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Star Wars - Episode V (alpha 0.17)

 
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Star Wars - Episode V (alpha 0.17) - 7/21/2018 11:50:05 PM   
rjord1

 

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With the changes I mentioned in the last post there is one planned change I would like feedback on.

My idea is that when you play the mod you will only have the choice of playing as the Empire or the Rebel Alliance..... unless you play as a smuggler which will be a completely different side of the mod.

As Empire or Rebels, you expand to other worlds and meet other races who will be biased either towards the Rebels, the Empire, or neither of them.

When you play the Rebel Alliance, you will come across systems which support the Empire and you will be attacked by Tie Fighters. Princess Leia and Mon Mothma will want some key worlds supporting the Empire to switch over to the Alliance..... but the success of that will vary based on the racebias file.

The racebias file I use for this mod is randomly generated with varying degrees of support so depending on the file I use the Bothans may support the Alliance one week but then the Empire the following week.

It is my plan that the racebias file is updated every weekend and available to download here with weekly updates.

With the future plans for the mod it would be easier for me to complete the mod if playable races are the Alliance or the Empire as I can focus on those two and the numerous battles between them.

Please give me feedback on what you would prefer.

< Message edited by rjord1 -- 7/21/2018 11:52:09 PM >


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Post #: 271
Star Wars - Episode V (alpha 0.17) - 7/22/2018 2:20:33 AM   
rjord1

 

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The below screenshot is an example of what the mod would look like with only the Alliance or the Empire as playable races.

The mod currently contains races seen in the movies "The Force Awakens" and "The Last Jedi".
I am planning to remove those races and add in races that exist in Star Wars prior to the Disney version of Star Wars. Looking at the mod this means 7 of the existing races will be removed and includes races introduced in Rogue One, The Force Awakens and The Last Jedi..... sorry...Gungans will still be here. :)

I am planning on 75 races in total being randomly encountered when you play as the Empire or the Rebellion.

The next version of the mod will be different enough that it will be known as alpha 1.0








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< Message edited by rjord1 -- 7/22/2018 2:35:53 AM >


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Post #: 272
Star Wars - Episode V (alpha 0.17) - 7/22/2018 2:30:06 AM   
rjord1

 

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I looked at whether I should create a version of the mod for downloading which did not contain the custom music.
However the music in this mod is only 69 meg in size so there is no need for a special no-music version of the mod.

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Post #: 273
Star Wars - Episode V (alpha 0.17) - 7/22/2018 5:50:16 AM   
rjord1

 

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In no particular order these are new races being added to the mod.
You may not recognize the name of the species but you will know them when you see them in the mod

Corellian
Iktotchi
Caamasi
Skakoan
Cerean
Nosaurian
Vulptereen
Chadra-Fan
Ewok
Anx
Aleena
Falleen
Nautolan
Naboo
Nightsister
Toong
Chiss
Varactyl
Mirialan
Momaw Nadon, also known as "Hammerhead,"
Kel Dor
Defel
Abyssin
Nimbanel


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Post #: 274
Star Wars - Episode V (alpha 0.17) - 7/24/2018 10:53:16 AM   
rjord1

 

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When you play as the Rebel Alliance you will want to begin construction of the T-65 X-wing starfighters seen in Episodes IV, V and VI.
The X-Wings will be needed to protect your planet from any Imperial fighters that may find you.

To have the X-Wings at full strength you will need to research technology such as:

sublight drive engine technology
advanced sublight drive engine technology
Class 1.0 Hyperdrive Unit Technology (you will not find this in the ruins and will need to research it)
Cryogenic power cell Technology
Deflector shield generator
Sensor System Technology
Targetting System technology
Navigation System Technology
Laser Cannon Technology
Proton Torpedo Technology
Astromech Droid Technology
S-Foils Technology
Subspace Transceiver Technology

Many but not all of these will need to be researched before you can launch your first x-wing.
For example, you need an astromech droid, shields and navigation but while exploring your own system you do not need weapons.

However, researching of weapons is important so you can upgrade your x-wings incase you are attacked by pirates or the Empire.

For this mod to work, the entire research tree has to be replaced.

If you play as the Empire you will need a different research tree which allows you to create Star Destroyers and Tie Fighters.


< Message edited by rjord1 -- 7/24/2018 3:33:44 PM >


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Post #: 275
RE: Star Wars - Episode V (alpha 0.17) - 7/24/2018 3:32:04 PM   
rjord1

 

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If you are the Empire in the mod, to have the TIE/LN starfighters at full strength you will need to research technology such as:

Ion engine technology

(Tie fighters do not have hyper drive... need to look at how to deal with this in the mod)
I may try to do it in a way that a Star Destroyer is somewhere in the system but not yet detected but within range of the Tiefighters.

