Fractal Softworks Forum

Starsector => Mods => Topic started by: washout on February 19, 2012, 08:27:29 PM

Title: Star Wars Mod Update: v2.04 new guns
Post by: washout on February 19, 2012, 08:27:29 PM
https://rapidshare.com/files/4085631445/star_wars_v2.04.rar

http://www.mediafire.com/?v6db8fu6wbe4so3

v2.04
Fixed: Many turrets and angles so that things are actually lined up like they should be.

Changed: Increased spread of medium turbolaser dramatically from 2-10 to 10-20 for balance it may warrant a even higher increase.
Changed: All the variants to add the new heavy turbolasers and rebel versions of guns.
Changed: cr90 added the hidden botton medium turbolaser, and changed the side quad guns to cannons as they should be.
Changed: Anything left over that had piliums or swarmers to concussions.

v2.03

Rebel ships firing green lasers? Unacceptable!

Added: Rebel Turbolaser (sw_laser_turbo_rebel)
Added: Rebel Turbolaser Cannon (sw_laser_turbo_rebel_medium)
Added: Rebel Quadlaser (sw_laser_quad_rebel)
Added: Imperial Heavy Turbolaser (sw_laser_turbo_heavy)
Added: Imperial Turbolaser Cannon (sw_laser_turbo_medium)
Added: Concussion Missile Launcher in 4, 6, 8 and 10 payload varities (sw_missile_concussion_x)

Changed: Increased Quadlaser effective range very slightly
Changed: Balance tweaks to Proton Torpedoes
Changed: Slight tweaks to Turbolaser spread and damage
Changed: Renamed Fighter weapons

v2.02

Added: Put rebels and imperials into the campaign.

Fixed: Naming of everything so that now they all have good names, no more tie interceptor interceptor etc.
Fixed: Nebulon B forward gun arc and radius were switched.
Fixed: Changed name of tie interceptor and bomber in wing_data to make compatable with campagin.

Changed: Increased energy per shot of turbo lasers from 75 to 190, added spread.

TODO: Will add ships to stations, imps will be added to tritach and rebel to the starting

station, this will require the tt mod to be active for my mod.

Here are some pictures of the sprites I'm using:
(http://i.imgur.com/Vv69X.gif)
(http://i.imgur.com/GCnld.gif)


v2.01
More Ships
Added: sw_sd_interdictor Star Destroyer version of the interdictor
Added: sw_blastboat Skipray Blastboats are part of most imp compliments.
Added: sw_nebulon_b Finally found a sprite
Added: sw_ardent the first sw legacy (comic) ship, more to come.
Added: sw_victory1 first generation star destroyer

Changed: Interdictor is now Interdictor Cruiser id remains the same
Changed: Added launch bay to the Acclimator
Changed: Acclimator has point defense laser cannons not turbo lasers.
Changed: X-Wings have 360 shields
Changed: Point costs: Acclimator up, cr90 down.

Fixed: Interdictor Cruiser had one engine glowing the wrong color.
Fixed: Rebel mission didn't have a flagship set.

TODO: Make variants for victory 2, nebulon B2 and a host of others.

v2.0 BETA

First major milestone reached!
All major ships have been added, all major weapons are complete.
Balance is mostly there. AI has some problems with the really big ships.

Added:    Two test missions, one playing imps the other playing rebels.

Fixed:    B-Wing was all crazy since I had tried to make it turn around the cockpit instead of the middle.
   It's really too bad that you can't set the collision stuff to be centered around the shield.
Fixed:    Interdictor now has engine glow and correct bounding.

Changed: Proton torps for cap ships.
Changed: Added two more launchers to the SD
Changed: Tie Bomber squad size +1 (now 4)
Changed: Tie Interceptor squad +1 (now 4)
Changed: Lowered cost of B-wing squad. They may be tough but not that tough...
Changed: Halved max flux of Home One and Star Cruiser, no longer invincable ships of doom.
Changed: Lowered shield damage to .6 for home one and star cruiser.

TODO: Maybe make the yt-1300 a little bigger
TODO: Figure out of the tt station mod works and add imps and rebls to the normal game.
TODO: Add all the pirate stuff.
TODO: Find some more imp sprites for more varity (need some of the pocket star destroyer models)
Title: Re: Going to start a star wars mod.
Post by: jocan2003 on February 19, 2012, 09:18:14 PM
Id love to see a BSG mod tho no shield just heavy armors and balistics :D but eh... while somebody come up with something similar ill keep working on my project XD
Title: Re: Going to start a star wars mod.
Post by: Foxd1e on February 19, 2012, 09:44:18 PM
That sounds awesome washout, I will definitely be tracking the progress of this mod. Is the mod gonna focus on Rebels vs. Imperials? Iconic Star Destroyers vs. Nebulon-B Frigates and Mon Cals and X Wings vs. Tie Fighters?
Title: Re: Going to start a star wars mod.
Post by: washout on February 20, 2012, 12:32:41 AM
Going to focus on getting a star destroyer and some tie fighters going along with the guns and right sounds, once I have that I'll release it and then start on the rest of it. But mostly just rebels and imperials.

I got the star destroyer done today, but not the weapons yet.

(http://i.imgur.com/U4zrT.png)
Title: Re: Going to start a star wars mod.
Post by: SgtAlex86 on February 20, 2012, 06:15:05 AM
Going to focus on getting a star destroyer and some tie fighters going along with the guns and right sounds, once I have that I'll release it and then start on the rest of it. But mostly just rebels and imperials.

I got the star destroyer done today, but not the weapons yet.

(http://i.imgur.com/U4zrT.png)
so lets say u threw star wars factions on top of the campaign... (just because u can ^^) isnt the star destroyer bit on the smallish side? or is the cam just zoomed really far out?
Title: Re: Going to start a star wars mod.
Post by: Lictuel on February 20, 2012, 06:40:36 AM
Loving the idea of this mod. Was thinking about doing one myself but i s**k at making sprites :).
Anway good luck and I am looking forward to this.
Title: Re: Going to start a star wars mod.
Post by: Avan on February 20, 2012, 07:27:36 AM
You might want to render them with a top-down light, as an angled light will cause the shadows to rotate with the ship, since only one frame is used for all the facings.
Title: Re: Going to start a star wars mod.
Post by: Subject901 on February 20, 2012, 07:35:22 AM
I think the cameras zoomed out
Title: Re: Going to start a star wars mod.
Post by: washout on February 20, 2012, 08:14:10 AM
The camera is zoomed out. It's 500 tall, and the aurora is only like 380 or something. Also I'm "borrowing" all of these from a GSB mod, I'll ask for permission once I've actually got something to ask permission for. I'm no artist so I can't really redo any of these sprites.

Holy ***, making guns is like 10x harder then making the ships.
Title: Re: Going to start a star wars mod.
Post by: Deus on February 20, 2012, 10:45:19 AM
Wow, as a big Star Wars fan I am really looking forward to this, if you could rename the factions as well that would be great.

