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RE: Star Wars (alpha 1.0)

 
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RE: Star Wars (alpha 1.0) - 9/22/2018 12:52:34 AM   
rjord1

 

Posts: 1492
Joined: 6/14/2013
From: Sydney, Australia
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quote:

ORIGINAL: Veloz

jord1 if permited nice work¡



Thanks Veloz.... I am trying to make this mod a little diffrent in how it looks and how it is played.
The 2 main groups fighting each other are the Rebel Alliance and the Empire and both of these need to seek allegiance from other worlds to gather a strong military force.

The Empire is already strong but still needs to put Imperial stormtroopers on planets to make sure those planets do not follow the Rebellion.

One character I am workinf on at the moment is Darth Vader and how and when he appears in the mod.

With his use of the force his ship will be diffacult to destroy and I am working on how to make sure he is not killed during gameplay.

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Post #: 331
Star Wars (alpha 1.0) - 9/22/2018 1:06:23 AM   
rjord1

 

Posts: 1492
Joined: 6/14/2013
From: Sydney, Australia
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When testing the mod for example playing the Rebellion I like to have the Empire start as far away as possible. This is because they are more advanced, have hyperdrives and will be expanding almost straight away.

The Rebel Alliance is only just starting and they need to research hyperdrive, build their ships and send ambassadors out to surrounding systems in diplomatic ships to get more planets to ally with the Rebels.

Sometimes I start with the Empire location randomized..... this may lead to my finding imperial stormtroopers are stationed in a neighboring system early in the game play .... this means the Empire will find the Rebel base sooner than expected.

Please note that the download link on page 1 does not contain any updates to the mod I have been working on this year.

When the link for version 1.5 is added you will be able to try the new work.





< Message edited by rjord1 -- 9/22/2018 2:51:54 AM >


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Post #: 332
Star Wars (alpha 1.0) - 9/22/2018 6:36:06 AM   
rjord1

 

Posts: 1492
Joined: 6/14/2013
From: Sydney, Australia
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I am gathering data together of all the planets that supported the Rebel Alliance during the period of Episode IV.
The Empire had overwhelming support by planets for fear of retaliation by Palpatine, but the Rebel Alliance had its supporters too.

With planets supporting the Rebels I am adding them in 2 categories:

1. Planets who definitely support the Rebels..... so far 45 planets
2. Planets who might support the Rebels fight against the Empire

The following are the planets so far in category one.


Abridon
Alderaan
Alzoc III
Arbra
Averam
Boz Pity
Brigia
Cantros 7
Chandrila
Chardaan
Chrellis
Dac
Dankayo
Dantooine
Delaya
Edan II
Fangol
Generis
Geonosis
Gerrard V
Golrath
Hoth
Isis
Kalaan
Kashyyyk
Krant
Kriselist
Laakteen Depot
Mygeeto
Nentan
Ord Pardron
Orion IV
Polmanar
Polus
Ralltiir
Rori
Rudrig
Silken Asteroids
Sullust
Talay
Tel III
Telos IV
Thila
Thyferra
Togoria
Tomark II
Utapau
Vergesso Asteroids
Virgillia 7
Yavin 4


You will notice that Geonosis is listed above.

This is because the Empire began running out of slaves building the first Death Star and Darth Vader went to Geonosis to round up the natives to use as slave labor. The Geonosians at this stage were supporting the Rebels who had a secret base on Geonosis one year prior to Episode IV.

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Post #: 333
RE: Star Wars (alpha 1.0) - 9/26/2018 11:19:22 PM   
rjord1

 

Posts: 1492
Joined: 6/14/2013
From: Sydney, Australia
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I just finished watching a Star Wars Rebels episode where Princess Leia Organa arrives on Lothal in season 2.

This episode was important as it occoured 3 years prior to the Battle of Yavin and is in the era that this mod occours.
Characters seen in Star Wars Rebels will appear in the mod and I am working on creating pictures of the characters for the mod.

Below is Zeb Orrelios who is a Lasat from the planet Lasan.





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Post #: 334
Star Wars (alpha 1.0) - 11/15/2018 1:56:18 AM   
rjord1

 

Posts: 1492
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
A quick note to let all know that I am still working on the mods for Star Wars and Star Trek.
The lack of updates has been down to not having good internet for last 3 weeks and my moving house.

At the moment I am putting together a new soundtrack for the Star Wars mod which gives the mod the look and feel of Episode IV - A New Hope.