Tiefighters have no shields - how to replicate in mod

Solar ionization reactor Technology
Sensor System Technology
Targetting System technology
Navigation System Technology
Laser Cannon Technology
Subspace Transceiver Technology

< Message edited by rjord1 -- 7/24/2018 3:33:14 PM >


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Post #: 276
Star Wars - Episode V (alpha 0.17) - 7/25/2018 1:13:46 AM   
rjord1

 

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The following races have now being removed from the mod and replaced with races more familiar in classic Star Wars.... otherwise known as Legends......

Crolute
Selkath
Utai
Guardians of the Whills
Disciples of the Whills
Drabatan
Iakaru
Talpini
Teedo


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Post #: 277
RE: Star Wars - Episode V (alpha 0.17) - 7/31/2018 3:08:52 AM   
LordMM

 

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Brilliant work here, I especially love the way the planets look. Thanks a ton for extending the life of the game for me. Just want to say I appreciate what you are doing here.

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Post #: 278
RE: Star Wars - Episode V (alpha 0.17) - 7/31/2018 8:46:17 PM   
rjord1

 

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quote:

ORIGINAL: LordMM

Brilliant work here, I especially love the way the planets look. Thanks a ton for extending the life of the game for me. Just want to say I appreciate what you are doing here.


Thanks for the great comment...... I have spent literally hundreds of hours on each of my mods and have a lot more work on them still to go. Always great to get some feedback from people who have tried the mod.

If you like the planets in this mod as they are now you will love the next version of planets I am working on.


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Post #: 279
Star Wars - Episode V (alpha 0.17) - 8/1/2018 2:55:59 AM   
rjord1

 

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I am close to showing a preview of the new look planets for the mod. This will cover all planet types in the mod.
I am currently working on the image for Coruscant which has a look unlike any other planet in Star Wars.

The aim of the looks of the planets is that when you travel to a new system and explore the planets you will go to a planet and say " Wow......look at that planet".

The key to this would be different and new textures for each planet.

< Message edited by rjord1 -- 8/1/2018 3:06:41 AM >


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Post #: 280
Star Wars - Episode V (alpha 0.17) - 8/1/2018 3:14:30 AM   
rjord1

 

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The look of volcanic worlds is also changing to how they have appeared in Distant Worlds Universe before.
I am testing a few ideas here on different ways to show volcanic planets.

Example: Would all volcanic worlds be showing active eruptions?
Example: Can a volcanic world have oceans and deserts as well?

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Post #: 281
Star Wars - Episode V (alpha 1.0) - 8/1/2018 2:25:08 PM   
rjord1

 

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With the new planets I am creating for the mod I am fixing up some issues with the previous planets I had added.



< Message edited by rjord1 -- 8/1/2018 8:36:12 PM >


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Post #: 282
Star Wars - Episode V (alpha 1.0) - 8/1/2018 8:37:20 PM   
rjord1

 

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I am currently looking at a brand new way of adding realistic planets and moons to the mod.

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Post #: 283
RE: Star Wars - Episode V (alpha 1.0) - 8/2/2018 12:29:50 AM   
ArchMike

 

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Awesome !

Thanks for your input to Distant Worlds community :D

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Post #: 284
Star Wars - Episode V (alpha 1.0) - 8/8/2018 7:54:19 PM   
rjord1

 

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I am replacing the clouds that come with Distant Worlds Universe and replacing them with clouds for specific planets as shown below.









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< Message edited by rjord1 -- 8/9/2018 7:57:09 AM >


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Post #: 285
Star Wars - Episode V (alpha 1.0) - 8/8/2018 8:26:48 PM   
rjord1

 

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Volcanic planets will show additional details.

Below you can see the bright colors of active lava fields as well as dark grey and black areas which show where lava had once flowed in the distant past.






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< Message edited by rjord1 -- 8/9/2018 8:04:50 AM >


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Post #: 286
Star Wars - Episode V (alpha 1.0) - 8/11/2018 2:32:16 AM   
rjord1

 

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More testing of planets to be added to the mod......






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Star Wars - Episode V (alpha 1.0) - 8/11/2018 2:52:00 AM   
rjord1

 

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A new look volcanic world being tested......






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< Message edited by rjord1 -- 8/11/2018 6:07:38 AM >


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Post #: 288
Star Wars - Episode V (alpha 1.0) - 8/11/2018 6:09:46 AM   
rjord1

 

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The pictures of the worlds I posted a day or so ago had one problem.... they were a little dull looking.

What I am doing with latest version is to keep them looking bright which makes them look a thousand times better in the mod.

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Post #: 289
Star Wars - Episode V (alpha 1.0) - 8/11/2018 7:29:15 AM   
rjord1

 

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Could this be an ocean world......or is it a continental world?
Note the polar ice caps in the north and the south.....







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Star Wars - Episode V (alpha 1.0) - 8/11/2018 7:42:35 AM   
rjord1

 

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The answer to the question in the last post is that the planet shown there is dominated by landmasses....

The world shown below has very little in the way of land..... a few islands scattered around the globe..... and this is an example of an ocean world.






