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Re: I think we can create the DS II


Cain
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I have a pretty clear ideea how to do it. But anyway I never enabled the DS 1 so if anyone has some tips it will be appreciated - it will ease my workload to do the DS 2 (that can target ships)

 

Or ... if any modder wants to do it - I will tell him how. I will only be able to work on it leater next day.

 

1. Clone the original DS to avoid any blocks by petroglyph / just copy paste it stats and add "_E" to its name. then set the other ones tech level to 99 to disable it.

2. Maybe try to give it some capital ship boosted stats.

3. Keep the planet destroy option.

4. Give it the Piett's ship laser beam with huge power outpot.

5. Maybe mod the weapon stats it self in the weapons xml folder?

6. Verify if hardpoint is required.

7. Make sure you got the required SFX Events in the cloned DS stats.

8. Do some testing - one combination will evenually work. To ease your testing make sure that nothing is listed as required for building the DS and all required levels are set to "0".

9. If no solution can be found in a day or max two - we should clone Piett's ISD with a DS .alo model and give him the DS planet destruction abilities and we also need to give him the DS text and icons.

 

And voila ! It should work ;)

 

Cheers

 

Question:

Can a hypervelocity gun destroy a DS ? or at least damage it ? If the DS can be damaged I can create a super rebel weapon to destroy or disable it.

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Hypervelocity guns destroy smaller ships in one shot, and it takes two to three shots for a MC cruiser (or ISD). Of course, you can always just up the damage so that nothing could take more than one hit!  ;D

 

Anyway, for DS 2, don't forget we have to scale it up a good 20 kilometers in diameter (or maybe it was 40, I can't remember).

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The Hypervelocity will only work as a rebel counter to the DS. I don't think the SFX Evend will fire from the DS but from somewere outside the map.

 

It is best to clone Piett's beam and use it as a DS II weapon vs ships. Maybe overpower that. Btw do we have an weapons.xml or hardpoints.xml - specialweaponsabilities.xml  - it should be listed with his stats in some sort of xml like that.

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Why not just make the DSII a ship unto itself so we could engage it directly in ship to ship combat.

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Why give the Rebels a superweapon? I thought that Red Squadron was well-suited to taking down the Death Star.

 

Not if the DS II is complete. There would be no exhaust vents.

 

I still say creating a death star infiltrator group would be the best idea. You send your fleet in as a distraction. Then you would be able to send them into the death star. They have a random chance of destorying the generator.

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The only weakness it had in production was a temporary tunnel leading to the core, and if it had been completed the only way to destroy it would be for about 60-80 Mon Cals to sit next to it for a month or two and bombard it the entire time. In that time a massive Imperial Fleet could arrive and kill them or the DSII could just do it
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The destruction of the first death star was a very lucky, very improbable event.  The completed death star II would have been the ultimate power in the universe.  Even so much as to preclude the need for a support fleet.

It is regrettable that people seem to think that it was a common event.  The EU books are rife with that misconception.  Peachy-keen, oh noez, there is a big superweapon somewhere!  blow it up with a chain reaction or (insert rediculousness here).  Pah.

There really is no way for the Rebels to counter a Death Star II completed.  Any "counter" that the Rebels would be given would be infinately worse than the Bulwark Battlecruiser counter to the SSD in Rebellion.

My Death Star is bigger than your Death Star!

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Hey is someone trying to do this or I will have to do it again my self?

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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Trouble is, that we do not have the DS model to work off of.  And I really want to see how it is implemented in the game engine first too.  I still think that the DS I should be assaultable by ships...  not that it would do any good, mind you, but still.

My Death Star is bigger than your Death Star!

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Not if the DS II is complete. There would be no exhaust vents.

 

I still say creating a death star infiltrator group would be the best idea. You send your fleet in as a distraction. Then you would be able to send them into the death star. They have a random chance of destorying the generator.

 

Yeah, but think about how inconvenient that would be to play. I'm all for realism and Star Wars canon, but...you need to equally include gameplay, too.

 

I believe that the Death Star should be able to take out starships and planets, carry its own TIE squadrons and carry even ground forces, so as to "preclude a support fleet," as someone put it. However, it should be counterable within conventional means (like Red Squadron or just a squadron of regular Rebel fighters that have a certain % to succeed, during which they'd be vulnerable as all fuck to Imperial fighters). Think a really spruced up version of the Star Wars: Rebellion Death Star. That was, for all intents and purposes, the Death Star II - just conventionally vulnerable for the sake of gameplay.

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This Gameplay>Realism thing get taken way too far IMO.  In some ways there has to be a balance, but when the balance is things like making the ISD unable to hit a Correllian Corvette more than 1 out of 100 shots (and that shot being way too little damage for the guns the individual hardpoints are moddelling), you can leave that in the toilet where it was spawned.  Like I said, I hope that the demo was slanted in favor of the Rebels since that was the only side we were supposed to play, but I have my doubts.

My Death Star is bigger than your Death Star!

"The XML is strong with this one!"

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The DS carries its own escort fleet with it when it assaults a planet.

 

Anyway, I've been poking around the spaceprops.xml and found these entries:

 

 

This leads me to believe when Red Squadron (and probably anything else) moves to attack the Death Star, you get sent to a Death Star surface map or something and the rebels have to use red squadron to blow up the exhaust port, or something like that.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

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It seems that we don't have a 3D model of the DS in the demo :( Or I am wrong?

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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I heard someone suggest a really good, basic idea:

 

Just create another version of the Hypervelocity Cannon, make it look like a superlaser, and make it look like it came from the Death Star.

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If you like, I'll write up the code for you, but it wont look very good without a model :/

 

EDIT: The darn demo doesn't even have a model for the projectile, so all demo mods for the DS 2 are pointless. I could still produce code for the full game but it wont be testable until the 16th.

Edited by Iamme
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If you like, I'll write up the code for you, but it wont look very good without a model :/

 

EDIT: The darn demo doesn't even have a model for the projectile, so all demo mods for the DS 2 are pointless. I could still produce code for the full game but it wont be testable until the 16th.

 

Yep we need the damn model :)

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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In the meantime, the special ability of Piett should be worked on.  you should be able to change the graphic it uses because we can get at the picture resources.  Set an insta recharge on it and test away.  The superlaser will have to be able to hit the hull directly once the shields are drained for hardpoint enabled ships.  As it stands now, Piett's weapon only destroys 1 hardpoint at a time, which is lame IMO since if you accidentally hit an almost destroyed hardpoint you wasted the entire shot.

My Death Star is bigger than your Death Star!

"The XML is strong with this one!"

http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png

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