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RE: Star Wars - 3/9/2019 3:06:15 AM   
Hattori Hanzo


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From: Okinawa
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better if you finish your mods and only after write this weird kind of "help-book"..

< Message edited by Hattori Hanzo -- 3/9/2019 3:07:59 AM >

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Post #: 361
RE: Star Wars - 3/9/2019 5:06:59 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: Hattori Hanzo

better if you finish your mods and only after write this weird kind of "help-book"..



No problems..... I'll stop posting any more comments in this forum. All I get these days is negative criticism and it makes it really hard to carry on with these mods.

By the way.... the reason the mods are taking a long time is that a lot of Distant Worlds Universe has been changed in my mod.... it is not just add a few races, ships and characters..... everything was being changed......and sometimes it is not easy to work out how to do something. Then I get a bug appear and it may take several weeks to resolve.

Research and components were almost complete on every mod..... people would have liked seeing what I did.

Oh well......

< Message edited by rjord1 -- 3/9/2019 6:10:11 AM >


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Post #: 362
RE: Star Wars - 3/9/2019 1:55:20 PM   
Retreat1970


Posts: 948
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From: Wisconsin
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I'm happy you like to mod, but it's like you see the next shiny thing and constantly move on. I really, really wanted to play Star Trek when you announced it three years ago in 2016, but I've given up hope of ever playing it.

I'm not negative. I'm more sad to a point. I want to play your mods, but when? Time is running short since DW2 is on the horizon.
Post #: 363
Star Wars - 3/9/2019 6:14:29 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: Retreat1970

I'm happy you like to mod, but it's like you see the next shiny thing and constantly move on. I really, really wanted to play Star Trek when you announced it three years ago in 2016, but I've given up hope of ever playing it.

I'm not negative. I'm more sad to a point. I want to play your mods, but when? Time is running short since DW2 is on the horizon.



Yes I know it has been 3 years...... and yes it has taken a long time. However that is because I lost practically everything when a computer hard drive failed. When I went to my backup I found that the backup file was corrupted.

So my choices were to give up or start again from scratch..... and I chose the latter.

I know many modders here who just suddenly disappeared before releasing their mods.

Example : http://www.matrixgames.com/forums/tm.asp?m=3186572

Eva posted her first amazing screenshots 25th September 2012. Everyone was excited for the day we would get to see her mod released.

15th June 2013 she then said this
"this eve mod final Release Date will be July 2013..
i will finish this modding soon .. i MUST finish"

Then 15th August 2013 she apologized again and promised the mod would be released within 2 months.

25th May 2014 she then let us know she had purchased Distant Worlds Universe .... so it appeared she was now going to transfer her mod from Shadows to Universe.

Unfortunately she never came back after that...... which was a pity as she had put a lot of work in and her mod was apparently 90% finished.... we never got to see it.



So I have been rebuilding Star Wars and Star Trek again. Things slowed down while working on research and components. And ships.... that was a big challenge too.

So while working this out as well as changing the dialog between all the species and working out how to do somdething in the mod I then decided to release a very early version of Stargate and then do some minor work bringing back old mods Master of Orion, Mass Effect and Warhammer 40k that only needed a few hours of work to fix issues with. These then being mods I would work on after Star Wars, Star Trek and Stargate.

While I had been working on some other mods most of my time has been spent on Star Wars and Star Trek almost daily..... as long as running my own business gives me the time.

I am happy to continue the modding but you need to understand there is always a reason why mods are delayed.... it is just hard at times when I read some comments which are repeated several times again and again saying the same thing.

And when Distant Worlds 2 is released this year or next year each of my mods will be converted over.


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Post #: 364
RE: Star Wars - 3/9/2019 9:23:04 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Tips For those new to Distant Worlds Universe
---------------------------------------------


If you start with a number of spies don't leave them idle.....
I assign all of them to Counter Intelligence from the very beginning.

When an enemy such as the Empire arrives you can then assign the spies to target the Empire or other hostile race.

With the test of the mod I currently have the mod teeming with life which can be as close as 1 sector away......







Attachment (1)

< Message edited by rjord1 -- 3/9/2019 9:26:03 PM >


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Post #: 365
Star Wars - 3/9/2019 10:33:35 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Tips For those new to Distant Worlds Universe
---------------------------------------------


The mod comes with all the design templates you need.
These can simply be loaded from a file that comes with the mod.

The design of a rebel base as shown below has all the components added that you need while keeping excess energy to it's lowest rate. At the beginning of the game your rebel base is not heavily defended and there are no weapons yet as you will need to research them.






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Post #: 366
Star Wars - 3/9/2019 10:44:46 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Tips For those new to Distant Worlds Universe
---------------------------------------------


Designing the X-Wing Template

Your X-Wings need to have a great cruise speed in order to travel around your system. They will have no hyperdrive at the start. The template loaded into the mod will have this cruise speed already loaded in so Luke won't be piloting a space turtle.




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< Message edited by rjord1 -- 3/9/2019 10:46:27 PM >


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Post #: 367
RE: Star Wars - 3/10/2019 1:06:28 AM   
Vectrexplosion

 

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This is really interesting! I am new here and I downloaded this along with a few other mods. I will play them when I finish my first vanilla game. Keep up the great work!

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Post #: 368
RE: Star Wars - 3/10/2019 1:11:22 AM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
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quote:

ORIGINAL: rjord1

quote:

ORIGINAL: Hattori Hanzo

better if you finish your mods and only after write this weird kind of "help-book"..


No problems..... I'll stop posting any more comments in this forum. All I get these days is negative criticism and it makes it really hard to carry on with these mods.

