they had to belong to some race then put them with the pirates(then those neutral trade ships would be called smugglers?) or perhaps something like a smugglers outpost would be needed (like pirates they just dont attack any1)


Reply #615 Top
Great mod you have going here EvilleJedi! Great models/textures, awesome Sound Effects.

One thing that jumped out at me al most immediately was how *fast* the SD's were. Man those things are like hot rods as they are now! Couple that with the range of their turbolasers and you get some insane results. I must admit I'm a sucker for the slow, pondering dance of capital ships duking it out so I may be a bit biased. :)

Otherwise, I love the boost to damage/armor/shields...make those capital ships *feel* like capital ships! Keep the updates coming and good luck mate, I'm looking forward to them.
Reply #616 Top
Is it possible to make Fighters or bombers researchable (I mean not availiable till you research them)??
I'm asking because I wonder if dev will drop that limit of one bomber and one fighter type per ship. If they do, but fighters or bombers wouldn't be restricted in some way then we would still have a problem with them - like having a Tie Defender and Tie fighter in same time, which would make Tie fighter usseles all the time not in mid or late game phase..
Reply #617 Top
This is awesome. I think I only bought Sins so that I could eventually play with this mod, and I am glad I did. I am a little disturbed at how powerful these capital ships are. I am still just testing the mod, but It just seems like I am going to be able to run right through any planet, and blow them to pieces.
Reply #618 Top
raledabetic: not a mistake, I scaled from the fighters on up so that's where the capital ships will be, I still have ships like Home One and the Executor to go well above an ISD

Mostly I'm concerned about pacing. I stated the capital ships to last about 5 minutes vs each other one on one, more vessels will obviously kill things a lot faster. Part of the lack of use for the small ships is that abilities are not implemented yet for the most part so that is on the way. Also the cost and construction times for vessels is up for discussion.

so in short I want lots of feedback about the length of battles (I will be adjusting damage rates, not shield/hull defenses), planet assaults and captures as well as how long it takes for you to build up a fleet from starting the game.

I played with the acceleration a lot and I think I will keep it as it is. straight line ships can go really fast, I may turn down the turn rate a bit, but ISDs can outrun the millenium falcon in a flat out drag race (even the Executor can) and the MF can go from planetary surface to 5-6 planetary diameters in a minute. I think the grav wells will be extended more as the larger ships like the Ex just look funny when they take up most of the map. We'll see.
Reply #619 Top
fighters/bombers are entirely dependent on the IronClad devs, otherwise the only option is to give different ships different fighters (ISD II's getting interceptors and gunboats etc)
Reply #620 Top
It seems the Interdictor Cruiser dosen't work. Every time it was in range of retreating ships they always got away.
Reply #621 Top
So with empire's ships strength scaled to what it is now i shall play Empire vs empire (original races are now to weak to play against)and wait for rebel alliance or some other side to match the strength.

I have noticed that you can't see ships transiting a phase lane between gravity wells if you zoom out beyond some point (they should be seen as icons)

This shall be a great mod!!!
Reply #622 Top
Would anybody be up for some SOGE multiplayer ??
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When?

P.S. I'm getting the black ship syndrome with some of my ships, is this common?
Reply #623 Top
Some SOGE sounds good to me as well. Any1 up for a date/time?
Reply #624 Top
I'm not asking for ETA as the first version is still fresh from release, but I wonder what are your plans for next relese ? further development of Imperials or adding rebels. Plus I wonder what new ships have greatest chance to get to next release.
Reply #625 Top
raledabetic: not a mistake, I scaled from the fighters on up so that's where the capital ships will be, I still have ships like Home One and the Executor to go well above an ISD
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Wait isn't an ISD 1,600 meters and a "Star Cruiser" only 1,200 meters? And I do mean the ones like Home One, not the ones like the Liberty (the winged one, which is either smaller than Home One or the same size). I've never anything hinting that Home One is bigger than an ISD other than Forces of Corruption, but Home One was smaller in the regular EaW (IDK why).

The only Mon Calamari ship that I can think of that would be bigger than a ISD would be a Viscount-class. But hey, either way the mod is still going to be sweet!