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RE: [Release]Star Wars! Preview

 
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RE: [Release]Star Wars! Preview - 12/24/2010 4:50:24 AM   
lordxorn


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quote:

ORIGINAL: Webbco


quote:

ORIGINAL: lordxorn

The New Republic is considered part of lore, as the books are sanctioned by George Lucas.



After watching that famous review/critique of Episode I and II (www.youtube.com/watch?v=FxKtZmQgxrI), I'm not sure whether to trust Lucas anymore.

However, the ships still look cool lordxorn, I'd be still interested in using them! :)


Dude I was reviewing this thread for the next races I am adding, and watched that youtube link you posted on the part 1 and 2 reviews, HILARIOUS!!

Pro-taga-nist!!! lol

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RE: [Release]Star Wars! Preview - 12/24/2010 2:52:23 PM   
Igard


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From: Scotland
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quote:

ORIGINAL: lordxorn


quote:

ORIGINAL: Webbco


quote:

ORIGINAL: lordxorn

The New Republic is considered part of lore, as the books are sanctioned by George Lucas.



After watching that famous review/critique of Episode I and II (www.youtube.com/watch?v=FxKtZmQgxrI), I'm not sure whether to trust Lucas anymore.

However, the ships still look cool lordxorn, I'd be still interested in using them! :)


Dude I was reviewing this thread for the next races I am adding, and watched that youtube link you posted on the part 1 and 2 reviews, HILARIOUS!!

Pro-taga-nist!!! lol



Mr plinket is my favourite youtube reviewer. His review of the new Star Trek movie was very well thought out and he made some excellent points which is strangely reinforced by how much of a nutter he is!

I mean if a crazy person is pointing out these plotholes and gaffs, then the movie makers must really be off their heads!

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Post #: 182
RE: [Release]Star Wars! Preview - 12/24/2010 3:43:55 PM   
lordxorn


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I think he is a great voice actor, he did a good palpatine. His serial killer reviewer slant is genius. I believe the voice he is imitating is the one from Silence of the Lambs.

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Post #: 183
RE: [Release]Star Wars! Preview - 12/26/2010 8:10:48 PM   
Webbco


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I gotta see the star trek review he did! He's definitely pretty original in his approach. "WHAT'S WRONG WITH YOUR FAACE??!"

Is there an answer to the question about ship size limitations? Is it viable to increase their max sizes?

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Post #: 184
RE: [Release]Star Wars Mod-Empire, Rebel Alliance - 12/28/2010 3:26:51 PM   
lordxorn


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A preview of the new update

Deathstar,
Corrected Scaling,
ROTS Full Implementation,
Custom Dialog,
Racial Bias,
Many more!



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Post #: 185
RE: [Release]Star Wars Mod-Empire, Rebel Alliance - 12/28/2010 4:19:52 PM   
Igard


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Post #: 186
RE: [Release]Star Wars Mod-Empire, Rebel Alliance - 12/28/2010 4:41:22 PM   
WoodMan


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Indeed, it looks awesome 

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RE: [Release]Star Wars Mod-Empire, Rebel Alliance - 12/28/2010 9:38:23 PM   
2guncohen


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 Looks super sweet

Lordxorn did you found the goods ?
I can provide the "stuff" monday iff you lost it *wink*

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Post #: 188
RE: [Release]Star Wars Mod- ROTS Update! - 12/29/2010 12:29:53 AM   
lordxorn


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ROTS Update posted!!

enjoy

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Post #: 189
RE: [Release]Star Wars! Preview - 12/29/2010 12:56:44 AM   
Igard


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Great job with this, lordxorn. Thank you muchly.

Looks like you got the ships to scale really well too.


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Post #: 190
RE: [Release]Star Wars! Preview - 12/29/2010 2:15:35 AM   
lordxorn


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DELETED

< Message edited by lordxorn -- 12/29/2010 2:19:47 AM >


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Post #: 191
RE: [Release]Star Wars Mod ver 1.0 - 12/30/2010 6:13:23 PM   
invernomuto


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I really want to try this mod, but I do not want to overwrite my existing installation of DW. What tool can I use? Is this mod compatible with JGME? Thanks in advance.

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Post #: 192
RE: [Release]Star Wars Mod ver 1.0 - 12/30/2010 6:44:24 PM   
lordxorn


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The actual mod itself only overwrites the planetdestroyer.png file with that of the Deathstar. For your convenience I have included a backup of the orginal planetdestroyer. If you like I could create a orginal planetdetroyer.zip to re-write over the star wars one.

