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.
1,497,172 views 1,324 replies
Reply #726 Top
I'm sure people did read your post, Derek. But, frankly, so what? This thread is about a mod, not the history of a class of Star Wars ship...And wikis are never a great source to use for an arguement... I could go in and change what the wiki says right now, if I had the inclination...


true and true
End of quote


Dont be hatin cuz you know your wrong...
lol...

seriously tho, this outrages me for unknown reasons

Imperator-II is COMPLETLY made up
While Imperator-I did once exist (for short time and only two ships made, Imperator and Exactor)

Ive also read many books including alot of the history/guide/documtry books. Whatever you wanna call them...complete cross sections/cronology etc...


Reply #727 Top
The Imperator-I was the first type of ISD brought in to replace the venators (Course then again, technicly the VSD did that but oh well) The Imperator-II was an upgrade of the Imperator-I, which sported more powerfull shields, stronger big guns (The four guns on each side of the command tower) and a few more guns overall. The visual changes were nonexistant.

P.S. They are also called Imperial-I and Imperial-II Star Destroyers.
Reply #728 Top
No one is saying you are wrong. Just saying that Warlords has historically has used Imperator - before it was rewritten into canon SW Expanded Universe (and subsequently, the wiki, etc). Ultimately it is up to Eville Jedi whether he decides to change this or not.

And also, the domes are sensor domes... not shield generators.
SWTC again, feel free to fight Eville Jedi about it.. he's a real SW fleet junkie. ;)

Reply #729 Top
I'll make the change for the Imperial II I don't see any reason why not to and honestly couldn't find an official way of justifying it.
Reply #730 Top
The Imperator-I was the first type of ISD brought in to replace the venators (Course then again, technicly the VSD did that but oh well) The Imperator-II was an upgrade of the Imperator-I, which sported more powerfull shields, stronger big guns (The four guns on each side of the command tower) and a few more guns overall. The visual changes were nonexistant.P.S. They are also called Imperial-I and Imperial-II Star Destroyers.
End of quote


sigh...
For future, you should atleast read a few posts back before just jumping into a discussion...
read...

the class was OFFICIALY RENAMED imperial-I after the galactic purge

QUOTE FROM THE STARWARS WIKI: "Following the Great Jedi Purge and the establishment of the Galactic Empire, the model was renamed Imperial-class.[6]"


If your continuing to be stubborn...read this interesting peice of SW History...
The first ship of the first class was named Imperator. The second the Exactor (Darth Vaders first command ship).
If your going to go by historic tradition (class is named after first ship), and ignore Palpatines change then fine. Call it the Imperator-I Class...
HOWEVER the first ship of the second class was named IMPERIAL. If we go by historic tradition then wed have two classes:

Imperator class star destroyer
Imperial class star destroyer

The Imperator-II class does not, and never did exist in the Imperial Navy at any time.
End of quote


and on another note you dont even seem to know what your talking about anyhow...
"...type of ISD..."
-uh...the ISD is a class of stardestroyer.
-the Victory class was designed to add more firepower to the Old Republics fleet during the mid clone wars. Specificily the VSD was the republics direct response to the Techno Union fleet of bulwark Mk I battlecruisers which escaped the blockade of Foerost. The VSD project was a collaberation of the rival companys Rindili and Kaut Drive Yards. The VSD was significantly more powerfull than the Venator Class but carried less starfighters into battle. (much less)

also...those 'big guns' you refer to were actually replaced in the ISD-II, by batteries of 8 barreled turbolasers in unarmored barbette mountings.
also the tractor beam targeting array between the sensor globes on the command tower was replaced with a communications tower
Reply #732 Top
It has been launched, there is a release.
Reply #733 Top
Imperator or Imperial
Venerator or Venerial
Whatever! :P we all know which ships we have in mind. Arguing on few letters make me feel that I'm in some kind of SW or ST nerds meeting (you know the ppl who dress like vulcans or Jedi Knights, ppl who should grown up but they didn't) :P
Reply #734 Top
Has anyone been working out the audio portion of the mod? I know I'd love to hear the Star Wars main theme when booting up Sins.

I've pledged my support to the indie Halo mod, and to my own mod, AudioSINS, but as the Halo mod is still in the pre-Alpha stage, and I've been having a lot of trouble with my own uber-132 music pack, I could jump into this right away.
Reply #735 Top
It has been launched, there is a release.
End of quote


wheres the link
Reply #737 Top
Not to be rude or anything, but come on; copywrite issues?

Are you going to give 100% credit to ILA for the models and everything for the mod? It's not like I'm suggesting you not give credit to John Williams.

Practically any book, movie, or show based mod could be copyright-infringing.
Reply #738 Top
Are you going to give 100% credit to ILA for the models and everything for the mod? It's not like I'm suggesting you not give credit to John Williams.
End of quote


Models can be user-made based on images, which means they're original works based on copyrighted content. The actual music from the movie soundtracks though is itself copyrighted, and that can lead to legal issues if you distribute it. You'd have to actually compose your own new Star-Wars style music in order to be able to freely include it.
Reply #739 Top
Exactly. Using original soundtrack in a mod would be like bootlegging the said soundtrack on a torrent or somesuch. I'm sure someone would object. ;)
It is possible to make your own "Star Wars" music though - look at First Strike mod. Their composer did an ok job.

And if you happen to have Star Wars soundtracks, it is easy enough to mod them into the game yourself. A matter of converting some files (I recommend a program called "Audacity" for converting into .ogg format, it's free and pretty simple to use) and editing the SoundMusic.sounddata file. As long as you keep it to yourself, its perfectly legal.
Reply #740 Top
Hi guys, I rarely come out to play Sins these days. But the promise of EvilleJedi's mod has lured me back into the forums.

