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.
1,497,123 views 1,324 replies
Reply #1001 Top

I did, and the maker of this mod is the same guy.

Reply #1002 Top

Yeah, Warlords is great.  Except the computer spams mole miners in enough numbers to strip mine Coruscant.  Playing on anything but Unlimited unit cap rectifies this, as he quickly runs out of utility slots.

Reply #1003 Top

I loved the Homeworld 2 Warlords mod.  The only thing that bugged me was the game map size limitation.  As it was, the mod was far more epic than the game could handle.

 

Even SoaSE doesn't fully do EvilleJedi's creation justice.  But it does a better overall job than HW2 could do.

Reply #1004 Top

Yeah.  You would need to make a completely new engine to really do Star Wars.  EaW is a pale imitation of Star Wars, and HW2 just isn't epic enough.  Same with Sins sadly, as it has all those hardcodes, plus no land combat.  So we can't have any massive battles like the Clone Wars had.

Reply #1005 Top

So....how about an update Eville? I'm dieing to know what you've gotten done with so far!

Reply #1006 Top

quick update then, here's what I'm planning for the alliance

 


Corellian corvette

scout/envoy (incites rebellions)

blockade runner, special abilities for culture

Corellian gunship

light scout frigate

Marauder Corvette

flak burst

light frigate

galofree

slow planet invasion (need many transports)

cheap transport (planet capture)

Quasar fire fleet carrier

cheap carrier

2x xwing or ywing

CC-7700 Interdiction frigate

Interdictor

CC-9600 patrol Frigate

missile salvo (baradium), long range area effect vs fighter (cluster warheads), disabling missile (mag bulse)

stand off missile ship

1x xwing or awing

Liberator cruiser carrier

medium ion cannon

armed carrier with ion cannons

3x xwing or ywing

Nebulon-B frigate

sprint, jamming

anti star fighter frigate

1x xwing or awing

Bulk Cruiser

very cheap cruiser

Assault frigate

equivalent to dreadnaught

Assault Frigate MKII

heavily shielded cruiser

2x xwing or ywing

MC-30c

shield boost, sprint, area effect torpedo spread, precision torpedo attack

missile cruiser

MC-40b

shield boost, medium ion cannon

heavily shielded cruiser

2x xwing or ywing

MC80 liberty

shield boost/alpha strike/flak burst/heavy ion cannon

cheap capital ship, fast and manuverable

3x Xwing and Ywing

MC80 reef home (wingless)

shield boost/alpha strike/flak burst/heavy ion cannon

heavier weaponry than above

3x Xwing and Ywing

MC90 Defiant

shield boost/alpha strike/embargo/heavy ion cannon

balanced offense and shielding

3x Ewing and Bwing

Nebula Star Destroyer

abilities same as ISD II

Offensive Abilities similar to Imperial star destroyers

3x Ewing and Awing

Independance Cruiser (home one)

Massive shields, fleet command and control abilities, 3 or 4 of these will be equivalent to the Executor

8x Awing and Bwing

 

though the detailed list above is pretty solid, the following is depending on how things work out.

ships that may eventually be added, endurance fleet carrier, defender destroyer, kwing, mediator star cruiser, mon remonda, republic KDY cruiser, corellian light and medium frigates, viscount, XJ wing, strident

 

 

Reply #1007 Top

I so want the K-wing.  I can't think of any other snubfighter that has so much firepower.  Has a quad laser turret, a pair of forward lasers, a SLAM system, and enough external weapon hardpoints to carry enough firepower to make anything smaller than a Star Destroyer and bigger than a Skipray regret pissing it off.

Reply #1008 Top

Quoting SpardaSon21, reply 9
I so want the K-wing.  I can't think of any other snubfighter that has so much firepower.  Has a quad laser turret, a pair of forward lasers, a SLAM system, and enough external weapon hardpoints to carry enough firepower to make anything smaller than a Star Destroyer and bigger than a Skipray regret pissing it off.
End of SpardaSon21's quote

Tie Defender?

Missile Boat?

Reply #1009 Top

The K-Wing packed more of a punch than either of those ships.

 

The TIE Defender basically served the purpose of a heavy superioirity fighter (Think heavier fighter with same purpose as an X-Wing).  And the Missile Boat was 20+ years older than the K-Wing.

Reply #1011 Top

Quoting EmperorParadoxnt, reply 23
Quoting SpardaSon21, reply 24
Yeah, having planets dwarfing your biggest ships makes for much more epic battles.  In Sins I kinda feel like I'm fighting over marbles, not planets.  If we increase the gravity well by A LOT, and change some of the camera stuff so you don't have trouble finding stuff, and make ships and planets canon, then we have some epic battles.  Now all we need are buttloads of metal/crystal roids at planets so we actually feel like we are mining stuff.
End of SpardaSon21's quote
It would also allow super capital ships to operate.  Finally, the enlarged planets would be more epic (besides, I don't like ships being as big as planets).

Just my two cents on the issue.
End of EmperorParadoxnt's quote

 

Personally I think the Planets should have resources of thier own to offer and develop.

Reply #1012 Top

Yo peeps,

 

Is there already a update of the mod? Something new add already to it, or still work in progress?

Reply #1013 Top

Quoting BradenK, reply 11
The K-Wing packed more of a punch than either of those ships.

