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.
1,494,197 views 1,324 replies
Reply #76 Top
Who knows, maybe a Death Star ?? That's dreaming -- but damn I'd sure love to push the button on it and make my enemy cry.


Could always be balanced by making it take 100 planets worth of fully upgraded logistics
Reply #77 Top
This mod should start immediately after the Battle of Endor. This way we can have a lot more factions of balanced power, including The New Republic, the Imperial Warlords/Remnants, the Criminal factions and other neutrals. We will also be able to add all the Star Wars ships in the Post Endor fiction (with the exception of Kevin J. Anderson's indestructible Sun Crusher, of course...pathetic author!).

IF we were to play prior to the Battle of Endor, there would only be 2 or 3 sides (if we include the criminal underworld).

As far as research goes, maybe we should give all players access to all the ships/weapons/tech that was available at the Battle of Endor. We could just balance them so they are all useful in their own ways.

For example, Ships like the Imperial Star Destroyer I and II could be balanced by the ISD I being a bit less expensive (I think the ISD I was slower, had less firepower, and more armor...somebody correct me if I am wrong).

Another example would be the Tie Interceptor and Tie Fighter. The Tie Fighter, while far inferior to the Interceptor in terms of speed and firepower, will have much faster build rates.

As for the ships/tech that only became available after the Battle of Endor, we will have to research them (and their specific components). So special ships like the MC-90, Allegiance Star Destroyers, Sovereign, Eclipse and so on will have to researched to be built.

As for Death Stars...well, it might be possible to make a huge ship like that. Still, I don't think the game engine allows us to wipe out planets. Also, the Death Star would have to be as big as the present in game planets to be the right scale.

Scale is going to be an issue in our SoaSE Star Wars mod. Our ships go from 10 meters to nearly 20 km in size. I think we won't even be able to see fighters and bombers unless we really zoom in.

By the way, I think we should increase the size of the planets and stars in the custom map.
Reply #78 Top
Ok...time for me to thow in two cents. The research tree could be a method to working through (wait for it) all the time lines. Starting from the early days of the republic all the way through to after the Battle of Endor and beyond. If we're going to talk about making a mod on a game as grand a scale as Sins, then lets talk about a mod as equaly grand scale. *grinz*
Reply #79 Top
I was thinking we could start at all techs/ships available at the Battle of Endor, and then research onwards from there.
Reply #80 Top
Whats this? I'm bumping an old thread instead of creating a new one? *gives self cookie*


All right, as soon as I get inventor downloaded I am going to start modeling! (Just for the Empire at first). Please give me some ideas lol

Capital Ships:
Imperial (Imperator) -class

Pellaeon-class

Interdictor-class (Immobilizer 418 Cruiser)

Chiss Star Destroyer
Venator-class


Cruisers:
Acclamator-class
Victory-class
So we need 2 more...

Frigates:
Tartan Patrol Cruiser (Flak)
Broadside Missile ships (LRM)
Still need colony, cobalt, scout, and siege (World devastators?) equivalents.

Squads:
48 TIE Fighters for ISD (4 squads, 12 fighters per squad)
12 TIE Bombers for ISD (4 in one squad so... 3 squads)
So this means a ISD would have 7 squads at level 10. Squads will be dulled down lol!

As you can see I plan on having just the frigates be similar in terms of their role. I'd make the Interdictor prevent the enemy from running too (in hostile systems) as long as it has antimater... hopefully I can do this lol. The Capital ships would cost different amounts of money (obviously the Pellaeon class would be the best, but the Interdictor would cost alot too). I can do the models, not the skins! Or effects or sounds (I might be able to find a few). I heard that EvilJedi did the Warlords mod for HW2, so if he wants to help... post please!

Oh and yes, this means I've given up on that whole Earth in sins thing.

EDIT: I'm gonna need someone else to do all those little picture things lol. (Icons for when zoomed out, icons on the build buttons/research buttons... etc)
Reply #81 Top
Is it possible to make fighters independent from capital ships?

Maybe make Recon versions of Hyperspace capable Fighters for the scout ships?

