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Star Wars Insurrection

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  • #16
    I think the shape of the ship is right. I'm just used to see it from a different angle. The aft end of the ship is that long according to this picture. The color of the ship could be more grey than that brown/red it is now (it looks dirty and imperials can't look dirty ).

    Oh, and I don't know if you have spotted this, but in the wonders pic is KYD Shipyards, which should be KDY (Kuat Drive Yards) Shipyards.
    "Reflection. Surprise. Terror. For the future."

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    • #17
      OK Kob, I have the latest update, and I have installed them.

      No problems yet, in fact, this one is the smoothest you've done yet.
      I believe Saddam because his position is backed up by logic and reason...David Floyd
      i'm an ignorant greek...MarkG

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      • #18
        Originally posted by Chris 62
        OK Kob, I have the latest update, and I have installed them.

        No problems yet, in fact, this one is the smoothest you've done yet.
        Chris 62?
        When did you change your handle?

        presumably you are the gobi-visto chris?

        Regarding the 'smoothness' factor. I still think Dominion War is better. Of course the fact that you had to play DW twenty times before I got the balance right while this one seems to work well the first time may have something to do with your opinion.

        In some way this one seems better because I have lifted the self-imposed size limit of one diskette for sound files I used in my previous scenarios.
        Last edited by kobayashi; July 26, 2001, 00:41.
        .
        This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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        • #19
          Paging Grothgar, paging Grothgar....

          Final Call for play-test comments.
          .
          This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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          • #20
            Star Wars Insurrection is now officially released. Its 2.66 Mb but I can assure you its well worth the download time. You can get it from civfanatics.com - the link is provided here:



            Comments are welcome.

            For those of you who do not frequent civfanatics, Willemvanoranje a friend of mine has authored an excellent Star Trek scenario, Kappa Quadrant, and is just releasing version 2.2 right now. It is located nine scenarios down from SW Insurrection.
            Last edited by kobayashi; July 29, 2001, 04:07.
            .
            This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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            • #21
              A thousand apologies to people who has already downloaded the scenario. I (stupidly) forgot that units which can carry aircraft cannot have holds. I have sent an update for posting.

              In the meantime, if you are already playing the scenario or have downloaded a game file where the readme doesn't indicate version 1.1, just don't try to ferry ground units with any carriers or battle-stations. You can play as per normal except for this restriction.
              Last edited by kobayashi; August 4, 2001, 08:43.
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              This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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              • #22
                OK, the ameded version is up.

                Most of you probably already know this but just in case: If you are updating from version 1.0R, you need only download the game zip.
                .
                This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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                • #23
                  i've been busy!

                  sorry, yeah i've been playing a little but i've been busy with scotF's turtledove scenario and case's cruel sea scenario. i love the unit graphics but i haven't gotten through more than a few turns. Too much work, not enough sleep and civ suffers from insomnia

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                  • #24
                    Thoth has sent in a wonderful set of comments which are just to detailed not to post here.


                    .....Thanks once agian for your hard work, I've gotten many hours of enjoyment from your scenarios.

                    Bugs and Tweaks for SW: Insurrection

                    The role of the Headhunter and A-Wing fighters should be set to "3" (Air superiority).

                    true - fixed that now

                    Ships should have their ranges set to 0. Non zero values have no effect except to add confusion to the display.

                    I was wondering what all those funny numbers were - fixed that now

                    Holds should be removed from carriers. (Exception: Death Star and Worldship, which should have the carrier flag removed.)

                    Implemented in version 1.1 - the rush update

                    The descriptions of "special effects techs" ie Mysticism (Rev-eng Dreadnaught) do not show up in the Civilopedia. I don't know how to fix this one.

                    I can see it - "increases the effect of holo suites" in my FW version

                    The "Cant' built fortifications" message needs the appropriate tech added to the message.

                    true - fixed that

                    The description of the effects of The Tarkin Doctrine in the events file is incorrect.

                    Tarkin is the Hanging Gardens - the pedia say correctly that there is "one extra happy citizen in each planet" . There was one typo if thats what you meant.

                    Tweaks: I'd give the Imperial powers Probe Droids (with diplomat capabilities) and make R2 units spies.

                    AI does not know how to use non-ground diplomatic units. I tested that.

                    There are no pure transports in the game.

                    true, is there anything wrong with that?

                    Bounty Hunters: I see from the Rules.txt that you were toying with the idea. I'd suggest their inclusion, with a few changes: Put them in the Fanatics slot, free support for Pirates, make them smallish ships with the Fighter flag set. Set up an event so that a small reward (50g?) is collected every time a bounty hunter kills another unit.

                    I'm saving that slot for a barbarian of some kind - to be implemented later. My few experiments didn't work out too well.

                    Terraforming: There are listings in the civilopedia for the effects of engineer transformations on each planet type, but there are no engineers in the scenario. Given the levels of technology in the Star Wars universe, I don't think it's unreasonable to have an engineer unit available.

                    It was my intention to have terraforming slow. WHen you have engineers you get rail and fortresses everywhere given the limited amount of land in an island game.

                    The Millenium Falcon does not have the Fighter flag set. This ship was highly effective against Tie fighters in the movies, it seems reasonable to set the fighter flag.

                    the fighter flag is on in my version. Did I change that after I released version 1.1

                    Wonder Obsolescence: Rather than making the inital wonders obsolete when the pirate craft are destroyed, I'd rather see the obsolescence tech given when the planet changes hands. Perhaps Xigor could be made a barbarian, and a monetary/information reward given for his destruction.

