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.
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Reply #176 Top
I could follow the warlords faction model

Alliance
Empire
Local Militia (would include factions like corellia and Kuat defense forces)


if it breaks down more than that the following would be options

Vong
Republic
Sith/confederacy

though these would require some restrictions for time period. I wouldn't advocate a smaller breakdown just because these faction levels would have a viable ship list whereas other factions (hapans, chiss) would be too small to make sense.



as for the utility of smaller ships. Most frigates would be support roles in fleet engagments but capable of defending planets from pirates and recon/strike groups. corvettes would be primarly for patrol, recon and defensive operations (with a few exceptions that would provide fleet support) some ofthe larger frigates would be able to operate independantly, but pirates would have ships in the size category of dreadnaughts

as for ship combat ratios, I think 8-10 dreadnaughts to 1 Star destroyer would be one ratio that will be kept, 1 ISD vs 1.25 MC80's. as for smaller vessels and gangup we'll see, carracks and loronars are prime candidates for heavy gun weak defense.
Reply #177 Top
I used "milkshape3d truescale" for the trek ships. As in 1 unit in milkshape3d = 1 meter so 280 meters in milkshape would be 28 meters in lightwave, and im not sure what it would be in 3dsmax. I always had problems scaling in max. I have no clue what softimage scale units are yet. Anyways the results were that 280 meters was about the size of the colbalt frig in game. So my constitution class that you see in the "and so it begins" thread is just a little bit longer than a colbalt when truescaled.

I would try the 'truescale' route for the ships, and see if it works out.

Then you have a problem with fighters. Star Wars is about its fighters as much as it is about the cap ships. With true scale we wont be able to see most of the fighters. Especially compared to the huge star destroyers. Im at a loss for that. Unless you want to go 1/2 scale 1 unit = 2 meters. Even then fighters will still be tiny.
Reply #178 Top
it works out fine in warlords with accurate scale (though I have to smack around some noobs occasionally), the exceptional zoom capabilities in sins should be handy. since fighters are essentially weapons it's less of an issue, the only trick is making hyperspace capable fighters.

the max exported units should be in meters, at least for HW2 the obj files converted directly to meters exactly (since movement markers had distances in meters) and internally I was using generic units.

I just don't have a good reference in game to an absolute length, I wish there was a yard stick to measure with.
Reply #179 Top
Hi EvilleJedi, I would be happy to make the custom Star Wars galactic map for the mod.

I was thinking of doing the following. Most star systems would be a single planet. There would be no seperate stars with their own gravity wells. Instead, the 'star system planet' would have a MASSIVE gravity well. Within that gravity well, and off to the side, I would put in one of the 3D star models (it will just be there for effect). Depending on the specifics of each system, I might put in additional effects, asteroid fields, gas giants, resource asteroids/moons, and so on.

While most star systems will only have the one planet/star combo, some Star Wars systems in fact actually do have more than one planet in the same system. In those instances, I will either use Phase lanes, OR I will make those additional planets into 'resource' planetoids (that will give production bonuses, resource bonuses, trade bonuses, and so on to best fit them into the Star Wars planet lore). Of the two choices, I am leaning towards the last one.

Much of the map will be 'fully connected'. To minimize 'whack-a-mole', we can throw in a spy tech branch that will allow you to keep track of Phase Jumps. Additionally, phase jump speed should be reduced to allow players a chance to react.

Anyway, a lot of ideas are swimming around in my head. Let me know if you would like me to do this for you.

Hehe, of course I am also waiting for the Forge Tools to see just what is possible.
Reply #180 Top
I'd like to see the maps, mainly because I think we have the opportunity to tweak maps to play styles. an open map with lots of phase lanes will encourage a much more offensive game simply because it will be hard to defend (you hope your shields and defenses hold while you are trying to out assault others) and a more limited map with less phase lanes works more like an area control game (COH or dawn of war) because of the choke points. so defenses play a larger role. I don't think we have to fixate on a single map type, but I love the idea of planet/star objects in a large gravity well (large gravity wells in general)
Reply #181 Top
Well im honored to be in presence of evillejedi(not really but) i played HW2 since it came out and i played warlords for like 2 years or something... im all for this mod and i know some bit of messing with the code.... like tweaking attack power and stuff like that... so if u people need help just gimme a call... i made this account to post here..
Reply #182 Top
If you spent that much time playing with EvilleJedi's outstanding mod, then you should be honored to be in his presence.
Reply #184 Top
Well Star Wars uses the hyperspace lanes and grav well mechanics as well, you can go from anywhere to anywhere in their books/movies
Reply #185 Top
I think the New Jedi Order book series would make a good game but theres not alot to go off of as far as design models and such since nothing has been released other then books with the yuuzonvong bad spelling im sure but people who read them know what im talking about.
Reply #186 Top
If you check out the 'semi-official' Galactic Map for Star Wars, you'll see there are several 'shipping lanes' spread out amongnst several sectors.

