Star Wars Mod Team

Time to get one of these officially organized

From what I can see, one or two other mod teams had been made but they're now dead. I'm gonna start a new one. This mod will (hopefully) eventually cover all of the major time periods: Clone Wars, Galactic Civil War, Establishment of the New Republic, and the Yuuzhan Vong invasion. If we get enough interest (and people willing to work on it) I'd also be willing to work on the Sith era from KOTOR times.

I'm going to take an organizational role for the time being. I will also do XML modding, storyline (I'd like to get a campaign designed... even one for each time period possibly), and Tech Tree.

We need:
Modellers
Texturers (Modellers can often texture, but we need designated 2D designers as well)
GUI editors
XML Modders
Creative Thinkers (Storyline, Flavor Texts, etc)
Animators (once again, Modellers can often double here)
(Eventually) Testers

Current Members & their jobs:
Rasori: Leader, XML Modder, Creative Thinker
Ion: Creative Thinker
Star Dagger: Texturer (2D in general), Creative Thinker
w00t u doing: Creative Thinker
BradenK: Creative Thinker
Master U: XML Modder, Creative Thinker
Blackrook: Creative Thinker
Steelados: Creative Thinker
Fragonman: Creative Thinker
Wilson: XML Modder

Not to cut anyone off, but I'm gonna say no more (pure) creative thinkers for now. Go ahead and input opinions, and if we get good stuff you'll be added to this list. Aside from that, no point adding to the list simply because you're saying you can do it. Everything else is wide open joining though, and don't think you can't get in as a Creative Thinker, it's just an "application basis" now.

*New E-Mail!* If you're interested in joining up, post here with your intended job or e-mail me at [email protected]
126,495 views 77 replies
Reply #1 Top
I could help with the tech tree.
Reply #2 Top
*in a radio static voice from an X-Wing*

Im on 2d and Creative Thinker, then ill target their main engines!
Red 12 out

Reply #4 Top
I know a lot about SW. I might be able to help withh the creative side, finding the names of weapons, and techs, etc. I've actually been building a list of weapons and such. Had to make some up, but it follows the same pattern. Example. X-wings have KX-5 Laser Cannons. So I made a KX7 to fit in. I actually plan on making the energy weapons from capital ships the beam weapons in game, starfighter weapons the mass weapons, and then concussion and torpedoes the missile weapons.

I'm also trying to figure out a way to make some kind of maneuverability research that adds defense, since you can't make them harder to hit. The tricky part is getting it so that large ships can't use it.
Reply #5 Top
Alright, added in. I've also gotten e-mails about a couple of people interested in testing. Keep in mind that it's probably going to be a long time before we get to a testable point, but I figure I'm gonna make a list and we're going to work testing on a first-come-first-serve basis.

I've finally come up with a good idea for ship designs so we can get pretty much everything in that we want:
Rather than making ship designs by races (I'd like to do this, but I think the 6 style limit is hard-coded... though it may just be a GUI limitation), we can make ship designs by cartel--since most ships have recognizeable appearances based on their cartels. Now, some may say this doesn't make much sense (after all, the Imperials use Sienar Fighters and Kuat Capital Ships and mixed frigates). What we'd do is use the Cartel's fighter designs to begin with, then add in some other ships that are always seen in combination with the cartel (like Lambda shuttles are pretty much Imp Exclusive, we could call it Sienar). Then for the really recognizeable ships, we go by factions.

As for getting the faction thing to work, I'm thinking we'd have to divy up the time periods (mixing would be fun, but very very hard to implement AFAIK--tell me if you know of a good way to do it). Starting with the GCW timeline, I'd say we can do Good-Neutral-Evil with Good being Rebels, Neutral the Black Sun, and Evil the Empire. If we make the faction choice the only option for research at the start (and make it really cheap because you should decide early), then we can make core ship designs (available for all of the different cartel styles) that unlock as you get faction-specific techs for them.

Tell me what you think (and if you don't understand I'll take my time and elaborate more later).
Reply #6 Top
okay i like the idea of the black sun being neutral but werent they allied to the empire? And i also like the idea of choosing your side early so that you can begin making some of the ships. And if you need some of the names of the fighters and whatnot you should check out: star wars x-wing alliance it's got a lot of many different names and designs for them(some of which i copied in the campiagn so i could have better things). Oh and also some of the black sun fighters could also have some of the other factions ships as well (such as the y-wing) just a thought
Reply #8 Top
I'm a good writer, so if you need text I could do that, i.e. tech descriptions, hints, alien race descriptions. I also know how to spell and punctuate, which matters more than some people think.

Your ideas about ship design being controlled by alignment is good thinking, but doesn't really jive with the Star Wars universe. A Correlian ship is designed the same, regardless of the alignment of its owner. I think ship design should be controlled by manufacturer, who tend to build similar models.

