AT-AP Posted November 23, 2005 Posted November 23, 2005 Nice list. Only hope you can manage all of that! I'd still contest that the AT-IC and AT-AP are artillery units, though. http://i12.photobucket.com/albums/a242/CptK/StarCruiser.jpg
Naja Posted November 23, 2005 Posted November 23, 2005 I wouldn't call the AT-AA artillery, either. It's a specifically-designed anti-air unit. You won't exactly get artillery power from an airborne flak cannon.
Stellar_Magic Posted November 23, 2005 Author Posted November 23, 2005 What is AAA? Anti-Aircraft Artillery. Well the AT-IC is debatable since it retains the armament of an AT-AT. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
AT-AP Posted November 23, 2005 Posted November 23, 2005 I wouldn't call the AT-AA artillery, either. Ever heard of Anti-Aircraft Artillery? Well the AT-IC is debatable since it retains the armament of an AT-AT.All Terrain Ion Cannon. That says pretty clearly what it's focused on, fielding a big ion cannon on its back. http://i12.photobucket.com/albums/a242/CptK/StarCruiser.jpg
Naja Posted November 25, 2005 Posted November 25, 2005 Ever heard of Anti-Aircraft Artillery? Have now.
Naja Posted November 25, 2005 Posted November 25, 2005 I just had a sudden thought: A corporation-based technology tree would be wholly at the mercy of the Empire if it ever had a Death Star. He could, on a whim, take out a planet home to a key source of technology for the Rebels, and that technology would be denied for the rest of the game.
Stellar_Magic Posted November 25, 2005 Author Posted November 25, 2005 Yeah, take out Mon Calamari or Corellia with a Death Star and the Rebels are thoroughly owned... Thats why I'd anticipate the Rebel Player will fortify Mon Calamari like mad. Historically during the galactic civil war fully a third of the rebel's forces were deployed in defense of Mon Calamari at any one point in time. Of course the Rebels could also snatch Kuat from the Empire... With a Corporation based tech tree you're forced to think about what your next move should be. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Stellar_Magic Posted November 27, 2005 Author Posted November 27, 2005 I've been thinking about technology trees and have come up with the following system for technology trees. There will be basically two seperate technology trees, a side based tech tree, and a corporation based tech tree integerated together. Here is how they'll work. There are five levels to each planet... Each level is opened up by the construction of a specific side headquarters building. These buildings are the headquarters for your faction's operations on the planet. Imperial Headquarters Buidlings: Level 1 Governor's HouseLevel 2 Governor's PalaceLevel 3 Moff's PalaceLevel 4 Grand Moff's PalaceLevel 5 Royal Palace Alliance Headquarter's Buildings: Level 1 Alliance EmbassyLevel 2 Alliance HeadquartersLevel 3 Planetary Council ChambersLevel 4 Sector Council ChambersLevel 5 High Council Chambers Each Level will have its own specified buildings for the training of troops and combat formations. These buildings do not open up the construction of units in general, you will be required to build a factory to produce the equipment as well as the training facilities. The amount of training a unit is capable of recieving is dictated by the level of the base training facilities. Imperial Training Facilities: Level 1 Imperial ArsenalLevel 2 Imperial BarracksLevel 3 Imperial Weapons RangeLevel 4 Imperial Practice FieldLevel 5 Imperial Advanced Training Facility Alliance Training Facilities: Level 1 Alliance ArsenalLevel 2 Alliance BarracksLevel 3 Alliance Weapons RangeLevel 4 Alliance Practice FieldLevel 5 Alliance Advanced Training Facility Each Level will also have its own trade and taxation facilities as well as facilities for the mining and processing of natural resources found upon the world. In space the levels will play out much the same way as they do on the ground. There will be five levels of space station, each will allow the training of better trained units then the levels below as well as increasing trade income. So, side facilities allow the construction of units of higher training levels, but you still have to build the corporation facilities in order to construct equipment with which to arm them. The Corporation Tech Tree is similar but different. Possession of a world where the corporation is based enables the construction of a corporate office for that corporation at any of your bases. The office enables the construction of design bureaus and corporate research facilities. The design bureaus research the product lines and then you construct a factory or shipyard for the building of each product. So long as you have a corporate office on a world you can continue to advance up the corporation's technology tree. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Naja Posted November 27, 2005 Posted November 27, 2005 Is this taking into account the fact that planets can only have a limited amount of buildings (a la Rebellion) ?