The mod looks amazing. The only glitch I've seen is the sound effects occasionally failing to work.

The larger gravity wells work beautifully with the faster, longer weapon ranged Star Wars ships. It is a shame that my attempts at making larger gravity wells complete with planets AND stars failed (the stars looked like crap because we couldn't get the luminescent effect to work). However, we were able to place a standard planet WITH gas giants, moons and other 'placeholder' planets in the same gravity well without too much trouble.

Yeah, the balance right now is off in terms of actual ship 'worth' versus cost, but that is fine for a test/showcase release.

As far as the Corvettes go, they are simply way too underpowered to be used as anything but fast scouts. Perhaps the Frigate build menu section doesn't need to be entirely filled up with scouts?

All said though, this mod is simply awesome.
Reply #741 Top
Hey this probably isnt the proper forum to ask but evil I uploaded your initial release and I put it in the mods folder but it doesnt show up and yes its windows xp. But yes if anyone not just evil has a way to fix this just speak up.
Reply #744 Top
I havent read much of this thread, so maybe there isnt, but i cant play the rebelion. Is there a rebel faction yet? or are you not done with it? it goes from the TEC to the Empire, i went to vasari and advent and it said "string not found" and it wont let me select the new ships there, or it crashes. help please? i got no clue.
Reply #745 Top
Having played around with this mod, it occurs to me that we now know what the Vasari are running from...hehe.
Reply #746 Top
Awesome work, I really enjoyed this showcase release. I have the following feedback:

- Planet gravity radius is slightly too large, making it awkward to get a good overview of a battle. When zooming out it is impossible to see more then two third of the gravity well before getting booted to the galaxy map.


- When Ships are being build the lightning is excellent, giving the ships a perfect grey'ish appearance. However when finished, the ships seems over-lighted somehow.

- There is too much difference in hull points and shields between cruisers and capital ships. When a ship is one third the size of a Star destroyer, it should have approximately 1/3rd of its hull points, perhaps 1/4th or 1/5th if the design is (lorewise)less solid. Atm Star Destroyers have like 20 times more hull points compared to certain cruisers.

- Weapon range seems slightly too big, ships basically shoot from across the gravity zone, and they stop moving when in range. This has the unfortunate effect of having enemy ships duel from miles apart, taking away from the "epic battle feeling"


I hope this feedback was usefull. Thanks for creating this mod, it really is excellent so far; lovely ship detail, and the fighters really are astonishing. Keep up the good work.
Reply #747 Top
most of the range and visibility problems are fixed so it shouldn't be a problem. If you want more epic battles you can move the ships closer manually, there is a risk and a benefit to this, you get to use more weapons and abilities, but so does your opponent (ISD main guns are for stand off attacks and long range, there are a lot more guns that open up at medium range) the problem is that sins does not have a real accuracy system, so at long range you don't miss, you simply ratio the damage (this may seem like the same thing mathematically, but when combined with the shield regen and the damage accumulation model iron clad did it makes it a huge pain because it is time dependent when the damage is applied. Add to this that the damage modelling is all or nothing, you get almost all guns on each target rather than a spread to multiple, and an ISD will cream most smaller ships in one hit)




length != volume, the ships have 20x hull because their hull volume is much larger, an ISD is around 110 million M^3, a dreadnaught is 10 million M^3 (not to mention that an ISD reactor is 10M m^3 and a dreads is at best 1M m^3)

now you have to take into account that ISD armor is around 10 m thick and a dread is probably 5 m so you don't exactly scale the hull with volume, it is scaled then re-ratioed

with shields the canon explanation is that thermal dissipation is directly related to hull surface area given over to neutrino radiators, so you can roughly scale shield strength with surface area of the bulk areas of the ship. The shield generators are also rated to some max kinetic impact so large guns will inevitably be able to damage the generators (and I'd hope ISDs don't use the same size generator components dreadnaughts do!)

effectively a large % of an ISD is given over to things other than generation, ships such as the carrack, dreadnaught and even the mon cals have MUCH higher generation ratios to volume giving them more firepower capability per volume, but not more firepower.

in this regard you get a dreadnaught being about 1/13 th of an ISD offensively (you can argue as high as 1/8th). My opinion is that Bel iblis forces, the only canon description of dreadnaught performance to ISD, had superior training and tactics and were able to significantly scare the ISD captain with their 6 dreadnaughts into retreating because of the offensive threat they presented. In a protracted battle the dreadnaughts would lose because they would die heat death and would be unable to take many hits from an ISDs massive main batteries before their shields would blow out. They would have to maneuver constantly into blind spots rotating vessels to recharge shields.



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Reply #748 Top
Ive got a problem with SoGE: Firstly, if I want to select a new faction, theres the picture of the TEC, but it says "string not found". Now, if I use this faction ingame, it crashes when I try to build a ship, and Windows says "Saved MiniDump: C:/ ........."

What can I do?
Reply #749 Top
do you have a non-english version? if you do then rename the stings file to your langage
Reply #750 Top
Well i figured out that only empire is out ATM (found your site jedi xD)
The only could of things i didnt like much were that the shields didnt match the ship at all, they still take the shape of the former SINS ship that it was made out of, anouther thing, you need to make the planet bambard distance WAY lower becuase tthe second an enemy ship hyperspaces into my system it immediatly starts bombing my planet and blasting away at my ships(also way to long a range, i mean seriously, the entire gravity well????) I also think that some of the cruisers dont have enough armor, and just get blown up in a hit or two from almost any ship i have. The KDY Ion Canon Defense structure also needs antimatter, becuase the ion shot is a special and it has no antimatter to use it.

Other than those little things, FREAKING AWESOME WORK! i played your HW2 mod, and i couldnt stop playing for days O.O pure ownage.