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  #1  
Old November 11th, 2005, 11:09 AM

Emperor Fritsch the Dense Emperor Fritsch the Dense is offline
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Default New Star Wars Reb mod issues

Anyone else get erros using this mod? After making sure only SW races are in the game it still comes up with Drone attack errors between turns.
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Old November 11th, 2005, 02:02 PM
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Default Re: New Star Wars Reb mod issues

I did repair some bugs, but never had this problem myself before.
Could you please explain what your setup was and other valid information.

Intimidator,
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Old November 14th, 2005, 02:56 PM

Emperor Fritsch the Dense Emperor Fritsch the Dense is offline
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Default Re: New Star Wars Reb mod issues

I found the issue causing the main problem. I still had the mod setting up random races. There is still an error that pops up *$*@ about drones. /shrug dosnt matter it works now and i like it. Thanks for the good work.
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Old November 14th, 2005, 03:31 PM
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Default Re: New Star Wars Reb mod issues

Which version are you ussing, because that drone thing is repaired a few months ago.

Inti,
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Old November 15th, 2005, 01:49 PM

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Default Re: New Star Wars Reb mod issues

Not sure, i dont have my laptop with me atm. Another issue ive seen is AIs not using the Hyperspace components. Not sure if you guys can do anything about that one.
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Old November 15th, 2005, 03:45 PM
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Default Re: New Star Wars Reb mod issues

Sorry , but AI screws in this mod, so please don't even try it.
Give me one or two more weeks and an multiplayer game will be started, in which you are invited offcourse........

But to be honnest, I don't think there ever will be an working AI for this mod, because it is not the sole purpose of this mod.

My goal was to create an realistic Star wars universe, so all the races are totaly out of balance (Empire extremly strong, individual Rebel factions are weak) So it is be an must for the Rebel factions to coorporate otherwise they are doomed. And according to my knowledge that is impossible to mod...............

Further more, my use of the HERO's we're an absolute must in this mod. So if we will use AI's in this mod, I think we will get an awfull lot of Skywalker and Palpatine clones........

But let me know if you like playing an multiplayer soon, and I keep you informed.

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Old November 15th, 2005, 04:52 PM

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Default Re: New Star Wars Reb mod issues

Oh, the rebels playing together is possible to mod..as long as you do one of two things.

-Player can only be Empire, Team AI mode
-Give the Empire some ridiclously huge hull that's also cheap. Have it built IMMEDIATELY at the start of the game. This will send the Empire's score very high and trigger Mega Evil Empire behavior.

They still won't coperate as closely as they could, but they won't blow each other to bits much, either.
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Old November 15th, 2005, 04:56 PM
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Default Re: New Star Wars Reb mod issues

That sounds pretty nifty, actually.
However the one flaw I see is that SE4 has military action being too powerful.

What if you were to set up a scenario:
To start with, there will be a large number of player races as SW "races". Neutrals perhaps, or just with colonization next to impossible.

Then on top of that, you would have the two "organizations";
The Empire
- Starts with subjugation treaties against all of the races.
- Has a trade aptitude of zero, so they can only make resources with protectorate or subjugation, and not the positive treaties.
- Starts with a large, spread out military force.
- Starts with a big planet (Coruscant) which has very low resource value, but lots of Build Rate, and lots of Resource Storage.
- Little to no stealth detection and no mine tech.
The Rebels
- Start with very little military.
- Starts with a cloaked planet (Hoth, say) Note: this gives them political contact, and a construction base to launch from.
- Starts with decent stealth tech, so they can move around and attack at will.

Victory Conditions (roleplayed):
Empire - Defeat the rebels. This could involve finding the rebel base and destroying it, probably with a sunbuster. In order to maintain their military forces, the empire will need to resubjugate any rebelling races with a show of force.

Rebels - Defeat the empire. This would involve an economic victory, by getting the individual races to break their subjugation treaties and thus starving the empire of resources. This involves driving the empire out of the generic races's systems so that they can support your cause.

Generic Races - Survive the fall of the empire. This means accepting the subjugation while the empire remains in power, and rebelling when possible. If the empire returns in force, a quick subjugation treaty to save your hide is in order.

Note: If the rebels win, the generic races who survive win also.
If the empire wins, the generic races who survive do not win, but do not lose either. They simply have to wait for another rebellion to start up in a sequel PBW game
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Old November 16th, 2005, 02:56 PM
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Default Re: New Star Wars Reb mod issues

You just hit Bullseye, Junkie......


That�s exactly the way I want to setup an SW game with this mod, or for 70%...........

So I will give you an update at the progress,

Heretic is almost ready with the SW map, after that it is an matter of days that the both of us want to start an good RPG game. The races (players) involved sofar are,

Side 1
Empire
Corporate Sector Authority

Side 2
Rebel Alliance (the Mon Mothma group)
Mon Calamari
Bothan

Neutrals
Huttspace
Jabba the Hutt (no colonisation)
Talon Karrde�s smuggler group (no colonisation)
Alderaan (no colonisation)
Naboo (no colonisation)

I�m working on the Hapan and the Ssi ruuk but probably not ready within 4 to 6 weeks.


I will consider your Scenario idea, sounds fun.

see ya,

Inti,
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