Starwars models

Hello,

Has anyone created (and willing to release) any models of ships from the Starwars universe that will work in the game? I am just mainly looking for the Imperator class Imperial Star Destoryer.

If anyone has anything, let me know.

Thanks!
12,685 views 23 replies
Reply #1 Top
I would like the X-Wing fighters.
Reply #2 Top
Well while we're at it, I'd like to see a total conversion mod.
Reply #3 Top
Well while we're at it, I'd like to see a total conversion mod.


Yeah, and add Jedi bonuses to ground armies. A new planetary improverment, Jedi Acadamy would produce Jedi to help defend the planet.
Reply #4 Top
I know a sit that allows people to download their models and use them but only for free use and you have to give credit where it is due. The link was posted on another thread in here. I can find it if someone is interested in making an .x model for the imperator and the x-wing that someone wanted? I know maya has an x converter but I can't seem to download the OBJ file for the model from the site so another program would have to do.

I would do it if I had a copy of 3dsmax or something similiar but I don't know
Reply #5 Top
As I've said before - I'd love to help out with a Star Wars total conversion - (especially with the tech-tree's).

However - there are a couple of problems with it...

One is that to do it right - you really NEED racial tech tree's - just basing them on their ethical alignment isn't enough - or you'd only be limited to three races...

Since I've been sketching out a few things for the 'main' tech tree - (i.e. stuff which would be standard for all races) - I've come to realise that without having the ability to capture opposing starships - there'd only really be 2 types of starship weapons in the game - rather than three which we need - (just lasers and missiles) - if we could capture stuff though, it would add the ion based weapons (aswell as treactor beams etc).
Reply #6 Top
Hmm, I may be willing to do some work on a total converison mod this summer. I have experience programming (almost finished with college - a degree in CS) , designing games (several MUDs, and forum RPGs, etc.), as well as leadership abilities. On top of it, I have webspace ) If you are interested - send me an email at [email protected]

Anyways, on the 3 weapon types, it could be possible to break them up into different groups. I am not sure of the programming (if a mod can change something like this), but think of this way..

Generally, lasers are weaker then tubro lasers so they can be split into 2 groups: one in beam weapons renamed turbo lasers, and then lasers (mass drivers).

Afterwards, we can easily make different weapon types -
Level 1 tech: a single turbo laser - 1 damage
Level 2 tech: a double turbo laser - 2 damage.

etc

So as you research more technology, you are able to put more weapons on your ships because you have the power to do so. Also, lasers are generally anti-starfighter so we can go that route too.

I am interested in hearing your racial tech tree thing besides the ethical one.

I'd be very easy to find a ton of technical information for this as well on the net.

THANKS.
Reply #7 Top
Well for the weapon types we have laser cannons, turbolaser batteries, ion cannons, concussion missles, proton torpedoes. And if we use the weapons from the Tie-Fighter series we would get space bombs and space rockets (I think) and advanced concussion missles, advanced proton torpedoes. I am going from memory here but there is another post in this modding forum from eviljedi called Star Wars Warlords. He has amazing ships already created but is waiting for the modding tools to release. He was also looking for someone to create tech trees and such. But at least the 3 weapons could be lasers, ions and missles/torpedoes, it would work fine.
Reply #8 Top
the tree's I've got for the weapons atm are:

Laser, Laser Cannon, Quad Laser Cannon, Turbolaser, Turbolaser Battery, Heavy Turbolaser, Heavy Turbolaser Battery, Superlaser...

Missiles, Concussion Missiles, Advanced Concussion Missiles, Cluster Missiles, Advanced Cluster Missiles, Proton Torpedoes, Advanced Proton Torpeedoes, Galaxy Gun and/or Sun Crusher.

Though I was thinking of also adding the Triple Blaster and Space Bombs aswell...?

I suppose we could add Ion weapons for the third tree - though it wouldn't really be 'true', since they don't do any damage... They really exist for capturing stuff - which unfortunately isn't possible at this time in galciv2...
Reply #9 Top
I think the three types of weapons in GC II are fine for star wars. Lasers-turbolasers and so on just get rid of phasers and so on. Missles are in star wars and the projectile weapons would be photon launchers tech.