On a side note: Has anyone seen the new Star Wars that they released in 3D, I saw it on the biggest screen in Britain, its awesome
Title: Re: Going to start a star wars mod.
Post by: Danne-Outlander on February 20, 2012, 12:26:56 PM
I would LOVE to help. I am basically a walking SW encyclopedia and would love to help with facts, ship ideas, and other miscellaneous SW things.
Title: Re: Going to start a star wars mod.
Post by: Deus on February 20, 2012, 12:28:47 PM
If this goes through I'm going to call my character Darth Deus, simple as that
Title: Re: Going to start a star wars mod.
Post by: washout on February 20, 2012, 02:05:46 PM
I would LOVE to help. I am basically a walking SW encyclopedia and would love to help with facts, ship ideas, and other miscellaneous SW things.

Can you actually help me make the turrets and guns? I can make up the mechanics and whatnot easily. But the turrets are actually really hard. Ships are super easy to make by comparison.

In the meantime I'm just going to edit sound into some existing guns. If someone feels like making the animated turrets let me know and I can supply some starter sprites.
Title: Re: Going to start a star wars mod.
Post by: Arrath on February 20, 2012, 11:29:55 PM
I can lend a hand with the weapons, I've made some progress as I've posted in other forums. I've got a fully setup TIE fighter with sounds and a halfway done turbolaser cannon, also with sound.

I'm also trying to go through the existing weapons and compile some general balance numbers (dps, range, flux, etc) so that I can try to balance the new weapons with the existing ones.
Title: Re: Going to start a star wars mod.
Post by: washout on February 21, 2012, 10:21:22 AM
If you are willing to continue to work on weapons, I can go ahead and make a bunch of ships and pass the files over. How big did you make the star destroyer so I'll have a frame of reference for the other ships? Also my plan was to make the star destroyer about twice as powerful as the existing large mothership and then make home one 2/3 as powerful as that and go from there. With home one having fewer weapons but better firing arcs and better shields but significantly less hull and armor.

Before I gave up on making weapons anyway.
Title: Re: Going to start a star wars mod.
Post by: icepick37 on February 21, 2012, 10:41:11 AM
I really hope this gets made.  :D
Title: Re: Going to start a star wars mod.
Post by: Arrath on February 21, 2012, 11:48:42 AM
How big did you make the star destroyer so I'll have a frame of reference for the other ships?

My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.

e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.
Title: Re: Going to start a star wars mod.
Post by: Zarcon on February 21, 2012, 02:46:53 PM
How big did you make the star destroyer so I'll have a frame of reference for the other ships?

My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.

e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.

Hmm, I'm not much of a modder, but did ya check the .wpn file for the  visualRecoil setting?  Maybe it was left at 0 or something.

The below code is oldish, but maybe still valid, I grabbed it from an old post.  :)

"visualRecoil":2.0,  # the gun sprites are only used if this is non-0
Title: Re: Going to start a star wars mod.
Post by: Arrath on February 21, 2012, 03:32:21 PM
VisualRecoil is there and I've tried turning it up to ludicrous levels.

I'm just going to copy an existing weapon with working recoil and swap the sprite paths, see if that works.

e: Yeah, copying the lightdualac entry and changing out the sprites works. I guess recoil doesn't play well with linked barrels.

e2: So after some more testing its setting barrelMode to LINKED or having a burst delay of 0 that will prevent a weapon from visually recoiling.
Title: Re: Going to start a star wars mod.
Post by: Danne-Outlander on February 21, 2012, 08:37:34 PM
If someone could point me in the right direction or a tutorial, i could make some turrets. But do not quote me. I might end up sucking at making them.
Title: Re: Going to start a star wars mod.
Post by: washout on February 22, 2012, 11:25:50 AM
All ships that I plan on for empire are now done, so as soon as I get the weapons and tie from Arrath I'll post it here, even though it still won't be finished.

so for ships done: ISD, Interdictor, Acclimator, Lambda, Tie, Interceptor, Bomber

edit: also going to start on rebel stuff today. I'll probably get that done in a day or three and have a mission by the end of the week, although the guns and sounds won't be correct.
Title: Re: Going to start a star wars mod.
Post by: washout on February 22, 2012, 11:28:18 AM
How big did you make the star destroyer so I'll have a frame of reference for the other ships?

My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.

e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.
My ISD is 500 and it seems pretty good. But the sheer number of guns that are supposed to be on these things is just insane. I pack a lot on there but it's still not really representational of the 50 ion cannons and 50 turbolaser emplacements they actually have. I think once you send me your stuff and I integrate it with mine you'll be pretty happy with the scaling.
Title: Re: Going to start a star wars mod.
Post by: washout on February 22, 2012, 11:29:47 AM
If someone could point me in the right direction or a tutorial, i could make some turrets. But do not quote me. I might end up sucking at making them.
There is not a tutorial for that yet. You just have to look in starfarer_core and start examining how everything interacts. It's not very easy.
Title: Re: Going to start a star wars mod.
Post by: Arrath on February 22, 2012, 11:42:16 AM
How big did you make the star destroyer so I'll have a frame of reference for the other ships?

My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.

e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.
My ISD is 500 and it seems pretty good. But the sheer number of guns that are supposed to be on these things is just insane. I pack a lot on there but it's still not really representational of the 50 ion cannons and 50 turbolaser emplacements they actually have. I think once you send me your stuff and I integrate it with mine you'll be pretty happy with the scaling.

As for packing lots of stuff on there I was cheating and using hidden turret mounts on my ISD. Sure, laser blasts bloom out of bare hull but normal turbolasers are so small compared to the mass of the hull that you wouldn't see them at this range anyway. But really, packing 'lore correct' (oh god did I just say that) numbers of guns on there would be incredibly overpowered unless we made them just tickle, and relied on the volume of fire to do damage.
Title: Re: Going to start a star wars mod.
Post by: Zarcon on February 22, 2012, 11:43:59 AM
How big did you make the star destroyer so I'll have a frame of reference for the other ships?

My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.

e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.
My ISD is 500 and it seems pretty good. But the sheer number of guns that are supposed to be on these things is just insane. I pack a lot on there but it's still not really representational of the 50 ion cannons and 50 turbolaser emplacements they actually have. I think once you send me your stuff and I integrate it with mine you'll be pretty happy with the scaling.

Ha ha, if Lucas didn't manage to show the 100 weapon emplacements in the movies, then no pressure on you to do so exactly in a video game mod. (Just kidding, because we both know that the details there were created after the fact for Books, etc, lol)   ;D

But seriously, I can't wait for this mod to be complete, I love me some Star Wars!   :D
Title: Re: Going to start a star wars mod.
Post by: washout on February 22, 2012, 11:54:32 AM
As for packing lots of stuff on there I was cheating and using hidden turret mounts on my ISD. Sure, laser blasts bloom out of bare hull but normal turbolasers are so small compared to the mass of the hull that you wouldn't see them at this range anyway. But really, packing 'lore correct' (oh god did I just say that) numbers of guns on there would be incredibly overpowered unless we made them just tickle, and relied on the volume of fire to do damage.
I think I still managed to fit around 40 guns on mine, good point to make the point defense turbolasers invisible though. I'll probably go back and do that to mine.
Title: Re: Going to start a star wars mod.
Post by: washout on February 22, 2012, 12:42:36 PM
first post updated, alpha release of mod, empire ships and X-wings only. As a test this modifies the coral nebula mission. Currently horrifically imbalanced. First thing on the balancing chopping block is probably lowering tie laser damage by at least half.
Title: Re: Going to start a star wars mod.
Post by: washout on February 22, 2012, 04:34:34 PM
I do not have a good Nebulon B overhead sprite, if anyone can find one that would be awesome.
Title: Re: Going to start a star wars mod.
Post by: washout on February 23, 2012, 12:34:44 AM
new update today already.

v1.02
Added ship variant sw_bwing
Added ship variant standard_cr90_corvette
Added ship variant home_one

Changed: Hereafter I am removing "standard" from the names, I'll edit the old ones if I ever get nitpickey.

