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Jasonian
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Ruins of Jasonia Palace
Sep 1999 time: 00:13
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Thing proceed well. However, I have two little problems I'm hoping you people can help me with.
1) Something got messed up in Alphax.txt. Now every unit looks like that colony pod thing on the top of the Units picture file. This includes: scout patrols, mind worms, fungal towers. They also don't have any names. Please help!
2) I need symbols for the following: Naboo, Trade Federation, Galactic Republic, Jedi Council, Freelancers. If anyone knows where I can get them, or what they might look like if I have to make them up, please post here.
Back to work,
Jasonian
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civman2
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Just use the republic's symbol
chack out any good star wars site
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Suggestions:
1) Change the name "The Freelance Worlds" to "The Bountyhunters Guild".
2) Change the leader of the Galactic Republic to anyone else but Palpatine.
3) Get rid of the sith lord unit altogether unless it is absolutely essential to the storyline you are using for the mod.
4) You might also want to give the Empire a free punishment sphere(or whatever you plan on calling it) at the start or when they have dicovered the appropiate tech. Remember the Empire tolerated no desention.
Now I have two questions. How are you going to add unique units to the game? Do you have any idea when you might be finished?
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Jasonian
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Ruins of Jasonia Palace
Sep 1999 time: 00:13
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1) I didn't have any idea on what to call those guys! Since you seem to think that "The Bountyhunters Guild" is a more fitting name, I'll make the switch.
2) I put Palpatine in there on purpose. Is he the same guy that is secretly controling the Trade Federation? Will he become the Emperor himself? Some of the (rather lame, but still apparent) mystery from Episode 1 asks these questions.
Keep in mind that the Emperor himself isn't on Planet, and the Federation guys are in control of themselves, so there is only one Palpatine actually there. However, I'll keep that in mind.
3) Well, the Sith Lord isn't VITAL to the game, but I thought I needed a balance for the Jedi Knight unit, which is almost the same thing.
4) I debated giving the Empire punishment spheres. But that gets rid of any drones they might have, plus lowers their resrearch. Obviously, people rebel from the Empire and want to join other factions, and they do seem to have the best tech to build Death Stars and the lot. So, is it worth it?
1) I'm debating some possibilities for unique units.
A) Each faction starts with a tech that lets them build all their unique units.
B) Each faction starts with several of their unique units, and any faction can build them when they become available later on.
The first option means I need to make 7 more techs. The purpose of the mod was to change the existing things in AC and make them Star Wars themed, not add new stuff. However, the second option makes the units not very unique at all. The Naboo could have a Droid Army unit, and the Rebels could have a Death Star. But it's a lot easier on me and adds more fun to the game.
The final decision hasn't been made yet.
2) Ironicly, what's holding me back is symbols. The only two I can find are the Rebel and Imperial symbols. Once I get or create some more, things will proceed faster. I might even have it done by New Year's.
*whew!*
- Jasonian
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Responses:
1) I got the name from an old Dark Horse comic featuring Boba Fett. The guild was an outfit he belonged to.
2) Interesting, I hope you handle it a little better than the movie.
3) Upon further examination, I retract my objection to the sith lord unit. I read some old Star Wars books and found that Dark Jedi did exist within the Empire.
4) Since you put it that way, I agree with you.
As to the problem of unique units, is it possible to give each faction a tech that allows them to build thier custom units but is not researchable by the other factions?
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Jasonian
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Ruins of Jasonia Palace
Sep 1999 time: 00:13
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Update:
I FINALLY fixed the "All units are Death Stars" bug, so I was able to test out some of the custom units.
The Jedi Knight and the Sith Lord are treated like Mind Worms for some odd reason. Their moral ie in "boil status" Also, since their attack is PSI (the Force), they don't get their bonuses from Empath Song and Hypontic Trance. I'm debating chainging the force attack to A8 (which is lightsabers)
About the custom techs, I belive it would be possible to create a tech with no prerequisites and set it to "disable", but still give it as a starting tech. That way, no one could ever research it, and you would have to trade for it or steal it. That idea sounds better then what I have now (each custom unit has a pre tech, so all factions can have droid armies, stormtroopers, etc)
On another note, the mod pack is almost functional, but not near complete. I'll need some testers to get the bugs and spelling errors out of it. Sign up today and I'll send you what you need when I finish the major stuff.