The real trick would be the hulls. An X-wing or tie is not just a small or tiny hull. They are fighters which have the advanatage of maneover, especially the tie with no armor or shields. We would need to create the balance of maneoverablity versus targeting. this would be the ability of a fighter to get a enemy ship to miss them vs a enemy ships ability to target and hit fast moving fighter.

As for implimation I wonder if this could be included as a design upgrade. Like combat maneover or areodynamics for tiny and small hulls only. This upgrade would give the hulls a hit bonus do to the fact that they would be less likely to be hit. Similarly you could had tracking and advanced computer targeting for larger hulls, perhaps a bridge component that organizes the ships weapons better. A damage bonus perhaps?
Reply #10 Top
Another thought on the tech trees - you could have different tech trees for different ship sizes (in addition to what you already have). So you could have a tree for fighter equipment, then one for medium ships, capital ships, and then huge ships. This would expand the tech tree to be much larger, and then players could specialize in what they want. For example, the Rebellion could go with the starfighter technology, while the Empire goes with capital ships.

Just some more ideas
Reply #11 Top
you could do that - but it'd make balancing the different ship sizes and tech out rather difficult - game-time wise... And there wouldn't be much room for maneuver either... you could have completely different tech trees for each race if you want - but balancing such a thing is a nightmare - which is why I suggest you use the same tamplate for all - but change the parts that matter - (though we still need racial tech trees to make it worth it).
Reply #12 Top
Well, you would make each tech tree essentially the same (just about anyways) so that they would be just about equal in the end. Think of it like the person who only focuses on beams rather then missiles for weapon tech.

When you say 'race', do you mean Empire and Rebellion or actual races?
Reply #13 Top
Well - races in Star Wars are 'groups' - but it's the same thing, gameplay wise
Reply #14 Top
The only real advantage of making a Star Wars total conversion compared to some others I can think of - (Babylon 5/Star Trek etc.) - is that at least all the groups in the Star Wars Universe will use the same basic tech - which is what we need - however, ship models, some tech and planetary improvements etc. will have to be done on a per-group basis, which atm, can only be done for three groups - rather than the nine that we (I? ) would like...

However to do this we need - (irrespective of ethical alignment):

Ways to flag tech so that only one group can research it... (though others can steal it...?)
Ways to enable each group to have their own ship models (Already exists...?)
Ways to flag certain planetary improvements etc. so that only certain groups can build them...


To me, this dosen't sound like it should be too hard to do - since we're only dealing with xml files here...??
Reply #15 Top
There may only be three groups needed, but there are way more than three races in Star Wars.
Reply #16 Top
the 'races' (I think 'faction' was the word I was looking for?) I'd envision in a Star Wars total conversion would be 1) Empire, 2) Rebellion, 3) CIS, 4) Old Republic, 5) New Republic, 6) Black Sun 7) Smugglers (Guild?) 8) Yuuzhan Vong 9) Hutts

Any more suggestions? Thats roughly what I was thinking - though I might have missed a couple of things?
Reply #18 Top
A new planetary improverment, Jedi Acadamy would produce Jedi to help defend the planet.


That is called Tir-Quan Training in GC2.

Reply #20 Top
I think the easiest way to get all the factions in that we'd like is really to make a few different tech trees for different time periods.

BBY: Good (Old Republic), Neutral (Filler...Wookiees/Multi-race Combo), Evil (CIS)
BY/ABY: Good (Rebels), Neutral (Black Sun), Evil (Empire)
More ABY: Good (New Republic), Neutral (Hutts), Evil (Imperial Warlords)
Well ABY: Good (Galactic Alliance), Neutral (Smuggler's Guild), Evil (Yuuzhan Vong)

Now, granted, this means a lot of added work, but it also increases playability (in my mind). If we were to try and do this, we could always go with the main, canonical timeline first (Rebels, Black Sun, Empire) and then expand as time and patience permits.
Reply #22 Top
That is called Tir-Quan Training in GC2.


I mod it to be - "Tay-Quan Training"
Reply #23 Top
I uploaded a ship pack with SW ships on it. I just updated it with another ship or two, so it shouldn't be long before it is back up.