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.
1,498,220 views 1,324 replies
Reply #751 Top
There is no Rebel faction yet.. thus Sins of a Galactic Empire

I believe on the forum, someone said they were using German version, and there is no German language file. If you are using a version other than English, you may need to follow here:
http://warlords.swrebellion.com/smf/index.php/topic,278.msg2601.html
Reply #752 Top
I do realize you aren't yet finished with the mod, but you should put in a Golan I or a Golan II for a bit let costly defense of your planets, because the Golan III might be powerful and a massive tank, but it costs a lot, way to much for anyone to build more than one or two at a given moment without running dry of metal, and chances are you are going to need to defend more than one planet.
Reply #753 Top
What about the GAR (Grand Army of the Republic) and CIS (Confederacy of Independent systems. the clone wars were much more exciting than the Galactic Civil War which was mainly guerrilla fighting with a couple of major battles. Also a recommendation for the mod: if the Empire is to have the death star as their super weapon why don't you have the planet reduced to an asteroid belt/asteroid?

P.S. Planetary shielding would be nice (i know it was mentioned before)
Reply #755 Top
Rebels vs Imperials are more interesting anyway :)


most of the range and visibility problems are fixed so it shouldn't be a problem.
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Good to know, does that include the over-lightning of ships once they are build?


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
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Regardless, the range really is too big. If you look at the movies ships are basically positioned at point blank range next to eachother or at the very least clearly visible. Atm ships start blasting eachother from across a gravity zone. This also makes it very hard to defend civilian structures, as a single Star Destroyer can blast everything in my gravity zone.

Another balance issue I found is that fighters and bombers are completely useless against capital ships de to the Shield recharge rate for capital ships being too high. I've tested this by building only hangars as defense, and my 30 or so fighter squardons and 25 or so bomber squadrons where unable to touch a Star Destroyer, its shield regenerated faster then the tie-fighters and bombers could do damage. The tier-fighters being ineffective is fair enough, but the bombers should be able to do at least some significant damage before they are destroyed.

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)
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I see, that is an annoying problem. Perhaps lowering the Star Destroyers weapon damage to simulate the many misses is in order, as atm its just rediculous how even ships like the Dreadnaught are destroyed in 5 seconds or so. To prevent capital ships from not being able to touch eachother because of this, the shield recharge rate could be suitably lowered as well. This could simulate how the Shield Generators are being targetted first almost always anyway.
Reply #756 Top
i looked up the weapen range in gameinfo and everything was 5000...
so...dont see how more weapons come into effect at closer range since ALL their ranges are the same...lol

Lord Tareq is right about the fighters. In Star Wars snubfighters were the key to many, many rebel victories. (destroyed the first death star for crying out loud)

Also i cant understand how stardestroyers dont have the colonize ability...

oh and Aeroa1...there is a golan III...lol...
although i have to ask this...why is it lying on its side?...
Reply #757 Top
oh and Aeroa1...there is a golan III...lol...
although i have to ask this...why is it lying on its side?...

yeah i was asking for a Golan I or Golan II, becuase the Golan III costs way to bloody much.
Reply #758 Top
yeah i was asking for a Golan I or Golan II, becuase the Golan III costs way to bloody much.
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oh...lol...
i have to agree with you there
Reply #759 Top
The only glitch I've seen is the sound effects occasionally failing to work.
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Thats the only one? lol no offense Eville. hopefully there will a patch sometime. The glitch I would like to see fixed is to give turrets anti matter, since all they do is ion bolt, but iron bolt costs antimatter, which they don't have!
Reply #760 Top
Hey Eville, are you gunna put the Yuuzhan Vong in? Cuz that would be AWESOME.
Reply #761 Top
The only glitch I've seen is the sound effects occasionally failing to work.

Thats the only one? lol no offense Eville. hopefully there will a patch sometime. The glitch I would like to see fixed is to give turrets anti matter, since all they do is ion bolt, but iron bolt costs antimatter, which they don't have!
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I want a fixed release too. This one is definitely a very early alpha.

The Venator needs to be named the Venator, currently we have two Imperator-I's, one is the standard Imperial-I class Star Destroyer, the other, cheaper, crappier, not worth building one is the Venator.

Golan III is sideways, needs fixing badly. Golan I and -II's would be useful for less-essential planets.

Like Thrawn said, Ion Platforms are useless, since they have no antimatter reserves and their only weapon takes antimatter to fire.

Balancing. This mod needs a lot of balancing. Even DANMAN and his extensive team of modders and playtesters is having trouble balancing it.