Changed: Raised price of tier fighter wing from 4 to 6.
Changed: Raised price of x-wing from 6 to 10 since they are now multirole with torps.
Changed: Lowered price of tie interceptor from 10 to 8 since they now do half the damage.
Changed: Changed tie interceptors and bombers designation in wing data to correct.
Changed: A bunch of ship stats like speed and ***.

NOTE: Home One stupid overpowered currently, don't know what to do to fix.

https://rapidshare.com/files/555785101/star_wars.rar
Title: Re: Going to start a star wars mod.
Post by: eirikrr on February 23, 2012, 07:33:38 AM
I think I found a bug :o I am not sure if it is in the base game or with this mod, but anyways. As I was playing, one of the engins on my big ship was desabeled, this cosed the ship to spin in a massive speed, it was awsome to look at a ship that big spinn in that speed, but it seems rather out of place :P the wierdest thing was that when I let go of my thrusters, the ship started to acceletate even more. it alos happened once later, so it seems to not be a one case scenario. But the second time it would not stopp at any cost till my engin was back online. even though I made the ship turn in the opposid direction of what it was spinning it allways seemed to start to spin again as soon as I let go :P so if it is more then me that have that "problem" I would recomend you look in to it :) The mod so far is still amazing though :D I would love to see this mod in full scale :)
Title: Re: Going to start a star wars mod.
Post by: SgtAlex86 on February 23, 2012, 07:48:36 AM
I think I found a bug :o I am not sure if it is in the base game or with this mod, but anyways. As I was playing, one of the engins on my big ship was desabeled, this cosed the ship to spin in a massive speed, it was awsome to look at a ship that big spinn in that speed, but it seems rather out of place :P the wierdest thing was that when I let go of my thrusters, the ship started to acceletate even more. it alos happened once later, so it seems to not be a one case scenario. But the second time it would not stopp at any cost till my engin was back online. even though I made the ship turn in the opposid direction of what it was spinning it allways seemed to start to spin again as soon as I let go :P so if it is more then me that have that "problem" I would recomend you look in to it :) The mod so far is still amazing though :D I would love to see this mod in full scale :)
its in the main game and its not an bug its an feature... if u loose engines from on side of the ship u need to kill the throttle or face the consequenses ^^ (trying to hit the enemy when spinning like mad is allways fun... NOW! PEWPEW darn mist mmmmmNOW! PEWPEW...  :D
Title: Re: Going to start a star wars mod.
Post by: washout on February 23, 2012, 09:52:34 AM
I think the turn acceleration or something is just too high on the capital ships right now. I'll need to turn it down a fair bit.
Title: Re: Going to start a star wars mod.
Post by: arwan on February 23, 2012, 10:39:27 AM
i demand space ball gunners

http://www.youtube.com/watch?v=sen8Tn8CBA4&feature=related
Title: Re: Going to start a star wars mod.
Post by: washout on February 23, 2012, 12:01:26 PM
Haha holy ***, as soon as we are done with this I'm totally adding all the spaceballs ***.

edit: dammit I can't find good overhead images.
Title: Re: Star Wars Mod Update: 1.04 alpha
Post by: washout on February 24, 2012, 02:06:50 PM
Updated first post, new version 1.04
Title: Re: Star Wars Mod Update: 1.04 alpha
Post by: stardidi on February 24, 2012, 02:23:34 PM
Updated first post, new version 1.04
The file is not found....
And any chance you could upload some screenshots? I kinda want to know what i'm downloading.
Looking forward to a star wars campaign, always been a big star wars fan
Title: Re: Star Wars Mod Update: 1.04 alpha
Post by: washout on February 24, 2012, 03:01:03 PM
Link fixed.
Title: Re: Star Wars Mod Update: 1.04 alpha
Post by: c00de187 on February 24, 2012, 04:27:15 PM
Hey man, great mod, real good job your doing! Just awesome!  ;D

Unfortunately, the new update doesn't work for me..  ???

Fatal: Fatal: weapon_data.csv is missing weapons
Check starfarer.log for moar info.


Am I doing something wrong.......?
Title: Re: Star Wars Mod Update: 1.04 alpha
Post by: washout on February 24, 2012, 04:54:21 PM
No, this latest update is broken to hell and back. I'm working on the next one now.
Title: Re: Star Wars Mod Update: 1.04 alpha
Post by: Arrath on February 24, 2012, 04:59:00 PM
I've fixed up the bugs and sent the files to washout, he should have them uploaded soon.
Title: Re: Star Wars Mod Update: 1.04 alpha
Post by: c00de187 on February 24, 2012, 05:17:02 PM
Alright take your time man ;D great stuff your doing here. The game already was epic but this makes it insanely epic!
Title: Re: Star Wars Mod Update: v2.0 beta getting close to complete
Post by: washout on February 25, 2012, 08:29:03 AM
Finished a skipray blastboat sprite last night at added it to the imperial side. Was able to take a B&W overhead sprite and colorize it some with paint.net. if anyone finds any other overhead shots of star wars ships just link them here and I can male a sprite and add them in.
Title: Re: Star Wars Mod Update: v2.0 beta getting close to complete
Post by: HerbaciousT on February 25, 2012, 08:39:35 AM
Rebel side doesnt appear to work for me. In the pregame screen, the ship image is for the last ship I used, not the Rebel capital ship ill be using in the mission. When I start the mission, I do not have control of my ship, it says I am in the Command Shuttle, but the shuttle isnt on screen.

The Imp side works great, and I love the mods look and feel. Great sounds too. Id consider reducing or removing the shields on a lot of the fighters though, they are a little harder to take down then I would have thought.
Title: Re: Star Wars Mod Update: v2.0 beta getting close to complete
Post by: Subject901 on February 25, 2012, 11:02:00 AM
you'll have to transfer command to another ship.  happens to me too, one time it said my cap was a hammerhead but its a work in progress
im not sure if glitch or purpose but on some ships the shields are so close some shots penetrate the sheilds and damage the armour
Title: Re: Star Wars Mod Update: v2.0 beta getting close to complete
Post by: washout on February 25, 2012, 11:59:42 AM
Which ships do you see this for and I'll take a look at it, also keep in mind that ION cannon shots do penetrate shields.

I had not noticed the cap ship problems since I always transfer command to a smaller ship at the start. I am still designing and adding ships and Aarath is still making more weapons so it's still a ways off for real missions but I'll see whats going on with the flagship settings in the test mission.

If anyone wants to make some more ship sprites for lesser known ships please do! Any new sprites would be added ASAP. I would really like this mod to include every ship people can think of. However I hate Yhuzon Vong and Uglies and won't touch them ever. Especially I'd like a hammerhead cruiser and the clone wars starfighter that looks like half tie and half A-wing. I also can't find anything for Trade federation or naboo.