I am thinking many areas will be pure 'fully connected' to bette match the Star Wars hyperspace tech concept. However, I can arrange limited phase lane 'bottlenecks' by disallowing jumps beyond a certain distance. Additionally, specific areas with a lot of black holes and star clusters ( = lots of deadly gravity wells) can be made to use phase lanes more in line with the stock game.

Besides the entire galactic map, I will also make several 'sector' maps for shorter games. These sector maps could even be used to make an Imperial/Alliance campaign where you play one sector at a time. However that battle ends, will determine which map is used next (and what kind of forces you start with, and so on). Of course, a proper campaign multiple ending/beginning will require a lot of tweaked copies of the same maps.

Anyway, while there are a lot of possibilities with multiple sector maps and an over reaching campaign (with multiple endings), I will be working on finishing the huge galactic map first.
Reply #187 Top
Maybe we can make those "shipping lanes" faster? just a thought... I mean make it like phase lanes only a little bit faster...
Reply #188 Top
That would be perfect, but I am not sure if the Forge tools will allow us to make only certain planet phase lanes quicker, and not others. We will have to see.

The good news is that we have several ways to make the effect we are after. So we will get what we need for sure.
Reply #189 Top
Actually i think it might be possible.... there should be a way to fake different length from one place to another..... since i dont have the game and dont know but i presume that phase doesnt take a certain minute going from one planet to the other.... so if u fool the computer into thinking that the planet is closer than it is we might be able to make it faster.... or there might simply be a way to make it faster in a nutshell -.-
Reply #190 Top
Actually, it should be totally possible. Think about it: the Vasari have those jump gates they can put in any grav well to allow you to jump between unconnected planets, right? And upgrading that tech makes ships jump faster. This means the game recognizes at least two types of jumps that can be independently adjusted (three, if you count interstellar jumps). Hell, all you've got to do is make a map that has an invisible jump gate in every grav well, and you're good to go. Am I wrong?
Reply #191 Top
We might even be able to make the planet have the 'speed up hyperdrive jump' ability. That would dispense with the invisible jump gate.

We will have to wait for the tools to be released to know how many options we have to do this though (but do it we shall!).

Hehe, this is going to be sweet!
Reply #192 Top
I dunno maybe it is... i dont have the game... no money but i read loads of stuff bout this game
Reply #193 Top

Starwars sucks.Spaceballs was better than all the movies apart from Ep4/5.
End of quote


If someone could put together the skin of a Winnebago capital ship that would rock.
Reply #194 Top
Another reason why the post RotJ period would work better for this mod is that it doesn't look like we will be able to have Death Stars permanently destroy planets. Not to mention the difficulties in having a Death Star sized ship.

Of course, the Eclipse class ships will work perfectly with SoaSE.
Reply #196 Top
Haha, I still remember the first time I encountered the Torpedo Sphere in HW2. Actually did some damage to my Eclipse (or was it a Sovereign?).

It will make an excellent planet killer.
Reply #197 Top
heh and it didn't crash your computer? what version were you playing at the time? 0.45 actually crashed if you were looking at it from the desync of so many torpedos hitting, I spaced them out for 0.55 and later...


okay a few recruitment notices, (PM me here or go to the warlords forums and post there)

1) need a skilled 2d artist for creating buttons, overlays, icons, modifying UI graphics etc. I'll try to provide as many assets as possible for renders (like for ship icons) but you should be very proficient at making large image map grids quickly and precisely as well as being able to implement the changes in game yourself.

2) a tester who has really low system specs and still wants to play, and by low system specs I mean you currently have to play on low detail with few options. this is to establish a minimum acceptable performance level.

3) some one that is willing to slog through hundreds of lines of text in the string files to update and change descriptions, research entries, planet names, ship names. Someone who isn't going to simply look things up on wookiepedia and copy paste.


Reply #198 Top
@Eville - I suggest for you to start another thread with "Help Wanted: SW Project" or something like that in the title. This thread is rather long now and I worry many new people may not want to read all the posts.
Reply #199 Top
im already amazed at the screens i see so far. i told eville this was kind of like a dream game - if it was as siilar to xing/tie fighteras possible Lol

wondering if it would be possible to bring the old space stations from these games they seemed like a decent planetary defense even though 1 star destroy could take it out...

and can you use all of the various types of fighters/
Reply #200 Top
I was woundering if it would be possable to make it so I would be able
to build as many ships as I want as long as I can afford it.