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AlexanderIII
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Canada
Aug 1999 time: 05:13
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Two things:
1) Why not have just a general 'jedi' unit -- and whatever faction they belong to determines their alliegiance. The Sith Lords color would be black, and the Jedi Knights white (Spartans and UofP respectively), so there's your uniqueness right there.
2) Keep the Jedi units as Psi. You can change the morale names in alpha.txt. For example, intead of:
#MORALE
Very Green, Hatchling
Green, Larval Mass
Disciplined, Pre-Boil
Hardened, Boil
Veteran, Mature Boil
Commando, Great Boil
Elite, Demon Boil
You could make it:
#MORALE
Very Green, Jedi Student
Green, Jedi Acolyte
Disciplined, Jedi 5th class
Hardened, Jedi 4th class
Veteran, Jedi 3rd class
Commando, Jedi 2nd class
Elite, Jedi Master
...or whatever rank you decide them to be. Then your jedi units (and the aliens as well) will have jedi psi rankings.
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AlexanderIII
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Canada
Aug 1999 time: 05:13
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So just make both Jedi units have High Morale and Deep Radar (you know, ability to sense 'the force' and all). That would work.
What would be even really cool is if the psi caviar weapon was a lightsaber -- wow now your jedi would look AWESOME. Oh well.
What you could do is include two Jedi units at the start of the game for the Sith Lord and Jedi Knight factions, using each different custom graphics, complete with lightsabers, like the aliens and their Battle Ogre units. They might be something like this:
Jedi Knight, Infantry, Psi, Psi, 1, 0, 0, Disable, x, 000001000100000000000010
Abilities: High Morale, Hypnotic Trance, Deep Radar
Sith Lord, Infantry, Psi, Psi, 1, 0, 0, Disable, y, 000000000100100000000010
Abilities: High Morale, Empath Song, Deep Radar
The Jedi knight graphic would be a white figure with a light sabre, and the Sith Lord would be a black figure with a light staff (or whatever you call that thing). These units would only be available as a special bonus for choosing these factions, as they use graphics specific to that faction and they violate the two-ability-per-unit rule.
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Jasonian
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Ruins of Jasonia Palace
Sep 1999 time: 00:13
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Modpack update!
The Jedi/Sith units contine to not function as promised. I've decided to just leave them be. The Jedi and Empire will still start with them, and can build them at Centauri PSI.
The Empire is about the WORST fighter ever seen! The morale - is awful, the planet - counteracts their +25% in PSI combat, and the 110% hurry costs add salt to the wounds.
I've decided to ditch the morale minus and give them Command Centers at all when that tech is discovered. However, their police bonus is now at only +1, and their hurry modifier is at 120% to balance this.
The rebels also lost their morale modifier AND their free comlink ability (which NEVER works! Has anyone every gotten this to work?) but has gained the coolest special ability EVER. All of their unit flags are see-through! This means that when you are attacked by a rebel unit, the name is complety blacked out. Same when attacking them. This adds a whole new dimention to covert warfare!
Both the above profiles have been modified to show the new abilities.
The Bounty Hunters are quite excellent fighters and are nice force when under AI control. They lead swift and covert attacks on your bases, so watch out!
The Federation is rather weak, and gets killed rather often. They will be modified to increase their power.
The Naboo are the kind of people you HATE to kill. They're so nice and care only about the planet's ecology. They work well.
The modified Empire and Rebels are both very agressive and like to kill anything, even eachother. But they're both rather stupid and predictable.
The Jedi are fun to watch, but even more fun to kill. Picture a Miriam/Zak cross. Interesting, no?
The Republic are pacifists, but start with the third armor level, so they have some time to gain a foothold.
That's it. I'll keep posting new stuff. If you want the rebel file to see their awesome ability, email me at jay1256@hotmail.com
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SMACking
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Where can I download the Star Wars modpack? Also, I would like to playtest the modpack.
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Jasonian
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Ruins of Jasonia Palace
Sep 1999 time: 00:13
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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.
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Jasonian
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Ruins of Jasonia Palace
Sep 1999 time: 00:13
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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.com
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AlexanderIII
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Canada
Aug 1999 time: 05:13
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Jasonian, I'm curious -- not having gotten SMACX yet (I know, I know), I was wondering if it were possible to create new facilities, since there are slots available, and what could they do?
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Jasonian
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Ruins of Jasonia Palace
Sep 1999 time: 00:13
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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.
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AlexanderIII
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Canada
Aug 1999 time: 05:13
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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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