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.
1,497,097 views 1,324 replies
Reply #676 Top
Thanks for the info Burntstrobe, but I feel like I squeezed EAW and FOC for all they were worth. When I was finished with downloading mods and then extensively tweaking them, my game had practically every Star Wars unit available, even the Yuuzhan Vong (who got pasted by the Alliance somehow even though I had trouble taking out their friggin fighters). Every unit scaled. Every weapon adjusted. Shields and armor adjusted. Whof. But the AI sucks, seriously. After defending Kuat with half the number of ships the enemy had, and seeing about a dozen Mon Cal battlecruisers torn to pieces one by one, I sort of gave up. Even on hard, the AI was so weak I grew bored.
Was fun while it lasted though.
Reply #677 Top
second question: In your Warlords mod gallery I saw a lot of nice Correlian ships.
Would it be possible to have a pure Correlian side (Corelian navy or mercenary) after you do the main sides (I mean Empire, Alliance and Vong) ?? I think it's better idea than going into Mandalorians (no matter how much I agree that they are Cool).
Reply #678 Top
Eville please create the mod in your own fashion, your vision for games is amazing, I have much enjoyed your HW2 mod and all the work you contributed to EAW/FOC. It would also be amazing if you could put some kind of coding on the game so that ParrotPatrol was unable to even download the thing I am personally also a huge fan of having many units in a mod
End of quote


Tool

Reply #679 Top
the interdictor should be fixable
End of quote


Awesome, Thrawn tactics here I come.
Reply #680 Top
Thrawn tactics here I come.
End of quote


lol thats me! :CONGRAT: Corse Pellaeon is an awesome old fart!

Speaking of things not working, idk if you read this Eville but in the next release you either need to make the KDY platform have antimatter or just shoot things (it has ion bolt but no antimatter to use it! o noes!). I put it in my unofficial to do list, but you didn't really respond to that so just reminding you again.

And Parrot I have talked to Kryo awhile ago about ban-able offenses and flaming is one, so just be careful.
Reply #681 Top
Thrawn tactics here I come.lol thats me! Corse Pellaeon is an awesome old fart!Speaking of things not working, idk if you read this Eville but in the next release you either need to make the KDY platform have antimatter or just shoot things (it has ion bolt but no antimatter to use it! o noes!). I put it in my unofficial to do list, but you didn't really respond to that so just reminding you again.And Parrot I have talked to Kryo awhile ago about ban-able offenses and flaming is one, so just be careful.
End of quote


You tattled on me?
I'm taking my ball and I'm going HOME!

I figured out why you guys are obsessed with these units, it became apparent the second I took a look at the beta and noticed that all the ships had been scaled, making them frustrating to find and select. You guys aren't gamers, a real gamer wouldn't want more units, they clutter up his build screen, waste his time, complicate his strategies, and upset the rock paper scissors gameplay model that RTSes have had since the stone age. You guys aren't gamers, you are just rabid star wars fans pretending to be gamers.

Forget it, though. I'm done. Evillejedi might have at least been civil about it and understood what I was trying to get across, but the rest of you fanboys need to take a chill pill. Or several. Hell, take the whole bottle and OD on them.
Reply #682 Top
Corse Pellaeon is an awesome old fart!
End of quote




I love me some Ozzel till he got force wrecked


WHERE IS Z3R0X WHEN YOU NEED HIM... imagine a z3r0x and evillejedi mod ooooh.

and to parrot i do agree with you on somethings, but mods are here to expand, break the mundane of original game, not to make a new game in its place. Mods are for fun.


Reply #683 Top
evillejedi i can texture for you
Reply #684 Top
You tattled on me?
I'm taking my ball and I'm going HOME!
End of quote


LOL! No awhile back (before sins was release, this was still during the beta) some guy was insulting everyone on the forum (someone's cat died and he said he was glad that the cat died) so I asked Kryo if that was ban-able and he said no, but he said me flaming him is :P
Reply #685 Top
MrWho: I currently have it disabled because the fighter spam was getting pretty crazy, once I finish adding in abilities and such it should return (though probably very limited)

ParrotPatrol: you are right, I prefer simulations a lot more.
Reply #686 Top
I figured out why you guys are obsessed with these units, it became apparent the second I took a look at the beta and noticed that all the ships had been scaled, making them frustrating to find and select. You guys aren't gamers, a real gamer wouldn't want more units, they clutter up his build screen, waste his time, complicate his strategies, and upset the rock paper scissors gameplay model that RTSes have had since the stone age.
End of quote


Duh - the whole point is that is that the mod is based on a game that has the AIM of not being rock/paper/scissors based - hence requiring strategy.

BTW, I hope ParrotPatrol doesn't use that as his MP persona - he is gonna get no end of beat downs from people he plays with online otherwise :)

Reply #687 Top
Along ParrotPatrol's point, is it possible that you can introduce two game modes (or just two mods) that allow a different number of ships? It would be really awesome to have 10-15 ships for each side and duke it out on SINS without the clutter, although I understand how you want to fully integrate the Star Wars galaxy into the mod. Just a humble request, and you are doing a wonderful job!
Reply #688 Top
halo much better that star wars gimme a halo mod already :CONGRAT:, k?
Reply #689 Top
Rock, paper, scissors is probably the most boring tactical model possible for a RTS. It requires symmetric sides and little to no deviation in unit roles counter-roles.

