Where can I download the Star Wars modpack? Also, I would like to playtest the modpack.
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The Star Wars Modpack
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Q&A time!
Xuenay,
True, you know which faction is attacking you, but you don't know what units they are using. Since the differences between several weapons are slight, you could become VERY confused.
Also, their stats don't appear on the bar and line graphs, so you can't judge their total power without doing some heavy number chrunching.
SMACking,
You can't download it anywhere, since it's not done. But when it's done, I'll put it on my webpage and post a link to that here.
I'm still getting the files ready for playtesting. When I finish, I'll report back here.
FreeChina,
That would be helpful, yes. I still need three bases. I need one of a faction that build large governmental cities (like Lal) for the Republic. I need some smuggler/outlaw looking buildings for the Bounty Hunters, and I need something mechanized for the Trade Federation. Any of those you help with would be helpful. You will be givin credit for them in the readme, of course.Banned on Black Saturday in the name of those who went before him.
Realizes that no one probably remembers that event.
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Umm, so what if you cant see the Rebels name when they attack you? Since you can see anybody elses name, you do know who they are...The breakfast of champions is the opposition.
"A japaneze warrior once destroyed one of my modern armours.i nuked the warrior" -- philippe666
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Just a couple of questions:
1. How do you create new techs that affect gameplay?
2. Is it possible to have custom SPs?(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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Urban Ranger,
If you look in alpha.txt, you'll notice that all the weapons, armors, facilites, etc have an abbeviation after them. Example.
Children's Creche,5,1,EthCalc,Disable,Growth/Effic/Morale
"EthCalc" is the abbeviation for the Ethical Calculus tech.
When you create a new tech and give it an abberviation, (I'll use "Test"), then you can change when things become available. If you wanted the Children's Creche to be available when you discover your new tech, you would change it like this:
Children's Creche,5,1,Test,Disable,Growth/Effic/Morale
That's the gist of it really.
As for custom SPs, you can make them available, but they won't do anything except give alien factions more energy for their grids. In short, no.
Email is Jay1256@hotmail.comBanned on Black Saturday in the name of those who went before him.
Realizes that no one probably remembers that event.
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I have the first set of base icons ready. It's just the default, no defense land base. I don't know what "ocean" is going to be exactly in this game, so I didn't do those yet.
Republic BasesWhen you laugh, the world laughs with you.
When you cry, the world laughs at you.
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AlexanderIII,
I think I saw another thread about this somewhere. Yes, you can make new facilites, but they don't 'do' anything. The only things they CAN do are increase alien energy grids.
There was some talk of making facilites with a negative support cost, so you actually GAIN energy by building them. And there was talk of making facilites with high support costs and actually cost to tear down. The idea of the 2nd one was if you build a base, and you know it will be captured, rush one of those and put a strain on the new owner.
Besides that, I don't think you can use them for anything.
FreeChina,
Got the base icons, and they'll work perfectly! Excellent work there.
I'll take this opportunity to explain the basic plot of this mod:
Instead of being in the Alpha Centauri system, Chiron is in the Naboo system in the Star Wars Universe. It's the same planet, with the same nativelife and Planetmind, except it is in a new place.
The seven Star Wars factions (perhaps more to come if this goes over well) all find themselves stranded on this world with most of their technology erased when they crashed. Although when they discover Advanced Spaceflight they COULD leave, but they choose to stay to complete their missions, which was the reason they came here in the first placce.
So, to clarify FreeChina, water is still water, and sea bases are still built out there.Banned on Black Saturday in the name of those who went before him.
Realizes that no one probably remembers that event.
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Jasonian, an idea I have would be that once I can get around to making something of my SMACX: Space! mod idea (see thread SMACX: why stay planet-bound?), we could combine forces and do a Star Wars 2.0 megamodpack (cause by then your first version will have already gone out). Will probably take me well into February to complete all the graphics for the terrain and faction bases (planets) though. What do you say?
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AlexanderIII,
That is an excellent idea! Once we finish our respective mods, we can combine the graphics and concepts of them to form that megamodpack.
Since I have to remap the tech tree a bit, it will take me slightly longer to finish. But I should be done in before TOO much longer. Bring this up again once we're both finished.
An excellent idea indeed...Banned on Black Saturday in the name of those who went before him.
Realizes that no one probably remembers that event.
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If you are having sea bases, remember how in Star Wars there was this underwater civilization? Are they in this mod? Is it possible to have invisible bases like they have?When you laugh, the world laughs with you.
When you cry, the world laughs at you.
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You mean the Gungans from Episode One? They aren't in the MOD pack, but they are one of my ideas for a seven-faction expantion.
Some other ideas:
Sith Empire
Mon Calamari
aliens that attacked Bakura (alien faction)
Space Pirates
This is all speculation. I don't know if I'll do this or not. I guess it depends on how successful the origional mod is.Banned on Black Saturday in the name of those who went before him.
Realizes that no one probably remembers that event.
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