I'll be honest here. I think that unless EvilleJedi can make this mod playable, then DANMAN will probably just finish it himself (Empire AND Rebels) for 7 Deadly Sins.
Reply #762 Top
(destroyed the first death star for crying out loud)
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im pretty sure they blew the second one up, too... =/
Reply #763 Top
I think that unless EvilleJedi can make this mod playable, then DANMAN will probably just finish it himself (Empire AND Rebels) for 7 Deadly Sins.
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I may be wrong, but it sounds to me like you're underestimating the amount of work needed for a mod of this magnitude. :)
If I were in charge of this mod, it would not see public scrutiny until it were a bit more fleshed out... people forget that the currently released version is more an alpha than anything else. Of course its not playable.

Rushing mods out before they're ready has the unfortunate effect of of people wanting to *play* what has been released, instead of treating it like an "interactive trailer"... you get to see some nifty new ships, maybe fire a few rounds... but that's it.
Reply #764 Top
Yeah, i play four player FFA matches to try and get a feel of whats working and whats not, like not being able to take control of the mining in asteroid belts, gas giants, what ever the other thing(s) are/is??? The Interdictor doesn't work, although I read back a few pages and that's already known. The bombers and fighters do need to step up a couple of floors, so they actually do something, seeing as a couple X-wings and Y-wings and one A-wing took down a SSD, also the vindicator heavy cruiser is pretty much outgunned, out armored, and doesn't cost low enough to make it worth getting over the dreadnaught, which way outmatches it in every area. The gravity well on the phase whatcha-mi-do-hicky needs to go way down, along with the interdictors (when it works) because the field doesnt cover a span bigger than that of a planets gravity well, it's fabricated gravity well covers a very small portion, but it is a very effective tool. The frigates i pretty much thought were pointless, because you can't tell what ones do what, and there is a desperate need for a anti-fighter frigate, which if there is one, you need to make the name something other than "laser!" I would that Battle Front 2's approach to that, and make them auto-turrets. And the fighters for the rebels, it would be stupid to waste your time trying to make them phase on their own, because even though they could, they didn't always, because they might have the ability, but they're hyperspace engines were slow. The rebels did have ships that could carry fighters.
Reply #765 Top
And the fighters for the rebels, it would be stupid to waste your time trying to make them phase on their own, because even though they could, they didn't always, because they might have the ability, but they're hyperspace engines were slow. The rebels did have ships that could carry fighters.
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Yup - there's NOTHING worse then jumping into a furball after a 12 hour trip and needing to visit the head bad!!! :LOL:
Reply #766 Top
Yup - there's NOTHING worse then jumping into a furball after a 12 hour trip and needing to visit the head bad!!!
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Sorry but...what?
Reply #767 Top
There is nothing worse then jumping into a fight after a 12 hour trip to get there in a fighter without having a chance to go to the loo first. If you land on a carrier etc... you can get out, stretch your legs, go to the loo etc... :D

Read the X-Wing series - this topic is touched on a few times...
Reply #768 Top
Yeah. Rebel fighters can do hyperspace jumps. But they hate doing them because you have to be in a cramped cockpit for several hours and your ability to fight and therefore survive is massively decreased due to no/bad sleep, worse food, and the fact you have been pissing in a tube for all that time.

Basically, imagine a commercial airline flight in coach. Now, make it even more cramped and with even worse food. Its hell to be a fighter pilot for the Rebellion. At least TIE pilots get a quick, merciful death because their fighters have no shields. And actually, their cockpits are even roomier than the Rebel ones because of their round shape. But, no life-support systems means the pilots are stuck in full suits/helmets. So its a win some, lose some situation.
Reply #769 Top
Ok, I'm bored so lets take a vote, who's your favorite Sith?

Palpatine
Vader
Malak
Revan
Nihilus
Sion
Bane
Krayt
Talon
Ulic Qel Droma
Exar Kun

Reply #770 Top
Vader.
Reply #772 Top
People asked for a release.. there was a release. Patience is needed while Eville Jedi makes it better. Heck, he could use the help. You can go to the official site - http://warlords.swrebellion.com - and help out, make reports for bugs, etc.

Like Warlords for HW2, I expect slow but steady progress. You won't get quick rapid updates, after all Eville Jedi is just one man, but you will get consistency. Few projects last as long as Warlords, the Sins version will be no different.
Reply #773 Top
People asked for a release.. there was a release. Patience is needed while Eville Jedi makes it better. Heck, he could use the help. You can go to the official site - http://warlords.swrebellion.com - and help out, make reports for bugs, etc. Like Warlords for HW2, I expect slow but steady progress. You won't get quick rapid updates, after all Eville Jedi is just one man, but you will get consistency. Few projects last as long as Warlords, the Sins version will be no different.
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Evaders99 makes a good point. I believe in quality over quickness, so we should give EvilleJedi some slack and let him release the mod when it is ready. I realize everyone (including myself) wants the mod to be out now, but patience is a virtue.

And that poll? Revan, but Krayt has the coolest namesake
Reply #774 Top
WOOT Revan owns! (although ultimately he is really a jedi, he is still the coolest sith out there.)
Reply #775 Top
Vader. Maybe Palpatine.

It's quite amazing what one person can do with enough time.