 |
|
H Tower
|
|
is your scenario going to cover the entire star wars trilogy (phantom menace sucked so it doesn't count), just one of the movies or will it involve the all the books written too? i'm hoping some creator ou there will finally add events that not only come from the movies but from the books too.
|
|
|  |
 |
|
kobayashi
|
 |
Singapore
Dec 2000 time: 13:14
|
|
The scenario starts about 2 years before A New Hope but doesn't follow the triology timeline exactly.
To be honest, I'm more a Trek fan and I have read over 100 Trek novels and not a single Star Wars novel. But I've done extensive research on the internet and got most of my info from
1. The Completely Unofficial Star Wars Encyclopedia ver 2.04
http://www1.theforce.net/CUSWE/
2. The Star Wars Planet Guide ver 2.5
http://www.jimfisher.net/planet/source.htm
3. Galactic Empire Data Bank
http://www.galacticempiredatabank.com/
4. The Star Wars Technical Commentry
http://www.theforce.net/swtc/
plus the Star Wars Rebellion game.
Things that come to mind from the books and non-movie sources are:
Dozens of planet names
Prince Xizor and the Black Sun Syndicate
Corporate Sector Authority and Epos
Admiral Zaarin
Centerpoint Station
YuuzhanVong
Eclipse Battleship
Byss and the Deep Core
Valley of the Sith Lords
TIE Defender
TIE Phantom....etc
Half the wonders like:
Calamarian Knowledge Bank
Corellian Merchant Guild
Catalogue of Intelligent Life
Shadow Academy
Ace of Sabres Casino
Kuat Yard Drives...etc.
Some of the trade goods like:
Dragon Pearls
Illumination Fabric,
Glitterstim,
Cortheum,
Bacta,
Durindfire Spice....etc
There are some Phantom Menace units (like naboo fighter) in the early stage but thats about all.
Last edited by kobayashi on 23-07-2001 at 08:23
|
|
|  |
 |
|  |
 |
|
H Tower
|
|
AHHHHHHHHHHHHHHHHH!!!! I want to play now! I love the units, and if the scenario's anything near as good as your star trek one, its going to be awesome! when can those mortal souls who missed the tremor in force about playtesting get their hands on the final release?
|
|
|  |
 |
|
kobayashi
|
 |
Singapore
Dec 2000 time: 13:14
|
|
quote: Originally posted by Tallincourt
Looks good. I'm really lookin for this scenario The only thing I don't like from what I've seen is the Executor. It just doesn't look right for a Super Star Destroyer... |
Can you be more specific about the executor (like the front partshould be longer etc.). It is often viewed from the front or side and appears very slim from those angles but as far as I know, thats approximately what it looks like from this angle. I'm going to adjust it so that it looks more diamond shaped and less arrow shaped.
As for the timing of the release - I am mostly constrained by the pace at which my testers are playing. I estimate about two weeks.
Attachment: exec14a.gif
This has been downloaded 167 time(s).
Last edited by kobayashi on 25-07-2001 at 09:35
|
|
|  |
 |
|
kobayashi
|
 |
Singapore
Dec 2000 time: 13:14
|
|
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:
http://www.civfanatics.com/civ2scen...ml#insurrection
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 on 29-07-2001 at 13:07
|
|
|  |
 |
|
kobayashi
|
 |
Singapore
Dec 2000 time: 13:14
|
|
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 on 04-08-2001 at 17:43
|
|
|  |
 |
|
kobayashi
|
 |
Singapore
Dec 2000 time: 13:14
|
|
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 on 06-08-2001 at 21:16
|
|
|  |
 |
|
Thoth
|
 |
Ottawa, Canada
Dec 2000 time: 00:14
|
|
quote: 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.
quote:
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?)
quote:
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.
quote:
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. 
quote:
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.
quote:
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.
quote: 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)
|
|
|  |
 |
|
kobayashi
|
 |
Singapore
Dec 2000 time: 13:14
|
|
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 on 11-08-2001 at 10:39
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|