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Author Topic: Star Wars Mod 2.05 (under new management)  (Read 46898 times)

LazyWizard

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Star Wars Mod 2.05 (under new management)
« on: August 30, 2012, 10:15:26 PM »

Here's the new version: download

A few ships don't have systems yet - I'm planning on making some Star Wars themed ones for them to use. The weapon grouping for most of the variants is extremely messed up right now, and I still need to take a closer look at the wings.

The next update after that should bring full campaign integration.

Edit: fixed broken sim refit battles.

Full changelog:
Spoiler
Quote
General
 - Most variants now use all of the hull's OP
 - Some variants were using larger weapons than their mounts supported, changed to smaller weapons
 - Added this mod's ships to the refit simulation battles (not sorted by category yet)
 - Cleaned up the code slightly
 - Fixed a few minor typos

Weapons
 - New weapon: Laser Cannon, identical to TIE Laser Cannon except tagged as Point Defense
 - New weapon: Dual Laser Cannon, identical to X-Wing Laser Cannon except tagged as Point Defense
 - (fix) The Heavy Turbolaser is now correctly tagged as a Large weapon

Ship Systems

TIE Complement
 - Small: 4 TIE fighter drones, 12 total, regen 4/minute
 - Medium: 6 TIE fighter drones, 18 total, regen 4/minute
 - Large: 8 TIE fighter drones, 30 total, regen 4/minute

Ships:

Lambda-class Shuttle
 - (fix) Changed right turret to medium
 - (fix) Left turret is now hidden

CR90 Corvette
 - Dropped ordnance points to 40 (from 60)
 - Two main turbolaser batteries are now built-in
 - Increased Flux Capacity to 3000 (from 2500)
 - (fix) Right-side turrets are now angled properly
 - New ship system: High Energy Focus

Nebulon-B Frigate
 - (fix) Right-side turrets are now angled properly
 - Now has built-in Dual Laser Cannons (PD)
 - New ship system: High Energy Focus

MC-80
 - Dropped ordnance points to 260 (from 400)
 - Quadlasers are now built-in
 - New ship system: High Energy Focus

Home One
 - Dropped ordnance points to 300 (from 400)
 - (fix) Missile mounts are now tagged as missiles, not energy
 - (fix) Several turrets resized to support their default weapons
 - Quadlasers are now built-in
 - New ship system: High Energy Focus

Ardent
 - Quadlasers are now built-in
 - New ship system: TIE Complement (Small)

Acclimator
 - Dropped ordnance points to 125 (from 150)
 - Swapped out TIE Laser Cannons for built-in PD Laser Cannons
 - New ship system: TIE Complement (Small)

Victory
 - Dropped ordnance points to 150 (from 200)
 - Quadlasers are now built-in
 - New ship system: TIE Complement (Medium)

Victory Interdictor
 - Dropped ordnance points to 140 (from 200)
 - (fix) Changed frontal mounts from small to medium
 - Quadlasers are now built-in
 - New ship system: TIE Complement (Medium)

Interdictor Star Destroyer
 - Dropped ordnance points to 250 (from 300)
 - (fix) Changed large missile mounts to small
 - (fix) Changed frontal mounts from small to medium
 - Quadlasers are now built-in
 - New ship system: TIE Complement (Large)

Star Destroyer
 - Dropped ordnance points to 250 (from 400)
 - (fix) Changed frontal mounts from small to medium
 - Quadlasers are now built-in
 - New ship system: TIE Complement (Large)

Note: while it may look like several ships were hit with the nerf-bat in regards to max OP, most of the lowering was due to switching their point defenses to built-in. The major exceptions were Home One, the MC80 and the Star Destroyer, which had something like 100 points more than they needed. ;)
[close]

This mod was originally created by washout. The old thread can be found here.
« Last Edit: August 30, 2012, 10:33:05 PM by LazyWizard »
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WKOB

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Re: Star Wars Mod 2.05 (under new management)
« Reply #1 on: August 31, 2012, 03:28:09 AM »

I haven't tried this yet, so maybe it's suitable, but don't go too nuts with built-in. A lot of the fun in this game is the customization.

Good luck with the Ship Systems.
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bluntfang

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Re: Star Wars Mod 2.05 (under new management)
« Reply #2 on: August 31, 2012, 12:18:14 PM »

I really like the "Tie Fighter" ship systems. It really helps capture that feeling of fighters coming from all over the place.
« Last Edit: August 31, 2012, 07:25:11 PM by bluntfang »
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Swor

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Re: Star Wars Mod 2.05 (under new management)
« Reply #3 on: September 12, 2012, 08:11:39 PM »

I'm really excited about playing this in the campaign, is there any way to get these ships to appear in the campaign?
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bluntfang

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Re: Star Wars Mod 2.05 (under new management)
« Reply #4 on: September 13, 2012, 09:53:28 PM »

The ships appear, there just isn't a way to get them other than combat.

The ships in general are not that powerful, they have huge crew sizes, use tons of supplies, the weapons are wildly innaccurate (they tend to build up flux quickly as well, they often peak out after 3 or 4 volleys are are vulnerable to overload).  I am not too concerned on that point.

It would be great if the rebels and the empire would fight each other..."hint, hint". 