I don't know anything about Black Sun and I've seen all six movies. I think a better neutral alignment are those worlds who are trying to stay out of the conflict for one reason or another. Some are independent worlds not part of the Empire. Some are run by smugglers or gangsters. For whatever reason, they are trying to stay out of the war between Empire and Rebellion.

Perhaps covering all periods of the Star Wars saga is too ambitious to start. Better to concentrate on Episodes IV-VI, the only part of Star Wars that interests most people.

Reply #9 Top
I can put ships into more than six styles. Oh and i got some ideas for laser weapon tech tree. Blasters, laser cannons, disrupter cannons, Turbo lasers, Superlaser, Megalaser, Ultralaser. COmments?
Last time i checked black sun were not allied with either side.
Reply #10 Top
Missile Suggestions: Rockets, Concussion(sp?) missiles, proton torpedoes, Cluster missiles, Super missiles, mega missiles, ultra missiles? oh and for evil side: Force Missiles.

I suppose i could do some xml too.
I have an idea to replace the mass drivers, ion cannons. They could be the weakest but be very hard to defend against. Comments? The defenses for lasers and missiles they have now would still work.
Reply #11 Top
Lot of things to respond to. I'll add names in for those who asked to join up after this post.

Let's see:
@ Black Sun Allegiance: If they were allied to the Empire, it doesn't matter because the Empire betrayed them. They'd make a good neutral as a smuggling/pirate group that is mentioned in EU materials.
@ Neutral being Independent Planets: I like this idea, but there are few resources to draw upon. Especially the fact that there would be no faction-aligned ships for them (presuming we use them). There are specific ships the Black Sun used, like the Virago fighter. If you can come up with an understandable way of making independent planets as a faction choice be balanced, by all means I'm very willing to look into it.
@ Faction ships being unlike Star Wars, I don't agree here. For example, Rebels couldn't buy ISDs. Period. Kuat wouldn't sell to them in any way. Similarly, Imps couldn't buy Mon Cal Cruisers. The more middle-ground ships (from smaller or independent cartels) are the ships that would be selectable through race customization: sticking with the GCW timeline (Episodes IV through VI), they'd be things like Incom, Sienar, Corellian Engineering Corporation, and similar. In other words, factions will get you definitive faction-specific hulls, addons, and ships, but you will also get to pick your own style based mostly on preference. The main thing I don't like about this is that theoretically a Rebel could pick Sienar ships, but hey, if that's what makes the game enjoyable, I don't mind.
@ Starting all Time periods: Yes, it is ambitious, and I do intend to start with the GCW, but I was putting the plans on the table.
@ Ion with more than 6 ship styles: I understand how you do this, but to make the mod more user-friendly I'd only be interested in more than 6 styles if more than 6 were selectable.
@ Mass Drivers = Ion Cannons: I'd like to include Ion Cannons in the game somehow--it's upsetting that we can't make ships capturable. This idea is something we should keep in mind, as it will at least reasonably imitate the workings of an Ion Cannon.

My own thoughts for weapons: It might make more sense to add a couple of trees and really end up with: Starfighter Lasers (weak but small), Capital Ship Lasers (powerful but big), Ion Cannons (if/however we decide to implement them), Missiles (cheap but weaker), Torpedoes (more expensive, stronger). Missiles and Torpedoes could possibly be combined to one... The main reason I suggest dividing them like this, however, is just so that you can have powerful fighters that can stand up better because their weapon tree extends to the end (rather than putting one really powerful Capital Ship weapon on it since the most advanced decent-sized weapon sucks). It'd be nice if we could make it so that Capital Ships couldn't have Starfighter Weapons and vice versa.
Reply #12 Top
cant we try to make a proton beam for the empires destroyers
Reply #13 Top
No offense, but if this mod is going to be done, we've got to stick to Star Wars. I don't remember anything called an ultra laser. or ultra missiles. I've never read any of the comics, but they don't sound star wars at all.

X-Wings were armed with Taim & Bak KX9 Laser Cannons, B-wings had either Gyril 72 Twin Auto Blasters or Gyrhil R-9x Laser Cannons, etc.


Even though their may not be a Taim & Bak JX2 Laser Cannon, it atleast sounds like it could have been on a fighter.

I was planning on making my own mod (And may still yet) but I will happily contribute to this one.

What I've got so far:

A list of 20 Capital Ship Laser Weapons
20 Fighter Craft laser weapons
6 Sensors
8 Weapons components that can be used as weapons upgrades (Increasing the %)
15 Missile/Torpedo Weapons
21 Engines

If you're interested, my e-mail is [email protected]

As for the nuetral group, I don't care much for Black Sun. They were still evil. Use Smugglers, Mercs, and freelance groups. Warlords even.

