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  #21  
Old August 4th, 2004, 11:53 PM

Emperor Fritsch the Dense Emperor Fritsch the Dense is offline
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Default Re: Star Wars mod again

i dont get it, ive dug through the mod and i cant find where the beginning hull types are for the different empires. only the Empire empire has the Colony ship hull and its really hosin up my solo gaming!
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  #22  
Old August 5th, 2004, 02:55 AM

Raging Deadstar Raging Deadstar is offline
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Default Re: Star Wars mod again

Try Data/VehicleSize.txt under the star wars mod directory.

All shipsizes should be in there
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  #23  
Old August 5th, 2004, 03:23 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Star Wars mod again

Quote:
Originally posted by gregebowman:
quote:
Originally posted by Intimidator:
quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by Emperor Fritsch the Dense:
and man it would rock if someone would flesh out the other races/ factions with tech.
Are you volunteering?
No, I AM !!!!!!! actualy, I'm working on it for some time now. After my holiday, (which starts in 2 days ) I will make some Posts about it......

But my first goal is to create an SW-universe aproximate 2 years before 'A New Hope'........

Some ideas already worked out:

- Hero Trait
- Death Star shielding penetrable by fighters (A NEW HOPE)
- Alliance and Mon Calamari will be separate races with own shipsets !!

INTI,

The only problem with that is that the Death Star would probably look like the Death Star II at that point in time. I never read how long it took to build the original, but I'm sure it took a few years. So unless the original Death Star has functioning shields, it might need to be shielded from an outside source like they did with the second one. But then again, the Rebels couldn't penetrate that shield like they could the original one. Sounds interesting. Can't wait to play it.

Isnt the external shield only required because the thing isn't finished construction, and thus has only partial to no coverage from its own generators?
If it wasn't shielded all around, it would be an easy target for small suicide runs.
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  #24  
Old August 5th, 2004, 09:55 PM
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Intimidator Intimidator is offline
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Default Re: Star Wars mod again

You are right SJ,

That is exactly what happened as soon the Endor generator was destroyed
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  #25  
Old August 6th, 2004, 06:19 PM

Emperor Fritsch the Dense Emperor Fritsch the Dense is offline
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Default Re: Star Wars mod again

nm it was a stupid question that i answered myself by looking in the newbie area......im slow really really slow sometimes
Fritsch

[ August 06, 2004, 23:35: Message edited by: Emperor Fritsch the Dense ]
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  #26  
Old August 8th, 2004, 11:54 AM

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Default Re: Star Wars mod again

Quote:
i dont get it, ive dug through the mod and i cant find where the beginning hull types are for the different empires. only the Empire empire <img border="0" title="" alt="[Smile]" src="images/icons/smile.gif" /> has the Colony ship hull and its really hosin up my solo gaming!
Fritsch the Dense
That's not a bug, it's a feature.
Imperials have an advantage with cheaper colony ships and modules while rebels can't colonize until they get big enough hulls. This is supposed to represent the starting difference between the Empire and the Rebellion.
And Outlaws, of course are pirate-like and don't have colonization capacity of their own.
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  #27  
Old August 8th, 2004, 07:31 PM

Emperor Fritsch the Dense Emperor Fritsch the Dense is offline
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Default Re: Star Wars mod again

ah, didnt realize that(about the hulls). are the AIs working as they are supposed to with star wars tech? cus the couple of games ive actually played ive run into them only having solo systems. i was hoping for a rampaging Empire
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