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Author Topic: Star Wars mod  (Read 2002 times)
Weylin
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« on: April 23, 2009, 01:03:42 PM »

The mod still needs some work, but the sounds and graphics I think are done for now.
This is NOT a remake of Anaxis, this mod strays a bit from the gameplay of stellar frontier.
for one, only the large ships are capable of colonizing, the rest of the fleet are small ships.

Also, there's no shielding, so watch yourself Tongue

The ion cannon weapon, which is just a low power explosive will hold down all your systems (exept power) to full disabled for as long as you are in its blast radius. You can use it to temporarly prevent a target from menuvering. They can also be used to disable missiles as it frys there engines, but the missile is still active and capable of dealing damage if you run into them, they just dont seek.


Below are the gfx and wav files for those who are unable to download them.
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Weylin
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« Reply #1 on: April 23, 2009, 01:04:47 PM »

It wont let me put both on the first post, so... here
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Weylin
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« Reply #2 on: September 10, 2009, 01:19:25 AM »

This mod is now broken due to the new release.
It worked in 1.3.4

I tried making it compatible with the new release, but it still freezes the server client, and thus, disallowing me to produce an error log.

Could I get a list of changes from 1.3.4?

This mod does not use the laser module
I gave tractors the *[cr] tag at the end, well, not [cr], but the race number.
I put a "no" in the ship design for AI only.

Anything else I missed?
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NiteHawk
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« Reply #3 on: September 10, 2009, 02:05:28 AM »

There is this page http://stellarfrontier.net/1.3upgrade.php

That tries to summarize stuff. Otherwise post up the file (I see the attachment is deleted) and I can see it.
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Weylin
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« Reply #4 on: September 10, 2009, 10:28:59 AM »

Got it working, I totally missed the race design section.
Wow, that's a lot different!  Shocked

I still can't figure out how I determine how many ships each team gets.
Any ideas?  Huh
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NiteHawk
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« Reply #5 on: September 10, 2009, 02:45:13 PM »

Got it working, I totally missed the race design section.
Wow, that's a lot different!  Shocked

I still can't figure out how I determine how many ships each team gets.
Any ideas?  Huh

Youi have a max ship ai value normally in the sec/dat file.

Then in the races file determines how many AI each race gets. Setting it higher will make some randomization when captured (Much like the AI field in the race file doesnt exist).

For example, max AI I will set in my sec file to 32.

In race file:

Arceans 15
Drengin 15
Terran 15
Pirate 2

As you can see here, each race has 15 ships max they can have, however, AI is only set to 32.. So the population will start off something like 10/10/10/2.. If you capture someone, they wont respawn on the right team when they die, aka if you capture two drengin, it is now 12/8/10/2, However, since max AI per race is 15, when Ai die, they will stay on that team due to this. Setting the AI to the same as the global AI flag in your sec/dat file (10/10/10/2 for example = 32) Will mean after capture and death they will end up back on there original team to balance.
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Weylin
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« Reply #6 on: September 10, 2009, 07:11:20 PM »

I see it now, thank you.

If you could, could you try connecting to my server, and let me know if it lets you?
And if it properly downloads all the images and sound effects
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NiteHawk
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« Reply #7 on: September 11, 2009, 01:07:36 AM »

I see it now, thank you.

If you could, could you try connecting to my server, and let me know if it lets you?
And if it properly downloads all the images and sound effects

Unfort wasnt on at the time. 7:10pm is about 1am here Smiley
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Weylin
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« Reply #8 on: September 11, 2009, 01:37:50 PM »

I got the server up if you want to check =P
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ChillFactor
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« Reply #9 on: September 11, 2009, 02:15:43 PM »

Excellent work! Cheesy
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Weylin
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« Reply #10 on: September 11, 2009, 06:03:10 PM »

If any of you can survive for over 10 minutes without getting killed even once using the x-wing ship, and more or less in active combat, not hiding in a planet, you get a cookie, a very big cookie.  Grin
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ChillFactor
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« Reply #11 on: September 13, 2009, 03:53:50 AM »

Oh yeah.... thou shall get a LEGENDARY cookie... moon-sized....

I'll give it a shot
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Weylin
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« Reply #12 on: September 13, 2009, 08:01:58 PM »

I'm gonna make a modified version of this mod for sissys because idiots who like running straight into turbo lasers and expect a tie fighter to survive more than 2 shots from one. Not to mention flipping the fuck out when they run into a PROTON BOMB and are somehow confused that such a weapon could destroy there shields in one hit.

fyi, proton bomb = anti-capital, anti-colony, anti-anything that doesn't have the brains to avoid something moving at 0.30c


Here are the shield and weapon values for each race:
EMPIRE:
Blaster - 125
Laser - 175
TIE-F Shield: 450
TIE-F Hull: 250
TIE-I Shield: 650
TIE-I Hull: 350
TIE-B Shield: 850
TIE-B Hull: 450

REBEL:
Blaster - 100
Laser - 150
A-Wing Shield: 950
A-Wing Hull: 400
X-Wing Shield: 1600
X-Wing Hull: 450
Y-Wing Shield: 2400
Y-Wing Hull: 650

NEUTRAL:
Blaster - 75
Laser - 125
Skyhopper Shield:1150
Skyhopper Hull: 475
Outrider Shield: 2650
Outrider Hull: 800
MFalcon Shield: 2900
MFalcon Hull: 950



There's basically 4 classes:
-The Light fighter: Fast, agile, and lightly shielded. These are quick response craft, able to get from point A to point B very quickly, and escape from battle if the tide turns in the enemy's favor. Excellent for drawing fire so the more powerful ships can focus more on doing damage rather than evading.

-The Heavy Fighter: Medium speed, sluggish controls, and significantly shielded, heavy fighters have far more powerful weaponry, usually more guns, and more powerful missiles. Generally used for taking out tougher targets or when extra shielding is important. Makes for a good escort ship when defending a capital ship from inbound bombers.

-The Bomber: Slow speed, poor handling, very well shielded. The bombers have poor combat weaponry, but capable of equipping the Proton Bomb, though slow, is very powerful, and best suited for doing enormous damage to slow, stationary, or stupid targets. Anything smaller than an X-wing will likely die from a direct hit, some may survive if they only take a glancing blow.
A squad of 3 or 4 bombers could easily take down an undefended capital ship if they stay sharp. One could solo it if they have a near by supply planet.

-The Capital Ship: Very slow, heavily armed, extremely well shielded. These are used both for colonization and fleet support. Having a capital ship into enemy territory allows for quick deployment, quick reload and repair, and supporting fire from the powerful turbolasers. Capital ships must remain defended as there shields will collapse to a focused attack, and it may take up to 3 minutes for the shields to fully recharge. This slow shield recharge often tethers a capital ship to a nearby planet, leaving that planet in a zone of conflict can often guarantee it's death.
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« Reply #13 on: September 13, 2009, 09:34:49 PM »

You need to try my SW mod, I wonder if you could throw your thoughts into it, uhh MSN me for more info?
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