The acutal races Rebellion and Empire are separate and do not overwrite any orginal files, and is compatible with other themes.

Other than that the weapons mod is a separate package.



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Post #: 193
RE: [Release]Star Wars Mod ver 1.0 - 1/2/2011 8:33:31 PM   
2guncohen


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Alright

Nice work Lordxorn !!!

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Post #: 194
RE: [Release]Star Wars Mod- ROTS Update! - 1/8/2011 7:48:13 PM   
Caesar_Augustus


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Greetings to all players! I am having a rather fun time with DW:ROTS, a really appealing and addictive game experience... I love the Star Trek and Star Wars Mods, really great effort, guys!!

But I have a question regarding the Super Laser Beam (you know, the Death Star planet-destroying blast).
According to the races.txt, it is number 3 in the Special Component options for a given race, but so far, I am not able to have the Empire enjoy this Super Laser for the Death Star. Maybe I'm using the Death Star image as a "Capital Ship", which may not be correct in game terms, but no such luck... When I try to build a new ship model, the Super Laser Beam does not appear at all in the components section, so...

How in Alderaan can the Empire bring order to the galaxy far, far away, without the Super Laser for her armoured battlestation (s)??? Thanks for your help!

< Message edited by Caesar_Augustus -- 1/8/2011 7:50:58 PM >

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Post #: 195
RE: [Release]Star Wars Mod- ROTS Update! - 1/9/2011 6:08:09 AM   
lordxorn


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Caesar_Augustus welcome to the DW forums and I am really glad you are enjoying the fine title Codeforce/Matrix brought to us, and the Star Wars mod.

You bring up an excellent question, and I believed the Super Laser planet destroying tech was a natural for me to give to the Empire from the start. However, because the Planet Destroyer is in the game organically I thought it would be better and more challenging to force you to actually find it in the story line and repair the darn thing.

So yes it was an intentional decision to exclude the super tech, (which would allow you to build the super laser from starting tech) and have you work a little harder to obtain it.

Of course since you are saavy enough to peek into the races.txt file, then if you would like for personal reasons you can edit the change in yourself.

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Post #: 196
RE: [Release]Star Wars Mod- ROTS Update! - 1/9/2011 10:00:49 AM   
2guncohen


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Lordxorn, when we can mod the pirate factions in the game.
Will you add star wars themed ones ?

And  ^^ will you add other races or factions.
Imperial remnant ectra... in the future ?



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Post #: 197
RE: [Release]Star Wars Mod- ROTS Update! - 1/9/2011 12:00:19 PM   
Caesar_Augustus


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Yes, well, thank you kindly, lordxorn! It's fine the way you designed your mod but, well, you see, I have a rather "imperial" outlook on the world and the universe for that matter, as my nick suggests .

My problem though is that I have been able to include the Super Laser tech (#3) for the Romulans start-up in a Star Trek mod in standard DW, but I have not been able to do the same thing for the Galactic Empire in your Star Wars mod for ROTS. I just can't understand why not... I think I'm doing the same thing, but no luck... any clues? Thanks again!

< Message edited by Caesar_Augustus -- 1/9/2011 12:02:00 PM >

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Post #: 198
RE: [Release]Star Wars Mod- ROTS Update! - 1/9/2011 4:03:17 PM   
Caesar_Augustus


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From: Henneth Anûn
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I'm trying everything imaginable, no go, no Super laser for my poor Death Star... It seems broken... Oh, HELP, please, for without the power of this fully armed battlestation, I cannot maintain peace and order in the galaxy... Editing the races.text in this way (Super Laser tech# 3) seems to work in DW but not in ROTS???

< Message edited by Caesar_Augustus -- 1/9/2011 4:04:04 PM >

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Post #: 199
RE: [Release]Star Wars Mod- ROTS Update! - 1/9/2011 10:31:20 PM   
Caesar_Augustus


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Confirmed: there seems to be a nasty bug in ROTS since the "Special component" tech numbers do not have any effect, other than the Skakturi Firestorm torpedo weapon (#11). So, for the moment, no Super Laser nor anything else for that matter Unless I'm missing something... can the devs confirm this... and if so, correct this, please??

EDIT: After experimenting with the values, it seems that special component techs 4-15 do in fact work (yay!), but apparently not the case, most sadly, for techs 1=Death Ray, 2=Devastator Pulse, and 3=Super Laser (!). Really seems to be a strange bug, please fix this!

