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  #1  
Old September 28th, 2001, 07:23 AM

Andr�s Andrés is offline
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Default Star Wars Mod

Seeing threads of people working in Star Trek and Babylon 5 mods I don�t want to be left behind.

If you�ve been looking in my site you must already know it, but if not I already have a basic Star Wars tech mod and a half-made Star Wars map.

About the tech mod, most basic tech is made and a little tested.
The objective of the mod was to add new technology that could add more variety to the game representing star wars techs as faithfully as possible, but without altering the existing balance. Even the most advanced superweapons such as Superlasers should be comparable to existing technologies and as hard to reseach.
A player with the SW racial tech shouldn�t have more advantage than one with for example the organic racial trait.
Existing AIs should work without the need of patching (that prevents me from using q-newtonian movements or making any other major change). But if all sci-fi modders try to follow these simple rules, making the requested by many players, sci-fi crossover tech mod will be much easier and avoid unnecessary discussions about which techs are more powerful.
(I shouldn�t mention that a hyperdrive is more than 1,000 times faster than a even trans-warp drive, the Voyager would have been only slightly delayed and the DS9 wormhole would be useless, but I can�t help it)

I still have to add �The Force�, using what I was sent by Nick Pelletier, and adapt it to the tree I have in mind.
My original idea was making the two sides of The Force, the Light and the Dark, two different technologies that were a second tech requirement for most advanced force comps/facilities/intel ops. And make a special note that a player should research only one of them. It would be cool if researching or �being seduced� by the Dark Side would make you lose your Light techs.
The Dark Side is faster, more seuctive, it will provide more impressive techs in the beginning, and will be centered on aggression: combat sensor like abilities, weapons, destructive sabotage ops.
The Light Side will be slower, but in the long run will catch up and pass the darkness, and will be centered in protection and knowledge: ECM and long range scanner like abilities, shields, espionage ops.
Another idea I had later is making the Light and the Dark two separate advantages, so you choose one when starting the game.
And another advantage I was thinking was a �Bigger Ship Builders� to increase contrast of ship sizes between for example the Empire and the Alliance.

Check the mod here http://se4kdy.cyberwars.com/files/sw-mod/index.htm

About the map, based in the one in the cover of VP, I copied location of every system in the map as faithfully as possible. Most systems are still empty though, and that�s were I�d like your help.
Can anyone take this map and fill in the systems, it would be best if you can research the appropriate contents of each one The Completely Unofficial Star Wars Encyclopedia < http://www.theforce.net/swenc/index.htm > by Bob Vitas is a good resource to start. But if you want to just fill them with �random� planetary systems it will be faster and we will have a working map sooner.
I had an idea of trying to guess the location of other systems and add the to make a bigger, more realistic an playable map, but that will be another phase once the basic map is done.

Check the map here http://se4kdy.cyberwars.com/files/sw-map/index.htm
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  #2  
Old September 28th, 2001, 09:27 PM

Rich04 Rich04 is offline
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Default Re: Star Wars Mod

There is a wonderful poster sized map in Star Wars Gamer #5. It gives info on the main/key planet in each system as well as main trade(warpoint?)routes through the galaxy. The poster is worth the price of the issue alone.
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