Hey Kryo, I'll take an order of five stars for my star wars ships mod lol I was actually wondering the same thing, actually. Thanks for asking Master U, and thanks for the answer Kryo!!
BradenK
We are going to attempt putting in the Death Star... Just don't expect it to be to scale, lol. The Executor, and the ships we have larger than the SSD are going to stretch the limits as it is Of course, the DS wouldn't kill planets, just ships.
The reason the races are the way they are is that in game, you will be able to research a tech for the faction you want. We're setting it up so you can basically go through the time line. At first, you choose the CIS or Republic, and then at a given point you choose the Rebellion or the Empire, and later choose between the New Republic and the Imperial Remnant, and finally, the Galactic Alliance and the Vong. We're trying to give as much freedom as we possibly can. This is also the fi
From Lower Left to Upper Right: Bothans Wookies Mon Calamari Yuuzhan Vong Humans Hutts Corellians Force Sensitives Chiss Nemoidians
Here's the race selection screen for the 10 major races that will be in the Star Wars conversion mod. http://img474.imageshack.us/img474/705/racessample1vl7.jpg
I think it was less than a dozen SSDs, maybe even less than 6. I can think of 5 right now.. Knight Hammer Lusankya Executor Razor's Kiss Iron Fist. SSDs are 8 km long. Imperial Star Destroyers were the staple of the Imperial Navy, so thousands, I'd imagine. There is no exact count...
There is a Star Trek mod team working on all of that. Two teams, actually. One team was hacked recently, and the latest release of their mod is a couple weeks away, but you might be able to find it if you go to the star trek mod posts. I thought I saw a link to it. It's got 6 races of ships, including Romulan
Master U, you've got an odd sense of humor
I looked but I might have missed it. Thank you!
no, it is not the same modders or mod. I'm one of the Team Leaders. The Team is: Rasori BradenK (Rogue Knight) MasterU Wilson Spaxspore Rhineville Site: http://gc2swmod.myfastforum.org/index.php
you'll see a post here when we're ready to release the first portion of the mod.. Our own site (can be found in the fan sites section) Will have any details as we get closer to a release date.
looks like the .str file has the starting popup for a new game, but not the Strength and Weakness text for race selection...
okay thanks.
and also the beginning screens when the game first loads explaining how you got the hyperdrive?
Is there a way to change the "+ Strong Research, - Weak Military" stuff for the races?
Yes. The factions (Republic, CIS, Rebellion, Empire) are all techs to select in the game. You can choose your own path to galactic domination/freedom. Thus in the game, you could be the rebellion with TIES and Stardestroyers if you want to be. Same with the Force Sensitves race. We really want people to be able to choose their own path. That is why there is no Empire, Rebellion, Jedi, Sith playable race.
makes sense Once I clear them, it seems to work. I just have to do it that first time. Thanks Kryo!
The following races will be available to play in the Star Wars Mod!! Major Races: Humans Niemoidians Bothans Mon Calamari Hutts Wookies Corellians Chiss Yuuzhan Vong Force Sensitives These are the minor races that will be included the mod! Minor Races: Quarren Gran Trandoshan Gand Twi'lek Rodian Hapans Selonians Falleen Sullustan Barabel Bith Caamasi Geon
Up above, they posted a link to a new, temporary site. http://renhan.s10.forumsplace.com/ This worked for me just now.
okay, I solved this, and it's actually sort of an interesting bug... I found it while working on race colors, and when I loaded the game, the old colors (the first draft of the colorscheme) remained, even though I had completed the "second draft". I hit clear after choosing the race, and the colors reset. I tried this with the race I was modifying the techs for, and low and behold, the full list popped up <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIGN="
the code that is in question: [Tech]Galactic Warfare[/Tech] [Tech]HyperDrive[/Tech] [Tech]StellarCartography[/Tech] [Tech]Space Militarization[/Tech] [Tech]Space Weapons[/Tech] [Tech]Beam Weapon theory[/Tech] [Tech]Mass Driver Theory[/Tech] Warefare, Hyperdrive, and Cartography show up, but the others don't.
this is my first time modding them, so even if I had old files, it would be the stock ones...
I'm working on modding teh major races, and changing the techs that each race starts the game with. I'm having trouble actually getting them to work in game. My coding is correct, as I am placing everything in the [tech] and [/tech] tags. (with the right bracket of course). And I'm using the tech's culture ID. In order for it to work, do the techs have to have their pre-requisites researched too? Doesn't seem like that would be the case for this, in fact, the stock races seem to prove this
Having a text file like this would be wonderful! In all reality though, it would only have to be for the player. I never look at the name of the AI ships, though it would be nice if my ships were named, but it's a pain when you have a ton.