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Star Wars - The Evacuation of Yavin (in beta development)

 
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Star Wars - The Evacuation of Yavin (in beta development) - 10/31/2019 12:35:04 AM   
rjord1

 

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I had mentioned before that this mod took place directly after Episode IV at which stage the Death Star had been destroyed...... but then I don't get to use what is shown below in the mod.

Maybe a rethink is needed for the mod where I can use the battle station after all.

I am zoomed out in the picture below and the Death Star and Star Destroyer are much larger when you zoom all the way in.

You will also see in the picture below the new graphic for the Sun.





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Star Wars - The Evacuation of Yavin (in beta development) - 10/31/2019 10:05:48 PM   
rjord1

 

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The Imperial Star Destroyer has been upgraded in the mod to a new model which is more detailed.




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< Message edited by rjord1 -- 10/31/2019 10:06:26 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 10/31/2019 10:22:06 PM   
rjord1

 

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In this mod I have replaced the sounds heard when constructing ships and bases....sometimes the sound was getting too loud for me.

You can download the 3.7 MB file below.
Backup your sounds folder in case you wish to go back to the original sound.
Extract the zip file into the main mod folder and override the existing files in the sound folder.


New Construction Sounds

< Message edited by rjord1 -- 10/31/2019 10:28:53 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 11/3/2019 12:18:10 AM   
rjord1

 

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Imperial Transports are away.........

A line of Imperial Freighters leave Coruscant accompanied by Tie Fighter escorts.




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Star Wars - The Evacuation of Yavin (in beta development) - 11/3/2019 9:46:57 AM   
rjord1

 

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I was not happy with V1 of the Lambda Shuttle so here is V2.....
With these ships I then do a test to check how they look when moving across the screen.










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Star Wars - The Evacuation of Yavin (in beta development) - 11/3/2019 10:16:13 AM   
rjord1

 

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Ships sizes in this mod are larger because they just look so much better when large and full of detail....something you do not get when the ship is small scale.

So when you play this mod you need to look at the screen as is it was a Star Wars film at the cinema/theater. Ships up close will be larger while larger ships may be of the same size but only because they are (three dimensional) further away from the camera.

In order to get this effect working you will see various ships such as the Tie-Fighters and Destroyers being of different size and appearance to show that ship is at a closer or further distance from the camera.

With the smaller ships such as the Tie-Fighters, X-Wings, Y-Wings and A-Wings I make sure they are roughly in the same size range and not too much smaller or bigger. Same things with Capital ships, Destroyers and Frigates so when they chase each other the one being chased is not hugely bigger or smaller than the one chasing it.


I think I mentioned it before that the mod will have a lot of battles with X-Wings and Tie-Fighters to start with and the bigger capital ships appearing later in the mod.

Research costs in this mod should be set at the highest level..... very expensive. This is because the mod is been designed so that you can't build 10 Star Destroyers in the first 10 minutes no matter what tech level you are in.

The Empire has an advantage over other races so to defeat the Empire will be challenging. However Tie-Fighters are produced cheaply but without shields they are fairly east to destroy...... but the challenge occurs when moire than one Tie-Fighter is attacking you.



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Star Wars - The Evacuation of Yavin (in beta development) - 11/4/2019 4:44:20 PM   
rjord1

 

Posts: 1755
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Getting the X-Wing and Tie-Fighter's new look and movement in the mod has definitely been the most challenging.





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< Message edited by rjord1 -- 11/4/2019 5:07:32 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 11/4/2019 7:19:43 PM   
rjord1

 

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Added the new star system which will be added with the new map






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< Message edited by rjord1 -- 11/4/2019 7:20:59 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 11/4/2019 7:32:20 PM   
rjord1

 

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That's no moon.......

The Death Star is now even bigger.....






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< Message edited by rjord1 -- 11/4/2019 7:33:12 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 11/4/2019 7:35:13 PM   
rjord1

 

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This afternoon I am working on the new graphics which will be seen when your Rebel Alliance or Imperial ships are damaged. The current method of showing a spider web type effect on damaged ships can be improved with an updated effect.

< Message edited by rjord1 -- 11/4/2019 7:37:00 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 11/6/2019 3:22:50 PM   
rjord1

 

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For my mod, I wanted to add a little color to the default galaxy maps for Distant Worlds Universe and have devised a way of creating some really nice galaxy backgrounds using photoshop.