                    I reasoned that if you killed the right planet - you would make the defending power much weaker when you should already be much stronger. Also didn't want the location of the trigger to be fixed for second time players.

                    Governments and Techs: If the pre-requisites for tribe specific techs are changed to "Rob, no" instead of "Rob, nil", these techs will not be available for trades. They still show up on F6, so I assume they are stealable. This prevents an early and easy democracy by the Rebublic or Imperial powers after contacting the Corporate SA. It also reduces the amount of clutter in the build options menu after some aggressive early game trading and stealing.

                    This is the BEST suggestion - I have implemented it completely. It stops the AI from researching down two trees at the same time.

                    I'd like to see a few more events to give the scenario more of a plot line. As it is, SWI is a fairly straightforward "build and conquor" scenario. It's fun, but I think that with a little more effort this could be an excellent scenario, at least on par with Dominion Wars.

                    the special thing about Dominion War was that it was a single race scenario. That allowed me to do lots of things. In this case, I have to make sure the three major races play the same. In any case the scenario is built on FW and I have used up 99% of the event space. Honestly, I do not think I can ever make a scenario as great as Dominion War. That was due to the confluence of the right people, ideas, inspiration and knowledge - never to be repeated.
                    Last edited by kobayashi; August 6, 2001, 12:16.
                    .
                    This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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                    • #25
                      Final call for feedback before I release the final version 1.2.
                      .
                      This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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                      • #26
                        Originally posted by kobayashi
                        The descriptions of "special effects techs" ie Mysticism (Rev-eng Dreadnaught) do not show up in the Civilopedia. I don't know how to fix this one.

                        I can see it - "increases the effect of holo suites" in my FW version
                        Interesting, I'm using MGE and it doesn't show up.


                        Tweaks: I'd give the Imperial powers Probe Droids (with diplomat capabilities) and make R2 units spies.

                        AI does not know how to use non-ground diplomatic units. I tested that.
                        They don't have to be air units. In the movies, Rebel spies were critical to the success of the Rebellion. I thought giving the Rebels R2s with spy capabilities and the Imperials "Probe Droids"
                        (or interrogation droids) with diplomat abilities would be an easy way to model this.

                        This does tip the balance in the Rebellion's favour somewhat, I'm not sure if it's enough to warrant some form of tweak for the Imperials (perhaps cheaper Tie fighters?)


                        There are no pure transports in the game.

                        true, is there anything wrong with that?
                        Not necessarily, but I like having the option, especially as a Republic or Democracy.


                        Terraforming: There are listings in the civilopedia for the effects of engineer transformations on each planet type, but there are no engineers in the scenario. Given the levels of technology in the Star Wars universe, I don't think it's unreasonable to have an engineer unit available.

                        It was my intention to have terraforming slow. When you have engineers you get rail and fortresses everywhere given the limited amount of land in an island game.
                        The time required for mining/irrigating can be set directly in the terrain section of the Rules.txt. I *like* my engineers.



                        The Millenium Falcon does not have the Fighter flag set. This ship was highly effective against Tie fighters in the movies, it seems reasonable to set the fighter flag.

                        the fighter flag is on in my version. Did I change that after I released version 1.1
                        I downloaded 1.0, no fighter flag for the MF.


                        Wonder Obsolescence: Rather than making the initial wonders obsolete when the pirate craft are destroyed, I'd rather see the obsolescence tech given when the planet changes hands. Perhaps Xigor could be made a barbarian, and a monetary/information reward given for his destruction.

                        I reasoned that if you killed the right planet - you would make the defending power much weaker when you should already be much stronger. Also didn't want the location of the trigger to be fixed for second time players.
                        I think we crossed wires on this one. I meant when Coruscant is taken (by anyone) the Imperial Centre wonder stops working, when Kuat is captured, the shipyards are destroyed in the fighting, ect ect. This makes the starting wonders only available for the civ that starts with them.

                        Governments and Techs: If the pre-requisites for tribe specific techs are changed to "Rob, no" instead of "Rob, nil", these techs will not be available for trades. They still show up on F6, so I assume they are stealable. This prevents an early and easy democracy by the Republic or Imperial powers after contacting the Corporate SA. It also reduces the amount of clutter in the build options menu after some aggressive early game trading and stealing.

                        This is the BEST suggestion - I have implemented it completely. It stops the AI from researching down two trees at the same time.
                        It also stops the Human from doing it.

                        Have you considered picking up TOT? The possibilities for scenario makers are considerably expanded, and you get 100k of event space (and the possibility of multiple maps)
                        Libraries are state sanctioned, so they're technically engaged in privateering. - Felch
                        I thought we're trying to have a serious discussion? It says serious in the thread title!- Al. B. Sure

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                        • #27
                          You're reallygoing through the whole scenario with a fine toothed comb. I salute you.

                          Yeah some of your ideas are good but I am constrained by event space ( I already used all the available space and had to cut some text out just to fit in the energy module storyline) and unit slots (I already used all the available slots except the knight slot which is quite dangerous to use except for barbarians).

                          The sound-unit slot mapping is also a major constraint. Most unit changes will require a complete swapping of the entire game arrangement (without guarantee of a more efficient combination).

                          I don't have TOT and I heard that makng a scenario using TOT is a nightmare. ALso Tot will reduce the potential audience exponetially. I am not even using MGE cause I know of many players who are still using only FW. Valdez even makes his scenarios in the form of modpacks so that Civ classic owners can play but that is too much for me.
                          Last edited by kobayashi; August 11, 2001, 01:39.
                          .
                          This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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