Id consider reducing or removing the shields on a lot of the fighters though, they are a little harder to take down then I would have thought.
The way I've tried to set it up firstly is as close to real star wars spec as possible. Very few ships do not have full 360 shields in the star wars universe. Secondly I've tried to make it resemble star wars battles in terms of weight of fire, and the importance of fighters when attacking cap ships. typically a cap ship will drive off or discourage fighters from attacking, but will not be able to destroy the smaller ships without a fighter compliment. This is why all the cap ships have huge fighter compliments, in a typical engagement there should be a rough 100 to 1 ratio of fighters to capital ships for imperials and maybe half that for rebels. I've made that a bit less for sake of sanity, but it gives you an idea of the importance of fighters in star wars battles.

Additionally rebel cap ships are generally much better at point defense the imperials, with better targeting computers etc, this is seen in my mod with the mon cal ships having much better firing arcs and a better ability to kill fighters, whereas the Star Destroyers need to rely more on armor and fighter cover.
Title: Re: Star Wars Mod Update: v2.0 beta getting close to complete
Post by: Subject901 on February 25, 2012, 02:59:33 PM
oh ion cannons penetrate shields.that was probably it. if its the problem the person above my last post raised on rebel missions your capital is a random ship which (in my experience), is not in the mission
also im guessing your not gonna add super star destroyers lol.This mod is amazing and love it already i cant wait till(if) you add campaign
Title: Re: Star Wars Mod Update: v2.0 beta getting close to complete
Post by: washout on February 26, 2012, 12:08:07 AM
Normal star destroyers are 1.6km long. Home one (rebel flagship at the time) is about 1.4km long. Super star destroyers are 10 MILES LONG. Some of them even packed a death star type laser that was about 20% as powerful. But 20% of blowing up a planet is still probably blowing up a planet. They also had thousands of guns with insane range, and were immune to normal turbolaser and heavy turbolaser fire. The one that was destroyed in the battle of Endor was a huge fluke and very lucky for the republic at the time.

Me and Aarath were joking that we would make one that you would fight where only the tip of the nose would show at the edge of the map and then it would fire a thousand guns and just destroy everything.

But anyway, yeah this game does not really work with such large size differences. It really doesn't work well with the size differences of even the normal star destroyers. Because really if we had a scale where one pixel is a meter, then the SD should be 3x the size it is right now. I'll probably make a "true to source" Star Destroyer vs. Star Cruiser single mission at some point where each ship gets its entire compliment of fighters and everything.

edit:

I've added skipray blastboats, finally found a nebulon B, and added a small fast frigate to the empire side. Going to add another 5 ships or so and then release the next version.
Title: Re: Star Wars Mod Update: v2.0 beta getting close to complete
Post by: Arrath on February 26, 2012, 11:31:19 AM
Me and Aarath were joking that we would make one that you would fight where only the tip of the nose would show at the edge of the map and then it would fire a thousand guns and just destroy everything.

I want to try it just to see if the game can handle that many guns firing at once :P
Title: Re: Star Wars Mod Update: v2.0 beta getting close to complete
Post by: ciago92 on February 26, 2012, 12:58:19 PM
Just curious if/when the ships will be added to the campaign? I would love to be flying around in a YT-1300! :-D
Title: Re: Star Wars Mod Update: v2.0 beta getting close to complete
Post by: Arrath on February 26, 2012, 12:59:33 PM
Just curious if/when the ships will be added to the campaign? I would love to be flying around in a YT-1300! :-D

We're working on it, but not yet sure when it might make it into release.
Title: Re: Star Wars Mod Update: v2.0 beta getting close to complete
Post by: ClosetGoth on February 26, 2012, 02:43:10 PM
Do you think you could update the OP with pictures of the ships added? It makes it much more convenient for those wondering if they want to try the mod.

Sorry if this question was addressed before, I just skimmed the replies.  :P
Title: Re: Star Wars Mod Update: v2.0 beta getting close to complete
Post by: Arrath on February 26, 2012, 03:43:18 PM
Have a massively oversized screen from a recent test!

(http://i.imgur.com/uyF7O.jpg)
Title: Re: Star Wars Mod Update: v2.01
Post by: eirikrr on February 27, 2012, 04:12:31 AM
just wondering when the mod will get an update or a fix, seeing as it still don't work (for me atleast) so I would really like to know when that might be, hopefully soon. :) "Fatal: Fatal: weapon_data.csv is missing weapons Check starfarer.log for more info"
Title: Re: Star Wars Mod Update: v2.01
Post by: Subject901 on February 27, 2012, 07:39:17 AM
yeah broken again
edit:it wasnt in one handy package like the last version but i managed to use my old version to manually sort it out
Title: Re: Star Wars Mod Update: v2.01
Post by: washout on February 27, 2012, 08:19:07 AM
The latest one that I just posted is working afaik. You probably need to completely delete the current star wars directory and then extract this one.

yeah broken again
edit:it wasnt in one handy package like the last version but i managed to use my old version to manually sort it out
What did you have to do to fix it?
Title: Re: Star Wars Mod Update: v2.01
Post by: Subject901 on February 27, 2012, 08:59:43 AM
yeah
Title: Re: Star Wars Mod Update: v2.01
Post by: LazyWizard on February 27, 2012, 09:39:44 AM
I'm really enjoying this mod, good work. :)

I know this is a really minor detail, but some (all?) of the ship names show up strangely*.

Quote
(http://i.imgur.com/WuPXC.png)

*Also, please ignore the fact that I made the exact same mistake with fleet titles when I ported it to the campaign ;)


Edit: After a bit of experimenting, it seems names are generated this way:

Name1-class Variant2 Designation3

1: From the 'name' field in ship_data.csv
2: The displayName in the .variant file
3: From the 'designation' field in ship_data.csv
Title: Re: Star Wars Mod Update: v2.01
Post by: eirikrr on February 27, 2012, 12:49:57 PM
The latest one that I just posted is working afaik. You probably need to completely delete the current star wars directory and then extract this one.

yeah broken again
edit:it wasnt in one handy package like the last version but i managed to use my old version to manually sort it out
What did you have to do to fix it?

ah nice! it worked to delete the old folder and then" reinstalling" it, ty. really awsome mod so far :D
Title: Re: Star Wars Mod Update: v2.01
Post by: washout on February 27, 2012, 01:19:50 PM
For some reason if you try to just copy over the old files it seems to merge these text documents or something very strange, and you end up with all kinds of errors.

I'm really enjoying this mod, good work. :)

I know this is a really minor detail, but some (all?) of the ship names show up strangely*.