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Star Wars - Episode V (alpha 1.0) - 8/11/2018 7:49:23 AM   
rjord1

 

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Again the world in the prior picture is a little dark.....so the picture below shows the same world but with brightness and contrast effects applied.






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Star Wars - Episode V (alpha 1.0) - 8/11/2018 8:58:18 AM   
rjord1

 

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An example of a world covered in a forest biome.






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< Message edited by rjord1 -- 8/11/2018 9:10:36 AM >


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Post #: 293
Star Wars - Episode V (alpha 1.0) - 9/12/2018 2:00:51 AM   
rjord1

 

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The Star Wars mod will have another update released sometime over the next 4 weeks which will add a lot more to the mod in the way of gameplay.

A major focus is improving the looks of the planets and improved ships for the Empire and the Rebel Alliance. Minor races will have the ships replaced with those from the Star Wars universe.

I am trying to recreate the battles between the Rebels and the Empire around the period of the Battle of Yavin and a lot of time is being taken to get the strength between each race as accurate as possible.

The Empire will automatically have an advantage over other races in terms of strength and this will provide a challenge if you play as the Rebel Alliance as you will need to conduct strategic raids to destroy Tie Fighters and Star Destroyers.

Ships available will be limited for you and I am working on adding in limitations to what ship the AI can build as well.

Below is a work in progress banner for the mod





Attachment (1)

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Star Wars - Episode V (alpha 1.0) - 9/12/2018 6:54:38 AM   
rjord1

 

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The new Imperial Shuttle......








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< Message edited by rjord1 -- 9/12/2018 6:56:12 AM >


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Post #: 295
Star Wars - Episode V (alpha 1.0) - 9/12/2018 7:12:04 AM   
rjord1

 

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I am testing some ideas on which direction this mod goes from here..... the one thing that will be in the mod are a lot of X-Wings and Tie-Fighters.

The much larger Rebel Cruisers and the Imperial Star Destroyers are in the game but not in high volumes. When your solitary X-Wing comes across a Star Destroyer the X-Wing will more than likely hyperspace out of the system. When a Star Destroyer enters your home system hopefully you will have enough ships to take it down.... though I am hoping to make star fighters taking down a Star Destroyer being a difficult task.

I am also looking at trying to put in the mod a way of the Rebels escaping when the Empire discovers where the secret rebel base is...as was seen in The Empire Strikes Back when they fled Hoth.

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Post #: 296
Star Wars - Episode V (alpha 1.0) - 9/12/2018 8:08:57 PM   
rjord1

 

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The ships available in the mod is now being worked on with the design screen shown below only having the escort as the only ship available for the Rebel Alliance. Note the screen shows all available designs and all design types.

This will be renamed to an X-Wing and Star Wars components assigned to the X-Wing.

Additional ships and rebel bases will be added over the next few days.






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< Message edited by rjord1 -- 9/12/2018 8:12:38 PM >


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Post #: 297
Star Wars - Episode V (alpha 1.0) - 9/13/2018 2:30:17 AM   
rjord1

 

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I am modifying the characters for the Rebel Alliance this afternoon.

Currently the first 4 ship captains that will appear for the Rebel Alliance will be randomly Luke Skywalker, Han Solo, Lando Calrissian and Chewbacca.

First off, I am removing ship captains and replacing them with ship pilots. Pilots seem more in tune with Star Wars while captains are more likely to be seen in Star Trek.

In the test run I am doing at the moment Han Solo was the first ship pilot to arrive. This means that both he and Princess Leia are now in the game I am currently playing.

As Han Solo and Chewbacca will be assigned to the Millenium Falcon I have made a change that Han will always be the first to arrive and Chewbacca will follow as the next pilot.

As soon as Han Solo arrives the plan is to begin building the Millennium Falcon which you will then control manually with Han, Chewbacca, Luke and Leia on board. The Falcon will visit surrounding systems to seek allies for the Rebel Alliance.

The Empire has not been spotted yet but it will likely not be long before the first tie fighters are spotted.

When the Empire is spotted the Millennium Falcon will head straight there to check for signs of imperial bases. Luke will at this stage leave the Falcon and pilot his own X-Wing and at this stage you are manually controlling both ships.

If Luke's x-wing is heavily damaged during combat the Falcon will swoop in and rescue him.

The goal of this mod is to keep Luke, Leia, Han and Chewbacca alive.

Just a note: I am not sure why i have not added them yet but the droids Artoo Detoo and See Threepio are being added to the mod as well.

< Message edited by rjord1 -- 9/13/2018 2:36:58 AM >


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Post #: 298
Star Wars - Episode V (alpha 1.0) - 9/13/2018 2:39:58 AM   
rjord1

 

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One ship set will be devoted entirely to building one ship..... the Millennium Falcon. I am working on deciding which ship set to use but it will be one with a lot of fire power.

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Post #: 299
Star Wars - Episode V (alpha 1.0) - 9/13/2018 11:53:57 AM   
rjord1

 

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Testing the new look of the Millennium Falcon and one of the 23 new planets added to the mod today.






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Post #: 300
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