Stellar_Magic Posted November 27, 2005 Author Posted November 27, 2005 Well I know I'm going to have to edit some of the scripts so that the game will know how to build the new bases. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Guest Posted November 27, 2005 Posted November 27, 2005 Historically during the galactic civil war fully a third of the rebel's forces were deployed in defense of Mon Calamari at any one point in time. Oooh, which source says this?
Stellar_Magic Posted November 27, 2005 Author Posted November 27, 2005 X-wing vs. Tie Fighter: Balance of Power mentioned it I think. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Naja Posted November 27, 2005 Posted November 27, 2005 Ahh, Balance of Power. I remember that glorious age...when Lucasarts didn't milk the Star Wars udder to an atrophied sponge. Do we have any unit lists for both sides' "generic" units?
Bryant_pff Posted November 27, 2005 Posted November 27, 2005 woah woah woah, from one vet mod leader to you, how in the world do you plan on getting this done without a team? Modelers are hard to come by these days and skinners are even harder. Sure you have this NMA, but they dont have enough people to form a good art department (other then EvilleJedi) for this big of a undertaking Empire At War: NexusYour One Site for All your EaW modding needs!http://eawnexus.gamingsource.net/bannersandbuttons/nexussig.gif
Ghostly_Substance Posted November 27, 2005 Posted November 27, 2005 Hes right Steller do what i'm doing Start a mini mod and grow it -One Empire falls another riseshttp://myanimelist.net/signature/EuroSubstance.png http://miniprofile.xfire.com/bg/os/type/2/ghostlysubstance.png
Naja Posted November 27, 2005 Posted November 27, 2005 Nothing wrong with being ambitious. The man's got some good ideas.
Nevets Posted November 27, 2005 Posted November 27, 2005 I think all modders should join together on this one, this sounds like the one most of us want. Even more so than a clone wars and post ROTJ mod, because if done right I could see it using units from both mods (permission granted). So I don't think he needs modelers or skinners, I think that would be a waste of time, I don't see why he couldn't use models from the other mods. All he would need is programmers.
Stellar_Magic Posted November 27, 2005 Author Posted November 27, 2005 I understand your concerns, right now I'm talking about the final product note version 0.1. There will be some early releases which will probably be drastically different then this. I will probably utilize EvilleJedi's excellent models whenever possible. They will be modified for optimal use in EAW I'm sure (As to whether I'll be doing this or EvilleJedi is up to debate and up to him) I'll also have a skin for each side as well as perhaps some cool skins for the training levels. Imperials flying black and silver N-1 Starfighters instead of the yellow and silver of the Nabooian forces, AT-ATs with noseart... I'd love to have some help, so if anyone is willing and able just jump right in and pm me. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Ismael Posted November 28, 2005 Posted November 28, 2005 Hello all, Sorry for beeing so late in the NMA but until a new PC comes up / I will have some serious problems with my internet connection. I do have a question for the RMod: Too much reality will not unbalance the game ? "The future belongs to those who believe in the beauty of their dreams" Petroglyph FF Admin.