Skipray Blastboats? I dunno.
Reply #82 Top
Ok, I think I have the map part figured out. I'm not very good at explaining things so I'm just going to break it down as much as I can. Bear with me here...

The entire map will be one star system as far as the Sins engine is concerned. Each planet, star, space station(?), etc will be a "planet" (henceforth to be referred to as a "node") within that single star system. All we have to do to create stars is give that node a star texture. The central star for the Sins engine will just be given a texture for something much less interesting or perhaps the center of the galaxy.

In this way you can create Star Wars style star systems by just making clusters. A cluster would simply be several nodes in close proximity to one another. Each cluster would contain the planets of interest and a star (or two in some cases) for that solar system. The member nodes of those clusters would be fully connected with other nodes within that cluster and with other nearby clusters.

To limit the wack-a-mole factor, the entire map would NOT be fully connected. As stated previously, clusters would be fully connected with their own member nodes and with the nodes of other nearby clusters. In this way, the map could be intelligently designed to limit the distance that ships could jump simply by providing no direct route to a node that is on the other end of the map. You would have to make several shorter jumps to navigate to your ultimate destination. This is more faithful the the Star Wars universe anyways - short trips can be accomplished in a single jump but longer journeys require a several stage trip.

This will not allow for sublight flight between nodes within a cluster however I don't really think that sublight travel is really necessary for a faithful Star Wars mod. Depending on which author you are reading it can seem that the entire solar system is your playground at sublight or that sublight travel between planets in a solar system is impracticable in a reasonable amount of time. Since I have no idea how to implement the former, we'll just have to go with the latter - it's just simpler and no less faithful to the Star Wars universe.


Did all of that make sense? Questions? Comments? Flames (please be gentile :P)?
Reply #83 Top
I was reading the earlier posts from may. Just to clear things up everything I know points to ship shields being independent models. So yes, you can make them hug hulls or have whatever shape you wish really.
Reply #84 Top
WEll I'm just gonna make the models/code. I can't do the skins or maps and whatnot. I'm also gonna do it the way I want to lol. I was thinking of the Empire having just 1 shipyard for both capital ships and frigates (cost more money though).

Ideas on what other ships to put in would be nice! Oh and if World Devastator are th empire's siege frigates, should I make them do the Space Whale's suck animation or just bomb the planet?
Reply #85 Top
Good to hear Code Herder, I was a little worried about being forced to use 'Star Trek' style shields.

As for Wedge's post, let's see if I have this straight.

-Each gravity well will be FAR, FAR larger than those in the basic game. They will contain and focus on a planet/asteroid/station BUT will also contain a star model off to the side somewhere (and maybe asteroid fields to make fleet maneuvers tricky). Star Wars pretty much has only one habital planet/base per star system anyway, so this works perfectly. I also like how the larger gravity well will make fleet battles more 'epic'.

-Planets (aka Star Systems) will be pretty much fully connected, BUT only with other planets in a certain range. This will simulate Light Speed jumps having a maximum range. Once again, I like this.

-The center of the map will be the Galactic Core. Maybe would make it a model of a cluster of stars and black holes? Don't know if we should allow travel through it though. Maybe have some sort of damage done to ships that travel through its gravity well?

I figure PSidar will be a part of the mod, but we can call it 'Intelligence'. Basically, think of it as spys reporting enemy fleet movements.
Reply #86 Top
Well considering that before I bumped the thread the last post was August 4, 2007, I'm wondering if anyone else is doing models like I am (so I can stop before I begin, or help that person) or if you guys are just talking about maps and shields.

DID ANYBODY READ MY POST???? I NEED IDEAS FOR THE OTHER ROLES LOL!
Reply #87 Top
I know that some of us are hoping EvileJedi gets involved and brings his perfect ship models with him. He pretty much already has ALL of them made.

Hmmm, his textures would need to be upgraded though.
Reply #88 Top
Well I still want Chiss SDs and Pellaeon Classes :(
Reply #89 Top
As for Wedge's post, let's see if I have this straight.