Hell, with Sins you could even make the Alliance rely on just a few planets for shipyards while siphoning most of its resources from enemy worlds... talk about a true guerilla faction.
Though it would be quite a bold maneuver to design a faction thus. And unfortunately I don't think the AI would exactly shake hands with the idea... :)
Reply #690 Top
Ugh... z3r0x had some... issues. Nebulon B frigates were about half the power of their upgraded version that you got access to at the same time, and paid almost the same price for. :(

He added stuff in, but it didn't even look like balance was a consideration. You either used the added units, and only the added units, or you got smoked like a cheap cigar with your half as many hard points standard units.
Reply #691 Top
I had to modify z3rox's release... he also had a buggy cruiser for the Zarn Consortium, one of those CIS ships... anyway, had heavy turbolasers in slots which were supposed to have point defense lasers... so imagine a turbolaser with a point defense firing rate. No wonder Consortium always spammed those and pwned everything with them. Was much better once I neutered *that*. :)
Reply #692 Top
Ugh... z3r0x had some... issues.
End of quote


He's also personally quite the dick. While the entire EaW modding community wasn't exactly the cream of the crop, he was one of the main contributors towards that mentality.
Reply #693 Top
I know the ships were just brought into the mod...and this post is too long so i didn't read everything feedback wise..so I wanted to throw in my 2 cents.

The models look great ingame, the ship speeds however were way too fast (I'm sure somebody mentioned that or its been acknowledged already). At first I was thinking that maybe the build time for the ISD II's was too fast but..considering the Empire had tons of them, maybe its good that they can be built quickly..

As far as the Alliance goes...was it decided what their strengths will be strategy wise? If I had to submit an idea (of course one that has probably already been said) I would suggest something along the lines of making their broadcast centers SUPER powerful...able to spread influence of the Empire's "deeds" across the galaxy and able to convert nearby populations easily to the Alliance's cause.

Just a few thoughts, otherwise I love what I've seen so far.
Reply #694 Top
Ugh... z3r0x had some... issues.


He's also personally quite the dick. While the entire EaW modding community wasn't exactly the cream of the crop, he was one of the main contributors towards that mentality.
End of quote


Yes he is... I never could get his mod to work, either. And he never tried to help anyone with problems, lol. I'm still looking for a good EaW mod to download. I like to dust it off every now and then and play a few skirmishes.

Maybe I like just because it was better than Force Commander... :-p
Reply #695 Top
halo much better that star wars gimme a halo mod already , k?
End of quote


wrong thread buddy, go here
Reply #696 Top
I'm not sure but I think that cruisers- like dreadnought or Loronar- are very weak comparing to ISD - the can survive one or two ISD salvos max. I think that in Homeworld 2 mod they could stand bit more (4 or 5 salvos).

I think that ISD are too powerful (and they bomb planets too fast too). I'm afraid to imagine what will be then you include Allegiance, Tyran or Executor.
Reply #697 Top
It looks like the ISD I/II are too powerful because the refire rate is so high, however I am shooting for about 10 dreadnaughts to equal one ISD so eventually they should balance out better

planet bombardment was just a plug number, it is ridiculously fast especially with more than one ship.
Reply #698 Top
It looks like the ISD I/II are too powerful because the refire rate is so high, however I am shooting for about 10 dreadnaughts to equal one ISD so eventually they should balance out betterplanet bombardment was just a plug number, it is ridiculously fast especially with more than one ship.
End of quote


you're right about that one EJ.
Reply #699 Top
I'm trying to remember - how many dreadnaughts was Garm Bel Iblis fielding when he retreated from a ISD in the Thrawn trillogy - from memory it was 3 and he had 6 in his fleet - it wasn't enough to take out a ISD, but enough to hold it at bay...
Reply #700 Top
I personally have a theory about the tactics used by dreadnaughts given how they are designed.

They are very long skinny ships and amazingly enough their main gun blisters can all see dead forward at a range greater than 10km. This means they can fire forward and present a very small target profile. Additionally the forward hull is significantly sloped which would maximize the surface area that can be hit without actually increasing the profile. This is important because it would allow for a larger dissipation area for shots to hit and also allow the vessel to have a relatively cool stern that will be out of firing range (when not under power) this would improve its ability to dump waste heat. if the bow of the vessel has very significant shielding the standard tactic would be to stand off at long range and face directly at the target, turning the vessel to track targets. If operated in wolf packs the dreadnaught group would be able to focus its firepower (which should be substantial, see below) on single ships and cover a large area of space outside an engagement as well. when surrounded the dreadnaughts may not work as well but it is decent as long as the vessels it is engaging are not siginicantly larger.

With this in mind it is pretty easy to stick a reactor that is about 1/10th the volume of a ISDs main reactor in the vessel (yes there is a lot of space forward of the engines that has no business being a shopping mall and ball park), giving it 1/10th the fire power. I still hate the huge crew, but honestly I think all those numbers are suspect (and should be an order of magnitude less in this case, 2500 crew)
+1 Loading…