*Also, please ignore the fact that I made the exact same mistake with fleet titles when I ported it to the campaign ;)
Funny that you mention this, I just fixed it a little bit ago for the next release.
Title: Re: Star Wars Mod Update: v2.01
Post by: intothewildblueyonder on February 27, 2012, 04:18:55 PM
(http://www.myconfinedspace.com/wp-content/uploads/2007/07/comparison.gif)found this pic for size comparisons
 :o
Title: Re: Star Wars Mod Update: v2.01
Post by: washout on February 27, 2012, 04:46:06 PM
Standard compliment on a Super Star Destroyer is over 500,000 people. So yeah way bigger then deep space 9 or babylon 5.

edit: Well I've been trying to add this stuff to the campaign but it's slow going. The game explodes for seemingly no reason. And if you lose against a empire fleet the game crashes. I think it might be because we named all the variants the same as the hulls. So we might need to go through everything and rename it all. Also turbolasers seem pretty overpowered.
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: washout on February 28, 2012, 11:18:04 AM
Bump for v2.02
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: Mavolio on February 28, 2012, 05:59:54 PM
Had a nice looong play with this today and managed to get a few of the imperial ships. Its looking really good so far cant wait for the stations to appear so i dont have to spend ages building up ships that can take the star destroyers  :P


Might be wroth having a quick look at some of the turrets as well, i noticed 1-2 on a few of the ships weren't correct. They were either slightly out of place so not symmetrical firing arcs (1 of the guns on the left side of the nebula had that) or they weren't set as a turret (a few of the start destroyers) so 1 gun was fixed firing forwards.
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: washout on February 28, 2012, 06:29:13 PM
Can you be specific? Some of the ships have fix forward mounts on purpose. (like the nebulon b, and both mon cal ships). For the ones that seem off, I tried to be pretty rigorous when placing turrets. I'll double check all the files for turrets and fixed mounts though. I'll be working on adding ships to stations tonight as well.

The missiles on the Victory I are not hidden either since I just have piliums in as placeholders for eventual heavy concussion missiles, and for some reason you can't hide missile mounts very well. Aarath is a big fan of the victory though so I'm sure the heavy concussions are on his menu.


I'd like to put out the call for some help with art. If anyone is a big star wars fan I really need art for all of the oddball ships. Like the corellian wierdo ships and all of the crazy pirate ***. None of this stuff has any good existing overhead art like everything I've already added.

http://starwars.wikia.com/wiki/Corellian_Engineering_Corporation

for examples
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: intothewildblueyonder on February 28, 2012, 08:31:15 PM
(http://www.bwafer.com/starwars/images/shippic-eagle.jpg)found this. might need to contact the makers (found on bwafer.com)

edit: its a
corellian buccaneer


also found this mod
http://www.moddb.com/mods/fwtow
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: Arrath on February 28, 2012, 09:10:46 PM
Aarath is a big fan of the victory though so I'm sure the heavy concussions are on his menu.

That I am! I've added Rebel equivalent Turbolasers, so Nebulons and MonCal cruisers won't be firing green lasers anymore, next on the list are some Heavy Turbolasers/Ion Cannons and the missiles. After that major weapons should be complete, at that point I'll go through and start adding real sprites for them, try to replace all of the placeholders.
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: intothewildblueyonder on February 28, 2012, 09:15:52 PM
I noticed that the most aft turret on home one is not hidden (though this may be due to my fooling around with the mod).
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: washout on February 28, 2012, 09:46:30 PM
What is that thing?

I noticed that the most aft turret on home one is not hidden (though this may be due to my fooling around with the mod).
Ok I'll check that out in particular. Unless you went in and directly edited the .ship file then it is a mistake from me for sure.
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: Mavolio on February 29, 2012, 06:20:50 AM
Can you be specific?

These are the only ships i've still got in order to check

Acclimator-Class - The middle right fighter laser cannon is fixed forward
Victort 1-Class - 4th turbolaser turret back on right side is fixed forward and all turrets need their firing arcs turned about 10 degree anti-clockwise on the left side
Nebulon B_class - Turbo lasers on right side need to be turned anti-clockwise 5-10 degrees,  The back 4 fighter laser turrets dont have symmetrical firing arcs and there is an empty weapon point on the left side which looks like it should be another fighter laser turret.

Not fixing them wouldn't be the end of the world but they just look wrong when you can see the firing arcs in a battle.
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: washout on February 29, 2012, 09:48:09 AM
The Victory I has the same firing arcs as the other star destroyers, 60 degrees on the left and 290 degrees on the right. Hmm yeah that is right, I do need to adjust either the right side to 300 degrees or the left side to 70. I'll do as you suggest and change the left to 70.

Thanks for this, it's stuff that I would have never noticed and makes everything look a lot better!
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: washout on March 01, 2012, 12:40:05 AM
Buuuuump with a call for help, these are a bunch of ships I'd like to include but they either need additional detail or good coloring. If anyone would like to take a stab who is actually good with photoshop/gimp/paint.net I'd sure appreciate it. My method of put bigger ship on top of it in another layer then trim off the excess and play with transparency does not really look all that great.

https://rapidshare.com/files/4163913096/Please_Color.rar
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: Anysy on March 01, 2012, 01:28:22 AM

Nebulon B_class - Turbo lasers on right side need to be turned anti-clockwise 5-10 degrees,  The back 4 fighter laser turrets dont have symmetrical firing arcs and there is an empty weapon point on the left side which looks like it should be another fighter laser turret.

Not fixing them wouldn't be the end of the world but they just look wrong when you can see the firing arcs in a battle.
All of the right weapons on the Nebulon B need to be rotated 10 degrees, and the extra left laser should be 'left laser 10', but is instead a copy of 'left laser 9'
Code
{"bounds":[97,-7.5,60,-16.5,24,-16.5,6,-8.5,-58,-7.5,-60,-26.5,-102,-28.5,-102,24.5,-64,25.5,-57,8.5,8,6.5,20,15.5,60,15.5,97,5.5],"center":[26,100],"collisionRadius":"110","engineSlots":[{"angle":"180","contrailSize":"3","location":[-101,18],"length":"3","width":"6","style":"HIGH_TECH"},{"angle":"180","contrailSize":"3","location":[-101,10],"length":"3","width":"6","style":"HIGH_TECH"},{"angle":"180","contrailSize":"3","location":[-101,0],"length":"3","width":"6","style":"HIGH_TECH"},{"angle":"180","contrailSize":"3","location":[-101,-10],"length":"3","width":"6","style":"HIGH_TECH"},{"angle":"180","contrailSize":"3","location":[-101,-18],"length":"3","width":"6","style":"HIGH_TECH"}],"height":200,"width":53,"hullId":"sw_nebulon_b","hullName":"sw_nebulon_b","hullSize":"DESTROYER","shieldCenter":[0,0],"shieldRadius":"108","spriteName":"graphics/rebel/ships/sw_nebulon_b.png","style":"HIGH_TECH","viewOffset":0,"weaponSlots":[{"angle":"270","arc":"180","id":"right_turbolaser0","locations":[58,-10],"mount":"TURRET","size":"MEDIUM","type":"ENERGY"},{"angle":"270","arc":"180","id":"right_turbolaser1","locations":[36,-10],"mount":"TURRET","size":"MEDIUM","type":"ENERGY"},{"angle":"90","arc":"180","id":"left_turbolaser2","locations":[58,10],"mount":"TURRET","size":"MEDIUM","type":"ENERGY"},{"angle":"90","arc":"180","id":"left_turbolaser3","locations":[36,10],"mount":"TURRET","size":"MEDIUM","type":"ENERGY"},{"angle":"0","arc":"20","id":"fixed_nose_turbolaser4","locations":[76,0],"mount":"HIDDEN","size":"MEDIUM","type":"ENERGY"},{"angle":"300","arc":"180","id":"right_laser5","locations":[70,-7],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"270","arc":"180","id":"right_laser6","locations":[47,-10],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"290","arc":"180","id":"right_laser7","locations":[-70,-21],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"250","arc":"200","id":"right_laser8","locations":[-92,-21],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"60","arc":"180","id":"left_laser9","locations":[70,7],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"90","arc":"180","id":"left_laser10","locations":[47,10],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"70","arc":"180","id":"left_laser11","locations":[-70,21],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"110","arc":"200","id":"left_laser12","locations":[-92,21],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},
{"angle":"0","arc":"360","id":"launch_bay","locations":[0,0],"mount":"HIDDEN","size":"LARGE","type":"LAUNCH_BAY"}]}
That should be the fixed version - It seems to work well for me.
Note that you need to edit the variant file as well - it lacks a left laser 10.
Code
{"displayName":"Escort","hullId"