I have removed the characters and races from The Force Awakens just to keep the mod in the Classic Star Wars era.



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Post #: 335
Star Wars (alpha 1.0) - 11/15/2018 5:16:27 PM   
rjord1

 

Posts: 1492
Joined: 6/14/2013
From: Sydney, Australia
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With the mods I am working on one minor problem I had was that I had too many characters.... ( example in the Rebel Alliance) but not enough pictures for each of those characters. For example, when you need a number of governors for Star Wars where exactly can you find so many different looking Governors in Star Wars uniform that do not look exactly like each other.

I have since learned a technique where I can do a face transplant from one person and seamlessly use that face to create a totally new character. This works best with humans races like the Empire and the Rebel Alliance but could possibly work to create more Wookies, Rodians, Hutts and so on.

What this means is that I can create a few hundred more characters for the mod who looks 100% realistic and you would never know they were completely generated from scratch.

What this means is that I could take General Hux from The Force Awakens and use his face to create a pirate in the Episode IV timeline..... perhaps he could be with the Crimson Empire.

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Post #: 336
Star Wars (alpha 1.0) - 11/29/2018 9:22:53 AM   
rjord1

 

Posts: 1492
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The last 2 weeks were spent debugging an issue which appeared in the mod causing the game to crash.
Today I discovered where the bug was an the mod is back on track.

A major step was reached today where Vanilla game components have been removed from the Star Wars and Star Trek mods. This means I now have a template I can use to create new components and research for the 2 mods.

The picture below shows the components , yet to be named, for a weapons station.








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< Message edited by rjord1 -- 11/29/2018 9:25:30 AM >


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Post #: 337
Star Wars (alpha 1.0) - 11/29/2018 10:30:19 AM   
rjord1

 

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From: Sydney, Australia
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During the time of Rogue One and Episode IV when it came time for the Rebel Alliance to face an Imperial-I Class Star Destroyer the Rebel Alliance ships were so heavily outgunned, that the entire fleet would have trouble taking down just two Star Destroyers.

Even a Rebel Alliance Nebulon-B Class Frigate was no match for a single Star Destroyer.

This mod will hopefully recreate the same issue the Rebels would have had when a Star Destroyer entered the system. Even in The Empire Strikes Back the Rebels used Ion Cannons to disable the Star Destroyers over Hoth and didnt actually destroy any of them.

The picture below was a test using a mature level civilization set at tech level 3.
As you can see there are only designs available for bases and stations..... there are no starships or fighters.

My next step is to bring in the X-Wings, the Tie Fighters, freighters, shuttles etc and then the Star Destroyers, Nebulon-B Frigates and The Death Star.

Costs and resources will also be tweaked so that a dozen ships can't be produced in 5 minutes.






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Post #: 338
RE: Star Wars (alpha 1.0) - 11/30/2018 3:20:48 AM   
Tanaka


Posts: 2961
Joined: 4/8/2003
From: USA
Status: online
Your mod on display:

https://www.youtube.com/watch?v=wJaH3mHaZDA

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Post #: 339
RE: Star Wars (alpha 1.0) - 12/21/2018 7:22:52 PM   
rjord1

 

Posts: 1492
Joined: 6/14/2013
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: Tanaka

Your mod on display:

https://www.youtube.com/watch?v=wJaH3mHaZDA



Thanks for that Tanaka........

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Post #: 340
Star Wars (alpha 1.0) - 12/21/2018 7:37:25 PM   
rjord1

 

Posts: 1492
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
What will be in the next update early next year....

As powerful warriors the Gungans are in the mod and they have been tweaked to make them less irritating to those who did not like them so much.

For their appearance I have been adding the Gungan dialog into the mod using the proper Gungan language.


For Example:
"Gungans is big warriors and weesa is no worri by da biig Empire. Weesa ready to fight thesa."

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Post #: 341
Star Wars (alpha 1.0) - 12/22/2018 8:43:19 PM   
rjord1

 

Posts: 1492
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
What will be in the next update early next year....

The finished graphics for the Gungans......






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< Message edited by rjord1 -- 12/22/2018 8:46:07 PM >


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Post #: 342
RE: Star Wars - 12/22/2018 9:42:42 PM   
Rising-Sun


Posts: 1765
Joined: 11/5/2009
From: Clifton Park, NY
Status: offline
Looking good, how much progress have you gotten this so far? I wouldn't mind going back playing DW again, something different of course.

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Post #: 343
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