Below is an example of the original background on the left with one of the new backgrounds on the right.




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< Message edited by rjord1 -- 11/6/2019 3:32:27 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 11/6/2019 3:30:51 PM   
rjord1

 

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Below is a screenshot from the mod showing what the new galaxy map looks like using the picture from the prior post.

As you can see we now have brighter colors which do not interfere with trying to find the stars on the map.

When I have completed the map of the Star Wars universe I will use this technique to create the nebula and gas fields representing the look of the Star Wars universe.




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< Message edited by rjord1 -- 11/6/2019 3:32:50 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 11/6/2019 5:18:16 PM   
rjord1

 

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Another background created for the mod...... I will create an initial 10 background pictures and then add them and a download link for each image to a new thread.

If you want the new background pictures it is as simple as downloading the zip file, extracting it into your mod and starting the game.







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Star Wars - The Evacuation of Yavin (in beta development) - 11/6/2019 5:35:02 PM   
rjord1

 

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Another galaxy in the colors of red, purple, yellow and green




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< Message edited by rjord1 -- 11/6/2019 5:37:17 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 11/6/2019 6:06:11 PM   
rjord1

 

Posts: 1755
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With 10 or more different galaxy backdrops the plan for my gameplay of the mod is when starting a new game, use dice or Excel spreadsheet to randomly select a background and copy it into my mod.

This will give the games a different appearance each time I play and make gameplay even more interesting.

Creating a background takes a few minutes so my ultimate goal is to have a sizeable collection of background pictures to select from.




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< Message edited by rjord1 -- 11/6/2019 6:07:04 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 11/6/2019 7:34:23 PM   
rjord1

 

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For those who want a challenge here is a galaxy that is being affected by a monster black hole near its center.

This is actually one of my favorites.

The trick with this map is that some of the stars are already being pulled into the black hole far far away and are not selectable but you can see which stars are nearer to you and are the ones of interest in this mod.






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< Message edited by rjord1 -- 11/6/2019 8:10:23 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 11/7/2019 3:32:47 PM   
rjord1

 

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Doing an overhaul of the research tree and replacing everything with Star Wars technology..... this is complicated because where do you start.

I have decided on starting with the Imperator class Star Destroyers, adding every piece of technology that makes up this ship. Every engine, turbolaser, shield generator,etc is added and then for each of these, I look at what needs to be researched to get there. So in effect, I am looking at the finished product and then adding in everything needed to get there.

When the Star Destroyer is almost complete, you need to add in the crew which will be made up of a detachment of stormtroopers, starfighter pilots, support craft pilots and Imperial Officers. The research tree would need to have training facilities built to train the crews of the Destroyer and fighters.

In order to get the Empire out into the system, I look at what ship will be the first to explore the planets in the local system. I need resources on those planets so a priority is research required for building mining stations. I would probably start with a Lambda Class Imperial Shuttle with minimal shielding and no laser cannons or hyperdrive with those being added later via research. The initial durasteel hull would also need to be reinforced before the Imperial shuttle can use hyperdrive.

While the Empire is building I look at what the Rebel Alliance is doing. Are they a rebel alliance to start with or a Republic , and if the latter, when do they become the Rebel Alliance.

Replacing the research tree is probably the most complex part of Distant Worlds Universe and needs to be planned out on paper first before I even start adding the new research into the mod.

< Message edited by rjord1 -- 11/7/2019 3:39:33 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 11/9/2019 5:37:25 PM   
rjord1

 

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In the Star Wars universe, the fastest manufactured Hyperdrive engine available for sale was what was known as a Class 1.0 Hyperdrive engine.
There are faster Hyperdrive engines but these are engines that have been modified after being purchased.... an act not recommended as modified engines were deemed dangerous.

In Vanilla Distant Worlds Universe every ship is confined to the local system exploring planets until you discover hyperdrive technology while exploring ruins found on one of the system's planets. For my mods, I removed this so hyperdrive technology could only be discovered through research. Until you research engine technology you will not discover hyperdrive.

Every ship in this mod will have the correct hyperdrive engine assigned to it.

Standard TIE/LN starfighters do not have hyperdrive engines at all and in the next update of the mod, they will all be updated so that they never move between systems. As in the movies, these fighters will be deadly in that the attack in numbers which gives them an edge despite having no shields.

Getting back to hyperdrive engines, the classes of Hyperdrive engines will go from class 0.5 to a class 20 rating, class 20 at this stage being the slowest.