-Each gravity well will be FAR, FAR larger than those in the basic game. They will contain and focus on a planet/asteroid/station BUT will also contain a star model off to the side somewhere (and maybe asteroid fields to make fleet maneuvers tricky). Star Wars pretty much has only one habital planet/base per star system anyway, so this works perfectly. I also like how the larger gravity well will make fleet battles more 'epic'.

-Planets (aka Star Systems) will be pretty much fully connected, BUT only with other planets in a certain range. This will simulate Light Speed jumps having a maximum range. Once again, I like this.


No, not quite what I meant. My idea was for each object (planet, station, sun) to be an individual node with its own gravwell. To simulate the Star Wars solar systems you would just place the related nodes near each other. For example you would put a the star, the gas giant Yavin, and it's moon Yavin IV near each other on the map. You would then link all of them together with phase lines and with any other nearby nodes.

Your interpretation does have some merit though... put the focus as the habitable planet of interest then just create the other objects inside of its gravwell. Multi did something like this in his orbiting planet video. The only difficulty that this creates is that you now have a HUGE gravwell that is very difficult to preform lightspeed jumps to and from - the edge of the gravity well would just be so far away from the planet... unless it is possible to create irregularly shaped gravwells... but I don't think that is possible. Another problem is that in this way you could only have a single habitable planet per system. As you said this isn't a problem in most cases but there are exceptions - most notably the Corellian system.
Reply #90 Top
I was thinking we would be using larger gravity wells anyway to better simulate Star Wars fleet engagements. It would also be easier to make asteroid fields that actually have tactical uses.

Good point about Corellian though.
Reply #91 Top
Corellia, Tralus, Talus, Drall, Selonia, and (hopefully) Centerpoint.

... I'm not a nerd :d
Reply #92 Top
Ohhhh Centerpoint Station :O

I want it!
Reply #93 Top

Ohhhh Centerpoint Station :O

I want it!


***LotF: Fury SPOILERS*** (highlight below this to see)
Too bad it gets destroyed!
Reply #94 Top
No way :(

WHY?!?!?!
Reply #95 Top
sadly, getting ur hopes up will only let you down more.

for example: first strike stars wars mod for battlefield 2142 sucked :( it had huge buildup then a dramatic downfall :(
Reply #96 Top

No way

WHY?!?!?!


About the spoilers? Here are some more then:
Well, if you've started the Legacy of the Force books, there is a new civil war. Its between the Galactic Alliance and Corellia (and its allies). In the early part of it, Jacen Solo and Admiral Nithal (A mon cal, the supreme commander of the GA. ITS A TRAP!!) staged a coup and took over the GA. The Jedi abandoned the GA during the war (they can tell Jacen is evil, but they won't kill him or even suggest he's a sith) and are now neutral (cept against Jacen lol). So Corellia decides to use centerpoint to try to kill Jacen's ship but he gets away (a bunch of others were destroyed though). Jacen realizes that Centerpoint is active so he convinces Nithal to capture it. The Jedi realize this and don't want Centerpoint to be used by either side, so during Jacen's attack they rig it to shoot its core (they have the head scientist from there, he was a double agent for both Corellia and the GA so...somebody brought him to the Jedi to help them. I think it was Tycho). So the guy who is holding Centerpoint's trigger lost his wife to Jacen's secret police and is all mad (hes not even an important politician or anything, just someguy who's job it is to fire Centerpoint!). So he turns to the guy next to him and says "Hey, watch this!" and he aims and fires Centerpoint at Coroscaunt. Since it was rigged to fire at its core, Centerpoint destroys itself.
Reply #97 Top
Well I started modeling in inventor. I won't try to do an uber good job, I'm sure that eventually EvilJedi will show up with his models.

So I did one side of the ISD (back).



Good, right? Then you rotate the camera...




AH! MY EYES! THE GOGGLES, THEY DO NOTHING!
Reply #98 Top
Oh wow, another civil war?!?

Come on, that is like so over used.

Reply #99 Top

Oh wow, another civil war?!?

Come on, that is like so over used.




Better than the Swarm War.
Reply #100 Top
Ok... nevermind lol. Lets just wait for EvilJedi to show up with his stuff... you don't want to see my model, trust me.