:"sw_nebulon_b","variantId":"sw_

nebulon_b","fluxVents":10,"fluxC

apacitors":10,"mods":

["integratedpointdefenseai"],"we

aponGroups":

[{"mode":"LINKED","weapons":

{"right_turbolaser0":"sw_laser_t

urbo","right_turbolaser1":"sw_la

ser_turbo","left_turbolaser2":"s

w_laser_turbo","left_turbolaser3

":"sw_laser_turbo","fixed_nose_t

urbolaser4":"sw_laser_turbo"}},

{"mode":"LINKED","weapons":

{"right_laser5":"sw_laser_xwing"

,"right_laser6":"sw_laser_xwing"

,"right_laser7":"sw_laser_xwing"

,"right_laser8":"sw_laser_xwing"

,"left_laser9":"sw_laser_xwing",

"left_laser10":"sw_laser_xwing",

"left_laser11":"sw_laser_xwing",

"left_laser12":"sw_laser_xwing"}

}]}
That should fix the variant file.
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: arwan on March 01, 2012, 02:25:38 AM
eagerly watching this mod. and will get it once a lot of the quick and often changes are done..

also is the millennium falcon a fighter or a frigate?
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: Icelom on March 01, 2012, 03:38:54 AM
All i have to say is OMG i love your mod... one of the best starwars games i have played to date! The sounds the sprites the loadouts...

It really feels like the larger ships are massive gun ships of doom.. love it so much!

Thank you.

Edit. Just won loosing a single tie fighter wing and got 20% victory that feels kind of hollow...
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: Bartcheeks on March 01, 2012, 09:09:07 AM
Hi, would you mind uploading to another site? I haven't been able to download from rapidshare since awhile back, some invalid download parameter or something.
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: washout on March 01, 2012, 10:37:27 AM
eagerly watching this mod. and will get it once a lot of the quick and often changes are done..

also is the millennium falcon a fighter or a frigate?
It's a frigate, just a very small one. I'm probably going to resize everything sometime soon though. Get some kind of real standard instead of just arbitrarily picking sizes.
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: Upgradecap on March 01, 2012, 11:32:19 AM
You know, if you want to, you can use my mods station your ships, and where does your factions spawn (what planet)
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: washout on March 01, 2012, 01:02:08 PM
They don't spawn at a planet, just a couple of arbitrary spawn points. I have not made convoys or anything yet, but I'll add them to stations and stuff when the next release is out. In the meantime I am just trying to locate more art sources since I've run out of ships to make. I decided for now to ally the imps with tritach and the rebels with the other base game dudes, so I'll be putting them in those stations as soon as the next patch hits and the callentitybyname function is fixed.
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: intothewildblueyonder on March 01, 2012, 01:20:33 PM
okay, I'm going to try and recolor (no guarantees on my skills)  some but how how big do you want them? (what is the scale 1 pix = ?)
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: washout on March 01, 2012, 01:31:20 PM
okay, I'm going to try and recolor (no guarantees on my skills)  some but how how big do you want them? (what is the scale 1 pix = ?)
Just leave them at native size and recolor them there, I'm still up in there air with scale, so I'd rather just get them at native size and then I can scale them however I need to. If you need more reference art I can provide it.
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: washout on March 01, 2012, 06:57:54 PM
Hi, would you mind uploading to another site? I haven't been able to download from rapidshare since awhile back, some invalid download parameter or something.
Added alternate download on main page.
Title: Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
Post by: Bartcheeks on March 02, 2012, 05:36:05 AM
Thanks! For a moment there I thought my reply was going to die unnoticed :P
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: washout on March 02, 2012, 10:12:22 AM
Bump for new update.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: SgtAlex86 on March 02, 2012, 10:16:50 AM
:/ mod seems to work with minismash without broblems... :D
for some reason Y-wing does not engage if ordered to intercept... :/ it stays out of range...
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: washout on March 02, 2012, 11:03:35 AM
Y-wing is a bomber, it shouldn't be in the intercept list. Only A-wing, X-wing, and headhunter should. Maybe it's set as assault? I need to make sure the B-wing does not try to intercept either. Now that you mention it I'm not sure I've ever seen a Y-wing drop bombs, the tie bombers do without problem though. They both have basically the same weapons. Except the Y-wing has an ion cannon turret in addition to bombs, protons, and lasers, the tie bomber has concussion and bombs and lasers.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: SgtAlex86 on March 02, 2012, 11:43:49 AM
Y-wing is a bomber, it shouldn't be in the intercept list. Only A-wing, X-wing, and headhunter should. Maybe it's set as assault? I need to make sure the B-wing does not try to intercept either. Now that you mention it I'm not sure I've ever seen a Y-wing drop bombs, the tie bombers do without problem though. They both have basically the same weapons. Except the Y-wing has an ion cannon turret in addition to bombs, protons, and lasers, the tie bomber has concussion and bombs and lasers.
Y-wing is hevy fighter/torpedo bomber... it has weabons for ANY situation ^^ wing of y- wings can take on frigate or fighter wing without any broblems... and if there is no fighters in the fleet y-wing should answer to intercept command  :-\
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Arrath on March 02, 2012, 02:02:40 PM
Y-wing is a bomber, it shouldn't be in the intercept list. Only A-wing, X-wing, and headhunter should. Maybe it's set as assault? I need to make sure the B-wing does not try to intercept either. Now that you mention it I'm not sure I've ever seen a Y-wing drop bombs, the tie bombers do without problem though. They both have basically the same weapons. Except the Y-wing has an ion cannon turret in addition to bombs, protons, and lasers, the tie bomber has concussion and bombs and lasers.