Imperial I-class Star Destroyers have a hyperdrive engine rating of 2.0 while the Millenium Falcon has a rating of 0.5 as Han Solo has modified the Falcon to be faster than aStar Destroyer.

The Millenium Falon is a modified YT-1300 light freighter with a faster hyperdrive. Other YT-1300 light freighters in this mod are not modified and they have a class 2 hyperdrive which means they have the same speed as a Star Destroyer.

In this mod, the majority of military ships will eventually be equipped with a 1.0 or 2.0 engine rating.
On the other hand industrial freighters and haulers generally will reach a 3.0 or 4.0 engine rating.
Civilian transport ships will be able to research up to a Class 5.0 or above to a class 2.0

In this mod, I am checking to make sure that each different ship will, with research, eventually reach their correct hyperdrive limit.

The original Death Star has a hyperdrive engine speed of no faster than class 4, with the slowest speed being class 20.

For this mod I am going to have hyperdrive engine rating as the following with the slowest ratings first.

Class 20 Hyperdrive - Death Star Only
Class 15 Hyperdrive - Death Star Only
Class 10 Hyperdrive
Class 9 Hyperdrive
Class 8 Hyperdrive
Class 7 Hyperdrive
Class 6 Hyperdrive
Class 5 Hyperdrive
Class 4 Hyperdrive
Class 3 Hyperdrive
Class 2 Hyperdrive
Class 1 Hyperdrive
Class 0.5 Hyperdrive




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< Message edited by rjord1 -- 11/9/2019 6:18:37 PM >


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Star Wars - The Evacuation of Yavin (in beta development) - 11/9/2019 9:27:24 PM   
rjord1

 

Posts: 1755
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One big change I am going to make to the mod is removing Palpatine as a leader.

He will still be in the mod however not as a character that can be killed. Too many times I have played this mod and then had Palpatine assassinated during gameplay.... this did not seem realistic.

Instead, I am going to use the circle of Twelve who were made up of the twelve Grand Admirals who were the most senior officers of the Imperial Navy and answered directly to the Emperor in all matters. The creation of the rank was widely recognized as a means to increase the Emperor's direct control of the Imperial Military.

The Circle of Twelve is made up of:
- Martio Batch
- Nial Declann
- Octavian Grant
- Josef Grunger
- Ishin-Il-Raz
- Afsheen Makati
- Danetta Pitta
- Peccati Syn
- Miltin Takel
- Osvald Teshik
- Rufaan Tigellinus
- Demetrius Zaarin

These 12 outrank even the like of Grand Moff Tarkin who has been assassinated many times during testing of this mod.

Using the Circle of Twelve also allows me to not have Darth Vader as a Leader who at some stage would have been assassinated too.

Despite this change to the leadership Darth Vader and the Enperor will still appear in the mod......

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Star Wars - The Evacuation of Yavin (in beta development) - 11/9/2019 10:04:58 PM   
rjord1

 

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The Rebel Alliance.....

During a speech to the various rebel cells during the Declaration of the Rebel Alliance Mon Mothama said the following:

"Beginning today we stand together as allies. I hereby resign from the Senate to fight for you, not from the distant hall of politics but from the front lines. We will not rest until we bring an end to the Empire until we restore our Republic! Are you with me?"


The Rebel Alliance is made up of various rebel cells working together to bring an end to the Empire. When playing as the Rebel Alliance there was one tactic I was not aware of..... being able to command the fleets of an ally.

When the Rebel Alliance and the Wookies, for example, become allies, if the Alliance has a Mutual Dense Pact with the Wookies then you as the Alliance can give orders to their fleets. Click on a fleet belonging to an ally who has a Mutual Dense Pact with you, then right-click where you want your allies fleet to go, and you can then control that allied fleet and send it to reinforce your Alliance fleets or planets.

I never knew you could do that so I will make the most of it with the instructions on how to play this mod.



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Star Wars - The Evacuation of Yavin (in beta development) - 11/9/2019 11:55:30 PM   
rjord1

 

Posts: 1755
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From: Sydney, Australia
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Added a new Supernova cloud to the mod...




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Star Wars - The Evacuation of Yavin (in beta development) - 11/10/2019 1:52:48 AM   
rjord1

 

Posts: 1755
Joined: 6/14/2013
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Work in Progress...





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< Message edited by rjord1 -- 11/10/2019 2:24:27 AM >


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