I'd almost like to see the whole universe used, starting out with Ep. I ships, and as techs become available, getting newer hulls and weapons for the newer fighters and cap ships. Would be a challenger since the good republic turns into the evil empire, but I'm sure a way can be found around this.

Since Ion Cannons aren't able to be in the game, I just put them in the Starfighter tech tree, and the Capital tech tree with the lasers and Turbo Lasers. Basically, Ion cannons still do damage. They may not destroy a bank of Turbo Lasers or make a hull breach, but they still shut down portions of the ship and take things offline and leads to the target's destruction more quickly.

Having more than three tech trees is tedious and IMO, would not be practical. Players would almost have to decide if they want to focus on star fighters or capital ships so they would only have to research two tech trees.

And since Star Wars focuses on fighters a lot, a way would need to be found to make them a viable war ship later in the game when you can build ISDs. I'd like to find a way to make ship upgrades that can only fight on tiny and small hulls and add defense (to represent maneuverability). I haven't had a chance to look into if upgrades can be restricted to certain sized craft.
Reply #14 Top
IS anyone planning on making or in the process of making Star Wars Hulls? Not just slapping compnents together, but actual models of hulls?
Reply #15 Top
I really like to join the star wars mod team, I saw here star trek and babylon mod teams but now it's time for star wars but I have a little problem that maybe a lot of you have, I don't know how to play with ship parts and hulls. I just know how to make XML and stuff so you can add me to the XML Modders and Creative Thinkers.
Reply #16 Top
good point with the black sun alligence i forgot all about the betrayel. Also the ion cannons im not sure how that would work but if it can happen it would make it far more enjoyable. Say (y-wings have them) a y-wing attacks an isd and disables it which would allow you to capture it would that mean an army of y-wings could take down an empire one ship at a time and attack WITH those ships its just crazy
Reply #17 Top
BradenK: I can see you will be quite a valuable contributor here (not to say others aren't, but these debates are getting us much farther than simply contributing our thoughts.)

I still don't know about smugglers and the like. I see your point, but there is still another issue: we have no resources to make an even semi-"canon" Neutral race. (Afterthought after writing next paragraph: Maybe the Hutts can work all the way through).

I don't have time to do it ATM (work in the morning, be on again in something like 13 hours), but I wonder if it would be possible to copy the Xeno Ethics tech and make multiple choice points. If we could, it would be relatively easy to run through the true timeline: Starting in the Old Republic era, you choose (CIS, Independent, Republic). Then, at a landmark tech, you choose again, (Rebels, whatever Independent, Empire). Then at another, choose again (New Republic, Hutts?, Imperial Warlords). And, finally, another: (Galactic Alliance, Smuggler's Guild, Yuuzhan Vong). It would be relatively possible, even, to have the Hutts be the independents all the way through.

This would be quite the undertaking, especially since we'd want the landmark tech to be something you couldn't rush to... mostly, the balancing act would be the hard part, and then the rest is cake.

I hear it's possible to have multiple requirements for a tech, it's just not pretty looking (it results in the tech appearing "available" after each prerequisite, if I remember correctly, and from what I remember it from people have had mixed opinions as to whether it works). If it is at all possible, that would be our best bet.

As for making hulls: we don't have anyone who's come here planning on it. I'd like to, but have no artistic ability at all. I have looked into online resources with reasonable poly counts and it does appear we can find them as needed, though. Just need to get permission first.
Reply #18 Top
I don't have many skills, but I do know a lot about the New Republic and Galactic Alliance eras, so I can help with straightening out facts, creative thinking, and eventually testing. I can also help with the in-game texts, like diplomatic responses and alien greetings. Because I am going on holiday tomorrow, I may be out of touch for a few days, so e-mail at [email protected] if you would like my help.
Reply #19 Top
I would edit my tech tree post now but i cant... i dont know the specific names of weapons, just the different kinds. So anyway the best iv got: Blasters, laser cannons, disrupter cannons, Turbo lasers, Proton Beams, Superlaser. Comments?
Reply #20 Top
I like the idea of multiple ethics choices. You could actually change the course of the galaxy at that point. Well, keep in mind, we can create ten races, and use Faction names as Good, Evil, Neutral.

You've got the Bothans, Mon Cals, Wookies, Hutts, etc for major races, and you can do races like the Rodians, Gands, etc as minors.

Nuetral can be Smuggler's Alliance, Bounty Hunter's Guild, Mercenaries Guild, or combo of them. Those that don't like the "good" nature of the Alliance/Republic, but hate the Empire. I myself always picture Nuetral as thinking the good guys don't have the stomach to win, but they still hate the evil ones. And in quite a few books, that is how those groups are portrayed.