Yeah I've noticed that myself. Three wings of TIE Bobmers caught me with my pants down and blew Home One right up. Y-Wings just get close and kinda sit there, eating turbolasers.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Anysy on March 02, 2012, 03:19:58 PM
The CR90 corvette has incorrect firing arcs on the right side - You keep using '260' for the right arcs, where you need to use 270. Im considering just doing a find replace for 260->270....

edit: Nebulon b also has this issue.. still.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: washout on March 02, 2012, 05:42:51 PM
I'll go through them, this is what happens when you have to manually input numbers over and over again when building ships. Nebulon B is odd though and has guns pointing all over the place so find replace on it is a bad idea. This is all kind of moot since I'm eventually going to rebuild all the ships, but eh.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: ciago92 on March 02, 2012, 08:10:46 PM
Are the ships added to the stations yet? I haven't been able to find any in 2.02 and was wondering if that was better in 2.04
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: washout on March 02, 2012, 11:44:11 PM
NOPE! It's a pain in the ass, maybe tomorrow since I'll be bored off my gourd at work.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: ciago92 on March 03, 2012, 06:07:08 PM
No worries, I'll just go capture a couple :-)
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Flare on March 03, 2012, 08:30:57 PM
Is it intended that lasers splice right through my shields and into ship hulls?
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: washout on March 03, 2012, 10:33:11 PM
Is it intended that lasers splice right through my shields and into ship hulls?
Ion cannons are supposed to do that yes.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Doom101 on March 05, 2012, 07:56:19 AM
let me know when the death star shows up :D or Super class star destroyers :D although versus anything else that might be slightly overpowered >.> <.< :P
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: washout on March 05, 2012, 12:00:55 PM
Well as I've said before, even a SSD is over 10 miles long, has thousands of heavy turbolasers, and a crew of over 500,000. If the game was made so that it could continue scaling up larger and larger, then it might be possible to implement them. But they are so large that even if cut down to 1/8 of the size they would still be far too large.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: intothewildblueyonder on March 05, 2012, 12:05:33 PM
well then you could just make a really, really large map to play on them against

(or just for demonstration purposes scale down all your ships, so we have a death star fighting 20 pixel ssd, 3 pixel cruisers,  1/2 pixel frigates and 1/100 pixel fighters  ;D. On second thought I would actually like to play something like this. Lets see make the DS 512x 512...)
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Kahabut on March 05, 2012, 12:37:35 PM
Just wanted to drop in and give my 2 cents. 

First and foremost: Rather excellent job so far!
Second: ALEX!!!!! Please play with this mod a little and get a feel for how capital ships SHOULD behave.  They are slow(ish), heavy, armored heavily and have massive flux capacity, with less than super awesome venting.  I really strongly feel that the way the star wars cap ships play out is far and away better than the current Starfarer stock and trade. 

I'm not talking about weapon load outs, or Starwars themes.  I just mean the feel of it.  I would be pleased as punch for this to be the direction capital ships are going.  (although, honestly I'll be pleased anyway)

Also, I really dig the starwars ships, but they are obviously not at all balanced against the rest of the ships in the game.  Not that they should be, but it does make for an interesting time the first few times you try and fight SW ships against standard SF ships.  A single Bwing squardron took out my Hyperion + 3 frigs and 2x wings of wasps.  JUST ONE WING.  They didn't even repair.    As freaking awesome as that is, I think the fighters might be a little on the strong side, at least in the mixed campaign mode.

Lastly: Please create a station or two for SW ships, or just add them to one of the existing stations (TTmod or Junk Pirates).  I know, you said it's a pain in the ass.  I looked into it, you are right.  Someone, please do it anyway.  I would, but apparently I'm an idiot. (the data files confuse me)

Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: intothewildblueyonder on March 06, 2012, 07:46:11 PM
Edit NVM
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: washout on March 07, 2012, 12:16:01 AM
I said I was going to add them to stations, but at this point I'm just not going to bother yet. I'd have to do it via convoys and I just don't want to bother. Also development on this ship wise is now on hold while I wait for some new art. Once I get that new art I am going to put a rigid scaling rule into place and then redo all of the ships, at that point there should be over 100, but it's going to be at least a month I think.

Future plans hopefully include adding an entire star wars sector and then adapting some of the books into plot lines. Probably the thrawn trilogy first since it's a personal favorite. But we will see how difficult that it is to make an entire campaign.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Aklyon on March 07, 2012, 09:36:00 AM
The thrawn trilogy would be a good start indeed. Would a station be easier to add in .51a, though?
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: washout on March 07, 2012, 02:00:39 PM
Well, the latest update is a heck of a lot more then I expected. I'll probably add the ships to stations now. It should be really easy.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Trylobot on March 07, 2012, 10:49:24 PM
Love the feel of the ships, everything feels legit.

Nice mod bro.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: ciago92 on March 08, 2012, 09:09:05 PM
according to my brother, the mod works with .51a still? Can anybody else confirm that 2.04 works with .51a?
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Arrath on March 08, 2012, 10:36:55 PM
according to my brother, the mod works with .51a still? Can anybody else confirm that 2.04 works with .51a?

Yeah, it works just fine.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: washout on March 08, 2012, 10:40:07 PM
according to my brother, the mod works with .51a still? Can anybody else confirm that 2.04 works with .51a?
If you are upgrading or reinstalling the mod you HAVE to delete the existing mod directory before unzipping this one.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: ciago92 on March 09, 2012, 07:10:30 PM
according to my brother, the mod works with .51a still? Can anybody else confirm that 2.04 works with .51a?
If you are upgrading or reinstalling the mod you HAVE to delete the existing mod directory before unzipping this one.

not the question. the mod version 2.04 that was developed for .5a also is compatible with .51a. No changes necessary
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: washout on March 20, 2012, 08:12:15 PM
New art is now available, I'm going to be completely redesigning all ships and adhering to rigid sizing standards. If anyone is inclined to help at this point speak up, I could use it in any capacity.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Mr.FancyPants on April 23, 2012, 12:26:31 AM
What is it you actually need help with, exactly?
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: bluntfang on July 30, 2012, 11:56:49 PM
So I just added your mod to my lineup today, with mishmash, having lots of fun seeing the new ships running around.  I have been fighting Imperials and have added some Tie Fighters, Interceptors, and a Nebulan B frigate to my fleet.

All well and good, the problem came when I captured a Lambda Class Shuttle.  I noticed I was always out of supplies. So I ran a little test.  Fleet without the shuttle, supple use normal, add in a shuttle, and I am using like 20 supplies a second (with just a couple frigates and a couple of fighter wings.)  Not sure what needs to be done to fix it, but there you have it.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: WKOB on July 31, 2012, 12:22:30 AM
This hasn't been updated in quite a while, likely the problem is related to the fact that this mod is older than Alex's big fleet, supply use and accident patch.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: bluntfang on July 31, 2012, 11:29:13 AM
Hmm....so, theoretically speaking, how hard would it be to update the mod to play nice with the new patch?
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: WKOB on July 31, 2012, 08:21:29 PM
Updating the ships and such would be quite easy, if the campaign is bork that may be more complicated because you have to do with java classes.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: wolfsruhm on August 12, 2012, 08:37:58 AM
seems noone feels him/herself obliged to update this mods, sadly i'm not so good with modding, so i'm not quite sure if i'd be able to
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: bluntfang on August 12, 2012, 04:15:48 PM
Yeah, it is looking pretty dead. I tried to encourage Omega to pick it up for his mini mash mod, but not getting many takers there either.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: bluntfang on August 28, 2012, 09:13:45 PM
Does anyone personally know the mod creator? Any hopes of this work being passed on?
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: LazyWizard on August 29, 2012, 12:02:51 AM
I e-mailed the creator and asked him if he was willing to allow another modder to take over the project. This is his reply:

Quote
By all means, I just don't have the time these days
[...]
I was working on redoing all the ships via another mod and importing the models from it. It was some freelancer star wars mod or something. It has like 150 ships... But like I said I just plain don't have the time anymore.