< Message edited by Caesar_Augustus -- 1/9/2011 11:30:29 PM >

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Post #: 200
RE: [Release]Star Wars Mod- ROTS Update! - 1/10/2011 2:47:52 AM   
mikedora

 

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This looks like an excellent mod, but I have one question. Where do I find the Empire & Rebel Alliance flagshapes in it? I've installed iaw the instructions, but I can't seem to find them.

Thanks

Mike

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Post #: 201
RE: [Release]Star Wars Mod- ROTS Update! - 1/10/2011 7:43:54 PM   
lordxorn


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quote:

ORIGINAL: mikedora

This looks like an excellent mod, but I have one question. Where do I find the Empire & Rebel Alliance flagshapes in it? I've installed iaw the instructions, but I can't seem to find them.

Thanks

Mike


Thanks for the catch, I remember now that I forgot to offer it as a separate upload. The problem is that it will overwrite the original game files which some players do not like. I will upload the flagshapes as a separate file today and will of course offer the original files already backed up for you.

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Post #: 202
RE: [Release]Star Wars Mod- ROTS Update! - 1/10/2011 9:48:43 PM   
mikedora

 

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Thanks for that Lordx

BTW, the way I handle such "original overwrite" files is to use the Jonesoft Generic Mod Enabler (I don't have the download link right now, but it can be found via a quick web search).

This very useful utility allows the user to swap alternative files in and out as required, without losing the original data. I intend using it for both the Star Wars and the Star Trek flagshapes and weapons graphics.

Mike

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Post #: 203
RE: [Release]Star Wars Mod- ROTS Update! - 1/10/2011 9:55:01 PM   
lordxorn


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quote:

ORIGINAL: mikedora

Thanks for that Lordx

BTW, the way I handle such "original overwrite" files is to use the Jonesoft Generic Mod Enabler (I don't have the download link right now, but it can be found via a quick web search).

This very useful utility allows the user to swap alternative files in and out as required, without losing the original data. I intend using it for both the Star Wars and the Star Trek flagshapes and weapons graphics.

Mike


YW

BTW I quickly checked out the Jonesoft Generic Mod thingamajig and it looks interesting I will look into it more.

Here is a download link for it from Fileplanet.

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Post #: 204
RE: [Release]Star Wars Mod- ROTS Update! - 1/15/2011 3:58:43 AM   
mikedora

 

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Quick question for Lordxorn, have you uploaded the Star Wars flagshapes as discussed the other day, and if so, where?

Thanks

Mike

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Post #: 205
RE: [Release]Star Wars Mod- ROTS Update! - 1/15/2011 4:18:36 AM   
lordxorn


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quote:

ORIGINAL: mikedora

Quick question for Lordxorn, have you uploaded the Star Wars flagshapes as discussed the other day, and if so, where?

Thanks

Mike


Sorry about that mikedora, got sidetracked.

It is now available on on the original post, thank you for your support. Enjoy.

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Post #: 206
RE: [Release]Star Wars Mod- ROTS Update! - 1/15/2011 6:54:50 AM   
Caesar_Augustus


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Lordxorn, it would seem that the Star Wars Flagshapes link actually downloads the DW mod package,
called EmpireRebelTheme, 223MB of some pretty heavy flags, hehe

< Message edited by Caesar_Augustus -- 1/15/2011 6:55:52 AM >

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Post #: 207
RE: [Release]Star Wars! Preview - 1/15/2011 3:05:30 PM   
lordxorn


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quote:

ORIGINAL: MajorKururu

seen like the download link is down. any mirror


Ok the flagshapes.rar has been fixed, thanks.



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Post #: 208
RE: [Release]Star Wars Mod- ROTS Update! - 1/15/2011 3:28:34 PM   
pipewrench


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great soundtrack to add to the music file,

thought about this mod right away




http://www.youtube.com/watch?v=-5YnkzRHYMA&feature=related


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Post #: 209
RE: [Release]Star Wars Mod- ROTS Update! - 1/15/2011 3:42:01 PM   
Igard


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quote:

ORIGINAL: pipewrench


great soundtrack to add to the music file,

thought about this mod right away




http://www.youtube.com/watch?v=-5YnkzRHYMA&feature=related







I was half expecting Lapti Nek to jump out with the cantina band.

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Post #: 210
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