 

The TIE Defender basically served the purpose of a heavy superioirity fighter (Think heavier fighter with same purpose as an X-Wing).  And the Missile Boat was 20+ years older than the K-Wing.
End of BradenK's quote

Acceleration

Tie Defender 4220

K-Wing 2700

Missile Boat None

Maximum speed

Tie Defender 1680kmh (155 MGLT)

K-Wing 1000kmh

Missile Boat 250 MGLT

Shielding

Tie Defender 200

K-Wing Not known

Missile Boat 120

Hull

Tie Defender 20

K-Wing not known

Missile Boat 20

Missiles

Tie Defender 8

K-Wing Varies

Missile Boat 80

Lasers

Tie Defender 4 laser cannons, 2 ion cannons

K-Wing twin medium range laser cannon and a short range quad laser cannon

Missile Boat 1 laser cannon plus another optional cannon spot

The Tie Defender and Missile Boat are better in nearly every area

Reply #1014 Top

Any thoughts on the odds of putting unique hero units into the game?

Reply #1015 Top

I have a feeling that Eville's thoughts for HW2 Warlords also applies for SoaSE

http://warlords.swrebellion.com/wp/?page_id=2

"What about hero units? I want Jedi!"

Reply #1016 Top

Well, Sins does not allow hero units.  No build limits on individual units.  That's part of why superships are hard to balance.  You can make as many as you have supply, instead of limited to one Eclipse or Sovereign.

 

If there could be hard limits on individual ships, then I can see Eville adding heroes in.  As soon as StarClad lets us have more than 9 cruisers, 9 frigates, and 5 capitals (I know 1.09 has 9 slots, but we don't have reference data for it, so no modding).

 

Although a guy posted the 1.09 reference data straight from Sins somewhere in text format.

Reply #1017 Top

There are ways of getting around that.  For instance, pirate ships aren't built, they are spawned, RA spawns ships as well.  If you can't build them, they don't take up build slots, and are made unique by only spawning them once.  It's a question of work requirements versus benefits, something only the guy doing the work is qualified to decide. :)

 

It would never have made sense in Homeworld because the game design is completely different, it more resembles a small scale tactical game than Sins.  With such a massive scale to Sins, individual units spawned with research aquisition or other achievements are a vastly different result.  Homeworld was individual battles, while Sins can be the entire war from start to finish.

Reply #1018 Top

I've always been irritated by the idea that 'heros' are somehow vastly better than regular well trained crews/pilots.

Oh look, a hero is piloting that snub fighter.  You can tell because it's shields/hull/weapons are 1.5 times as powerful (wtf!?!?) 

In most cases, the 'hero' ship is effectively nothing more than a uberized ship that has little to do with the pilot being an ACE.  Why even call it a hero?  Might as well just call it an advanced snub fighter.

Still, there are some cases where having heros on the battlefield can make some degree of sense.  For example, a Grand Admiral Thrawn 'hero' that gives all friendly ships in the same system a bonus to weapon accuracy, increased turn/manuevering rates, and quicker phase jump charge times.  Such a Command bonus for that kind of 'hero' would actually make sense.

However, a Grand Admiral Thrawn 'hero' that has a Star Destroyer that has shields, weapons and speed 3x more powerful than any other Star Destroyer = lame 'hero'.  Worse yet, a Grand Admiral Thrawn 'hero' that gives all ships in his fleet 3x more shields, weapons and speed...how would that make any sense?

Still, this is EvilleJedi's baby, and I'll go with whatever he decides he wants.

Reply #1019 Top

In most cases, the 'hero' ship is effectively nothing more than a uberized ship that has little to do with the pilot being an ACE.
End of quote
Some heroes just don't make sense with a command ability. And there should be a reason to get the hero instead of something regular.

I agree that it's best to avoid just bumping up random stats, though. It should make sense for that particular hero. (Tarkin shouldn't get a retreat bonus, etc.)

 

:fox:

Reply #1020 Top

I agree that it's best to avoid just bumping up random stats, though. It should make sense for that particular hero. (Tarkin shouldn't get a retreat bonus, etc.)
End of quote

 

Tarkin would get the opposite (one of the things I actually liked about EaW), his subborness would not allow him to retreat.

Reply #1021 Top

In the SoA 2 mod the "Elite units" are the heroes. There is no difference between an elite, and a standard except for Price, Cap ship crew research, Elites gains levels, and only elites have abilitys.

You can price a hero, or elite unit through squad cap, and resources to limit the amount of heros on the map. The hero units should always have some kind of ability that makes it stand out from a standard unit. I am not talking about "invulnerability" for x amount of time ether, or some other ridiculous buff. Basically something that unit already does, but just does it better. Like an elite interdictor with a slightly wider jump inhibitor range, or an ISD that has slightly better ROF that represents a veteran crew. This is easily done, and it already has been done in SoA 2. The "hero's" in EaW are a farce, and an example of what "not" to do.

Reply #1022 Top

Yeah but unless Eville gets a "next" button for the ship building menu, then 1 of each unit is more than enough :P

Reply #1023 Top

AFAIK you can add as many pages to the build menu as you want

Reply #1024 Top

Invincible is bad, unique abilities are nice though.  I enjoyed not the invincibility aspects, but some of the units in EAW had niche uses where they just plain kicked ass, like the droids being able to repair on the fly.  Something you didn't have unless you had them.

 

A millenium falcon that was a badass of a scout and wiped the floor with fighters would be accurate, useful, and needn't be a cheeseball homo star destroyer killing version to be something you'd want to avoid getting needlessly killed.  Assuming it's possible without a code rewrite, he could pop out on researching some smuggling related tech and give the Rebellion an unholy scouting advantage by being able to punch through fortified sectors without getting bagged.  Useful, nice to keep around, especially if it leveled like a capital ship, but not cheesy.

Reply #1025 Top

Yeah it would be a nice scout.  Until the hyperdrive broke down.