I'll update this mod to be compatible with the current version, but I'm probably not the best person to lead future development (I have no artistic talent whatsoever, and am already juggling almost a dozen other projects ;)). Are there any skilled modders who would be willing to take charge after I finish updating it?
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: LazyWizard on August 30, 2012, 01:18:53 AM
All well and good, the problem came when I captured a Lambda Class Shuttle.  I noticed I was always out of supplies. So I ran a little test.  Fleet without the shuttle, supple use normal, add in a shuttle, and I am using like 20 supplies a second (with just a couple frigates and a couple of fighter wings.)  Not sure what needs to be done to fix it, but there you have it.

I have been unable to replicate this bug. Was this fixed in a Starfarer patch? Are you sure you weren't damaged or over any supply limits?

--------------------------

Here's a quick progress update:

Empire caps now release TIE squadrons as their ship system. They will be able to unleash a ton of them, though I'm still deciding between giving them regenerating drones or just a very large reserve. As an aside, considering a Star Destroyer in this mod holds 1000-2500 crew, I don't think making fleets lose one crew per fighter destroyed is worth implementing. For now, TIE fighters are also found as normal squadrons in fleets, but don't count on that being the case forever. They are canonically short-ranged fighters, so it makes sense for them to only be found in a SD's retinue.

On the Rebel side, most ships now have High Energy Focus. I intended this to be a temporary placeholder, but I found this system to work well enough that I might keep it. It fits with the 'lining up an attack run' scenes from the films. :)

While running through the ships, I ran across a few weapons in slots that don't support them. I've only fixed a few of these; I'll carefully inspect the entire mod later. I'm also planning on fixing (read: lowering) the ordnance points available to a few ships, as right now some variants have loads of unused OP.

I feel that Star Wars-style capital ships should be huge, lumbering beasts that mostly fight other capital ships while relying on fighters and frigates to screen them from smaller threats. To that end, I'm considering turning their point defenses into built-in weapons. Quadlasers are fairly terrible (I just watched a veteran Star Destroyer fail to shoot down a single Salamander during the ten seconds it was circling the ship), so I don't think anyone would be too broken up about them not appearing on the loot list. Mostly, this change is because allowing players to replace them with a decent PD system would make this mod's capital ships nigh-unbeatable. :)
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: LazyWizard on August 30, 2012, 05:04:05 PM
Only four more ships to go. I anticipate a release later today. :)

Edit: and released (http://fractalsoftworks.com/forum/index.php?topic=4215.0)!
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: bluntfang on August 30, 2012, 10:26:48 PM
Very cool, I will download and let you know asap!
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: shadeobrady on September 19, 2012, 08:16:42 PM
How on earth do I purchase these ships? I only ever see normal ships in the bases - even with the stock mod!!
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: bluntfang on September 24, 2012, 08:38:16 AM
To my knowledge you can't.  The only way is by fighting them.  If you go that route you need lots of marines because these buggers have very high crew requirements and difficult boarding actions.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: VikingHaag on September 24, 2012, 07:30:57 PM
Any chance we will ever see the prequel ships?
I really DO WANT my clone-wars refitted Lucrehulk!

http://starwars.wikia.com/wiki/Lucrehulk-class_battleship
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: ShadowFox on April 07, 2013, 04:36:29 AM
VikingHaag, I will work on the prequel ships once I have figured out the weapon balancing. I already have the Venator done, and im making 2 version of the mod. One with a balanced number of weapons for slower computers and one with true to cannon numbers of weapons emplacements and as near to accurate placements as i can get. So your post-clone wars Lucrehulk will have a total of 786 weapon emplacements. IN game. and they all will work  :o. i must be crazy
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Coolrah on April 25, 2013, 05:43:18 AM
can't download :(
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: sarducardun on April 25, 2013, 05:54:13 AM
I would love to have bases for the campaign before this mod goes total conversion, I'd like to fly the ships you know. Pleeeeeeease?
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: ShadowFox on April 25, 2013, 05:54:10 PM
There is a new thread for my version of the mod. By this weekend I will have a download available. I will also include in the download a copy of Console Commands v1.5, courtesy if LazyWizard, so you can add whatever ships you desire to play with. These ships will NOT scale well against vanilla ships, but hey. Whats the fun of having a Star Destroyer fleet if you cant terrorize the locals?

New Thread (http://fractalsoftworks.com/forum/index.php?topic=5986.0)

Spoiler
(http://fc09.deviantart.net/fs70/f/2013/115/2/5/home_one_vs_impstar_duece_by_nexus_shadowdragon-d62xk7t.png)
[close]
Spoiler
(http://fc09.deviantart.net/fs71/f/2013/104/4/0/screenshot030_by_nexus_shadowdragon-d61oejn.png)
[close]
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: ShadowFox on April 28, 2013, 04:23:39 AM
Beta Release of the new mod is now live!!!!!!
DOWNLOAD NOW!! (http://www.mediafire.com/download.php?mss1e1w1dn5soes)
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Chronosfear on April 28, 2013, 05:32:17 AM
already found a bug : the starting nebulon B frigate got some OP left ( 73 or so ) ... it´s value is not 1 like the other ships
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: ShadowFox on April 28, 2013, 07:56:54 PM
already found a bug : the starting nebulon B frigate got some OP left ( 73 or so ) ... it´s value is not 1 like the other ships

Fixed. Thank you.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: ShadowFox on April 29, 2013, 05:47:03 PM
For anyone looking for the continued and updated version of this mod, please go HERE (http://fractalsoftworks.com/forum/index.php?topic=5986.0)

Any comments, thoughts, insights, ideas, and graphics are welcome.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Sproginator on April 29, 2013, 05:53:16 PM
Where's my credits! ;P
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: ShadowFox on April 29, 2013, 07:54:11 PM
working on it. Only so much I can do at a time. Sorry about that it is by no means intentional.
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Sproginator on April 29, 2013, 11:46:01 PM
working on it. Only so much I can do at a time. Sorry about that it is by no means intentional.
Ahaa was only messing friend. Looking forward to such grand battles :D
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Drano on October 11, 2021, 02:04:03 AM
can not download
rapidshare: sever not found
mediafire:starting page from mediafire
can you please fix this

this mod is mega might even be batter than the  Archean Order
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Damienov on October 11, 2021, 08:00:33 AM
can not download
rapidshare: sever not found
mediafire:starting page from mediafire
can you please fix this

this mod is mega might even be batter than the  Archean Order

Scroll up from your post, see the post with BIG RED text (https://fractalsoftworks.com/forum/index.php?topic=969.msg97715#msg97715)? check the date on that...... in case you forgot, its now 2021

can you now guess why you cant download it anymore?
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: 6chad.noirlee9 on October 11, 2021, 09:31:47 AM
can not download
rapidshare: sever not found
mediafire:starting page from mediafire
can you please fix this

this mod is mega might even be batter than the  Archean Order


the link below is the droids you are looking for
https://fractalsoftworks.com/forum/index.php?topic=19084.0


btw, damie, there is no need to be rude or condescending

-have a great day everyone


while youre at it, check out this gem as well https://fractalsoftworks.com/forum/index.php?topic=18751.0
and this https://fractalsoftworks.com/forum/index.php?topic=9175.0
and this https://fractalsoftworks.com/forum/index.php?topic=13236.0



if you like the idea of ships that punch things go to mods and search kingdom of terra
Title: Re: Star Wars Mod Update: v2.04 new guns
Post by: Mira Lendin on October 12, 2021, 07:28:38 AM
Your mod uses the same prefix as mine, be careful while naming stuff!