I really do appreciate you taking this on. It has been fun to play with them.
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Tyrant

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Re: Star Wars Mod 2.05 (under new management)
« Reply #5 on: October 26, 2012, 08:16:32 AM »

Mod dead?
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bluntfang

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Re: Star Wars Mod 2.05 (under new management)
« Reply #6 on: October 26, 2012, 04:11:24 PM »

It is playable, but not integrated.
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wolfsruhm

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Re: Star Wars Mod 2.05 (under new management)
« Reply #7 on: November 28, 2012, 06:38:37 AM »

just m2c but i think fortress shields would fit the Mon-Cals much better then HEF, since they are known for heavy shields fluff-wise
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ArkAngel

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Re: Star Wars Mod 2.05 (under new management)
« Reply #8 on: November 30, 2012, 12:57:07 PM »

Gasp a starwars mod?? My childhood beckons I must play :)
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ArkAngel

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Re: Star Wars Mod 2.05 (under new management)
« Reply #9 on: January 01, 2013, 02:15:16 PM »

Is this still being updated or is it dead while you work on other projects?
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LazyWizard

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Re: Star Wars Mod 2.05 (under new management)
« Reply #10 on: January 01, 2013, 02:24:07 PM »

Is this still being updated or is it dead while you work on other projects?

It's dead. Anyone is free to take over work on this mod.
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ShadowFox

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Re: Star Wars Mod 2.05 (under new management)
« Reply #11 on: April 07, 2013, 04:23:01 AM »

If anyone has partial work on this mod that was never released can you forward it to me? I have started working on this mod with a vengeance. Im a die-hard star wars fan, and I am making two versions of this mod. One will have fewer weapons mounted to the ships, as they are currently, balanced for vanilla play.

The second version will be a far more intensive process, as all ships I will use will have the EXACT number of weapons they carry as per lore. This will result in MASSIVE numbers of projectiles and bolts flying around the screen, so it will be recommended for higher-end computers. My system is a dual-core 2.2 GHz with 4GB DDR ram and only a 512MB PCI-E card on a 1.0 bus. An imperial star destroyer with full weapons fighting alone just barely lags my screen in a 1024x768 window. Thats 135 individual guns putting out 2-4 shots every few seconds. Its beautiful to watch but game play may be tricky on older systems like my own.

I will continue to post updates here or start a new thread if that makes more sense. Kinda new to the whole forum concept.

Thanks and I look forward to presenting my work to you all.
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bbf

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Re: Star Wars Mod 2.05 (under new management)
« Reply #12 on: April 08, 2013, 03:59:04 PM »

While you are at it, maybe in the Lore version, we could use proper scaling.

The ship sizes are way off. But I'm not sure how the game engine will handle it.
The TIEs might have to be shrinked more, so the biggest ships won't be absurdly increased.

Take the Interdictor SD. It should have 1600 meters, which would be 1600 pixels according to Sproginator's chart.
The TIE fighter has 6.4 meters, so only 7 pixels for them. They are gonna look like pixie dust.
And if you decide to add the Super Star Destroyers, they could go up to 19000 pixels.

Now if you don't shrink the TIE which is currently at 32 pixels, the Interdictor would need to be ~ 7300 pixels.
It's now currently 450, so we need to increase it by 16 times.

Well, if you need help, I can spare some. I'm really good at coding, but not that much at drawing art.
I had some models in 3d, which could be used to render a top down version of the ship.
But I suck at drawing detail in it.

Here's a video that I had created for a mod for another game:


I just had time to prepare the video, but didn't do the audio.



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phyrex

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Re: Star Wars Mod 2.05 (under new management)
« Reply #13 on: April 08, 2013, 06:00:26 PM »

While you are at it, maybe in the Lore version, we could use proper scaling.

The ship sizes are way off. But I'm not sure how the game engine will handle it.
The TIEs might have to be shrinked more, so the biggest ships won't be absurdly increased.

Take the Interdictor SD. It should have 1600 meters, which would be 1600 pixels according to Sproginator's chart.
The TIE fighter has 6.4 meters, so only 7 pixels for them. They are gonna look like pixie dust.
And if you decide to add the Super Star Destroyers, they could go up to 19000 pixels.

Now if you don't shrink the TIE which is currently at 32 pixels, the Interdictor would need to be ~ 7300 pixels.
It's now currently 450, so we need to increase it by 16 times.

Well, if you need help, I can spare some. I'm really good at coding, but not that much at drawing art.
I had some models in 3d, which could be used to render a top down version of the ship.
But I suck at drawing detail in it.

Here's a video that I had created for a mod for another game:


I just had time to prepare the video, but didn't do the audio.





you dont have to be 110% accurate to sprogginator's chart you know, its only a helper.
and even in vanilla ships arent completly to scale. talons would probably be MUCH smaller than they are now
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ShadowFox

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Re: Star Wars Mod 2.05 (under new management)
« Reply #14 on: April 08, 2013, 06:45:27 PM »

TIEs will be shrunk some, with the idea that if you zoom in all the way you can see they are a TIE. otherwise they WILL be little more than small specks shooting tiny little green shots. Also, anyone have a clue how the color codes work in this game? im trying to modify a projectile color and cant understand why there are FOUR values. last i checked decimal color codes have 3. any insight would be great. Trying to make blue turbo-laser shots for the Venator.
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