Bryant_pff Posted November 28, 2005 Posted November 28, 2005 I think all modders should join together on this one, this sounds like the one most of us want. Even more so than a clone wars and post ROTJ mod, because if done right I could see it using units from both mods (permission granted). So I don't think he needs modelers or skinners, I think that would be a waste of time, I don't see why he couldn't use models from the other mods. All he would need is programmers. uhhh, hmmm, im not feeling this one. Normally teams make mods that have the same units tend not to share, and dont want to share, and you cant force them to share. If the world was like this then there would be no reason to work lol Empire At War: NexusYour One Site for All your EaW modding needs!http://eawnexus.gamingsource.net/bannersandbuttons/nexussig.gif
Nevets Posted November 28, 2005 Posted November 28, 2005 uhhh, hmmm, im not feeling this one. Normally teams make mods that have the same units tend not to share, and dont want to share, and you cant force them to share. If the world was like this then there would be no reason to work lol hmmm just seems like a waste of time to me. Why have Mods making the same units, when it would be much easier to say "hey, you guys make these units, we will make these ones. That way it will cut our time for release by half." Especially in a close community like this, I don't see why anyone would have problems splitting the loads instead of repeating units when they could be making other ones.
Nevets Posted November 28, 2005 Posted November 28, 2005 Also forgot to mention, the black in silver N-1 sounds like it would be badass. Ok back to the point at hand: -Yes if this was the way it was in the real world yes no one would work, but this is different, the goals are different. Sorry If I get this wrong, but the goal of the world is to make money, the goal of a mod is for enjoyment, to try new things, and to have as many people play it as possible. Yes if this was a business and making money of models it would be determential, but for a mod I can see it being very benificial. -Joining forces allows for more modelers and skinners to mod. Allowing more models to be made. In the long run more Mods will be made. Also the more people working on it allows for better brainstorms on how things in the mod could work making the game more fun. Also there would be more resources that could be used to make the mod and possibly advertise for it. -Two very similar good mods joining together in theory should create a great one. Also it will allow to monopolize that mod type, meaning more people will play your mod. -I don't see how a modeler would have a problem sharing his work as long as credit is due. More people will be able to enjoy his work. I really don't see to many negatives for sharing (notice I say sharing, not stealing) work.
Bryant_pff Posted November 28, 2005 Posted November 28, 2005 Well heres the thing that ive seen in the modding community in time of modding. Mods Share, but mods dont share right away, for you as a stranger to come up to a team and be like "Can we share these models?" Seems more like leeching then anything else. Once you have a firm and establish mods, well on your way of making it on your own, and after you have devoloped a relationship with the other mod and leader(s) it would be very more likely for a trading of work to go on. Even if my mod (IA2) was in NMA, I would not give you models, because quite frankly I dont know you or see any work in your mod or anything to gain back. Now at Nexus the mods there, Ive been friends with for quite some time, several months and years for some. The Nexus also has higher standards then the NMA, so feelings of leeching is diminished (Working Site, Team, Progress etc) If LoW came up to me and was like "Hey I need a model, but I just cant seem to get anyone to do it, can I have it if I give you this model" I would be much more willing to do it because of all the ties (Nexus, Past-Work, Working Progressive Team, Friendship) And another thing is just plain old human emotion. People just dont like sharing, just how life is. The world would be a better place if people shared what they had (being a christian myself) i believe, but the sad fact is they dont. I also would like the modelers voice on the model being shared, if they made a bwing for IA2 and wanted it only for IA2, I could give it to another mod, but thats loosing the relationship with my team. This just the idea, nothin personal against any of these mods. Empire At War: NexusYour One Site for All your EaW modding needs!http://eawnexus.gamingsource.net/bannersandbuttons/nexussig.gif
Stellar_Magic Posted November 28, 2005 Author Posted November 28, 2005 Well due to SWR there are some already prexisting connections. Both me and EvilleJedi are more then willing to work together because of that which really helps. On another note I've finished work on one of my Tech Trees...http://img.photobucket.com/albums/v436/StellarMagic01/LoronarCorporation.jpg Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Guest JediIgor Posted November 29, 2005 Posted November 29, 2005 I'm not following these Corporate features at all. You want someone to have a Loronar Ship Factory on the planet that you want to be able to build a Loronar Strike Cruiser? Whatever happened to just having military shipyards.. ? The Star Wars galaxy never seemed very corporate to me, I can understand having to build a Loronar Consolidated Shipworks Research Center once to research the design, but to build a Loronar Ship Factory on *every* planet seems a little too much.
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