The "Race" image and description can involve multiple species. It would just be a faction vs. a race.

multiple requirements is a bit tricky. I think we should just have either quite a few intermediate techs in between, or longer tech times (Which will decrease as you research and build tech facilities). You'd either have to research nothing else while getting the ethics techs, or you'd have to wait until it was a manageable level. And the bonus from that tech might just have to be something inticing .

There was one guy doing a warlords mod who said he had 200+ star wars models, but I can't find any way to contact him. I'd love to get a modeller going with those.

As much as I would love to capture ships, I doubt there is anyway to allow us to capture them. It's just not hard coded into the game. We may have to wait and see if a patch or the expansion gives us the option. As I said before, I've got three weapons tech trees. Starfighter weapons (Small, weaker), Capital ship weapons (Larger, but more powerful), and missile weapons (Missiles, torpedoes). I'd like to find a way to restrict certain components to certain size ships. That would make the starfighters a good choice with capital ships too.

Here's an example of my Capital Weapon Tech Tree:

this one took a bit more creativity to make, as I found less info on these than fighter weapons.

1)Taim & Bak AX5 Laser Cannon
2)Taim & Bak AX8 Laser Cannon
3)Dymek HL-5 Twin Laser Cannon
4)Dymek DL-2 Dual Laser Cannon
5)Dymek LT-6 Triple Laser Cannon
6)Taim & Bak BX8 Quad Laser Cannon
7)Taim & Bak CX3 Light Turbo Laser
8)Taim & Bak CX3a Dual Light Turbo Laser
9)Taim & Bak H9 Turbo Laser
10)Dymek TL-8 Turbo Laser Cannon
11)Dymek TL-10 Heavy Turbo Laser Cannon
12)Dymek TL-X1 Turbo Laser Battery
13)Taim & Bak XX9 Heavy Turbo Laser Battery
14)Taim & Bak XX0 Double Turbo Laser Battery
15)Borstel C-5x Triple Turbo Laser Battery
16)Borstel C-7x Quad Turbo Laser Battery
17)Taim & Bak X10 Twin Heavy Turbo Laser Battery
18)Gyrhil D-8x Dual Heavy Turbo Laser Battery
19)Gyrhil E-0x Triple Heavvy Turbo Laser Battery
20)Gyrhil G-1x Quad Heavy Turbo Laser Battery
Reply #21 Top
I just remembered, there's rumored to be three more movies set thirty years after Return of the Jedi.
Reply #22 Top
I just did a new mod right now and I want to know if somebody likes the idea so:
you are playing in the Empire era and you must have your army of clones, right? you know stormtroopers so I add few techs:
cloning
advenced cloning
intensive cloning
expert clonning
Ultimate Cloning
Supreme Cloning
it gives Clone Facilities (Improvment), Clone Training Center
and it gives you a solidering bonus.
this mod is ready I just need some comments of what you think of that.

Thanks.
-Master U
Reply #23 Top
We won't see those last three movies. While Lucas has always said the movies take precedence over the books, I don't think he'll do the last three. I'm sure it was an idea he had started with, but now the six movies wrap nicely. Plus, there are books that start 3 days after ROTJ and go until over 30 years after.

I think clone technology would be better as a wonder, which gives you a soldiering bonus. But I do like the line .

What exactly does each tech and improvement do? How much bonus, etc?
Reply #24 Top
other nuetral ideas (or atleast races) The Hapans and Corellia.
Reply #25 Top
Here's an example of my Capital Weapon Tech Tree:

this one took a bit more creativity to make, as I found less info on these than fighter weapons.

1)Taim & Bak AX5 Laser Cannon
2)Taim & Bak AX8 Laser Cannon
3)Dymek HL-5 Twin Laser Cannon
4)Dymek DL-2 Dual Laser Cannon
5)Dymek LT-6 Triple Laser Cannon
6)Taim & Bak BX8 Quad Laser Cannon
7)Taim & Bak CX3 Light Turbo Laser
8)Taim & Bak CX3a Dual Light Turbo Laser
9)Taim & Bak H9 Turbo Laser
10)Dymek TL-8 Turbo Laser Cannon
11)Dymek TL-10 Heavy Turbo Laser Cannon
12)Dymek TL-X1 Turbo Laser Battery
13)Taim & Bak XX9 Heavy Turbo Laser Battery
14)Taim & Bak XX0 Double Turbo Laser Battery
15)Borstel C-5x Triple Turbo Laser Battery
16)Borstel C-7x Quad Turbo Laser Battery
17)Taim & Bak X10 Twin Heavy Turbo Laser Battery
18)Gyrhil D-8x Dual Heavy Turbo Laser Battery
19)Gyrhil E-0x Triple Heavvy Turbo Laser Battery
20)Gyrhil G-1x Quad Heavy Turbo Laser Battery


Looks like i need a new job...