By the way.... the reason the mods are taking a long time is that a lot of Distant Worlds Universe has been changed in my mod.... it is not just add a few races, ships and characters..... everything was being changed......and sometimes it is not easy to work out how to do something. Then I get a bug appear and it may take several weeks to resolve.

Research and components were almost complete on every mod..... people would have liked seeing what I did.

Oh well......

my apologies RJord1, it is not my wish to discourage you.. sorry

it's only, as Retreat1970 says, that I [and I'm sure many other people here] wish so much to play your "Original Star Trek" DW:U mod that sometimes [I admit, too much times..] I feel discouraged myself..

again, my sincere deep apologies.

ps: please do NOT stop to post.

< Message edited by Hattori Hanzo -- 3/10/2019 1:12:10 AM >

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Post #: 369
RE: Star Wars - 3/10/2019 2:01:09 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: Vectrexplosion

This is really interesting! I am new here and I downloaded this along with a few other mods. I will play them when I finish my first vanilla game. Keep up the great work!




Thanks Vectrexplosion


Please keep in mind that the existing mod you downloaded was last updated 28th December so content seen here for last 2 months will be in the next update.

Someone created a series of youtube videos on this mod which can be seen here.
The next version of the mod will be the beta version and much more complete than the alpha version of the mod.

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Post #: 370
Star Wars - 3/10/2019 3:53:50 AM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
In the next update......

Finally I have the Super Star Destroyer looking the way I want it to.
There will only be a few of these around due to the high cost of manufacturing them.

Only the Death Star is more expensive to build.

For the size of the Super Star Destroyer I image scaled it by 600







Attachment (1)

< Message edited by rjord1 -- 3/10/2019 4:03:13 AM >


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Post #: 371
Star Wars - 3/10/2019 4:16:22 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
In the next update......

An Imperial Star Destroyer along with the Super Star Destroyer
The Super Star Destroyer has been increased in size






Attachment (1)

< Message edited by rjord1 -- 3/10/2019 5:34:19 AM >


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RE: Star Wars - 3/10/2019 12:17:54 PM   
Vectrexplosion

 

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Alright, thanks :)

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I like strategy games.

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Post #: 373
Star Wars - 3/10/2019 5:44:41 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
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This week I am working on the characters and I have just added 218 Wookies into the mod comprised of male and female Wookies.

There are 15 leaders, 20 Ambassadors, 20 Colony Generals, 20 Fleet Admirals, 20 Troop Generals, 20 Intelligence Agents, 20 Scientists, 10 Pirate Leaders and 81 Ship Captains who will appear in random order apart from the first couple of leaders.

Using photoshop I have created the portraits of the Major Wookie players as you can see below starting with the image of the left and ending up with the image on the right on Kashyyyk.

To merge the Wookie into the background picture I use the photoshop clone stamp at 46 to merge the edges of the Wookie so there is no hard outline. An effective result.




Attachment (1)

< Message edited by rjord1 -- 3/10/2019 5:49:37 PM >


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Post #: 374
Star Wars - 3/10/2019 7:15:01 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The 218 Wookies were added to the mod using an Excel spreadsheet which creates the characters file for each race.

I tested the mod works still after adding all those names in and was surprised to see that Black Krrsantan was already in the game waiting at Kashyyyk.

Black Krrsantan is a Wookie Bounty Hunter who has been known to work for Jabba the Hutt from time to time.







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Post #: 375
Star Wars - 3/11/2019 10:15:25 AM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
Over 200 Hutt added to the mod if you would prefer to play as them.......
As there is a limit on the different looking Hutt available I am working on a few options on how they appear in the mod.






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Post #: 376
Star Wars - 5/7/2019 7:06:42 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
As a business owner I needed to take some time off away from modding to get some work done.....
However today I am back continuing work on my mods....

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Post #: 377
Star Wars - 5/8/2019 12:57:21 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The next version of the mod will have the number of races significantly reduced to 27.
Having 51 races in the mod made this a complicated project to finish.

The races that will appear are those that were seen Between Episodes IV and Episodes VI.... exception being the Kaminoans.

Additional races may be added at a later date.

The list now includes:

Aqualish
Bith 
Bothan
Chadra-Fan
Corellian
Devaronian
Duros
Empire
Ewok
Gamorrean 
Gran
Hammerhead
Hutt 
Jawa
Kaminoans 
Mandalorian
Mon Calamari
Ortolan
Rebellion
Rodian
Sullustan
Togruta
Trandoshan
Twi'lek
Ugnaught
Wookiee
Zabrak


< Message edited by rjord1 -- 5/8/2019 12:58:22 AM >


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Post #: 378
Star Wars - 5/10/2019 6:51:02 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I am focusing on building the Empire.... specifically how to have the Empire building the Death Star over a long period of time.

I do not want the Death Star to be be completed in the early part of the game and while expanding across the galaxy the Empire needs to create the plans, find the resources and then build the battle-station.

Probably the best way of dragging out the construction of the station is using the research tree to research each part of the battle station.

Example....

Hypermatter reactor
Class 4 Hyperdrive Engines
Mk I Superlaser
Tractor beam
Turbolaser batteries
Laser cannons
Ion cannons

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Post #: 379
RE: Star Wars - 5/10/2019 7:05:49 AM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline
quote:

ORIGINAL: rjord1

I am focusing on building the Empire.... specifically how to have the Empire building the Death Star over a long period of time.

I do not want the Death Star to be be completed in the early part of the game and while expanding across the galaxy the Empire needs to create the plans, find the resources and then build the battle-station.

Probably the best way of dragging out the construction of the station is using the research tree to research each part of the battle station.

Example....

Hypermatter reactor
Class 4 Hyperdrive Engines
Mk I Superlaser
Tractor beam
Turbolaser batteries
Laser cannons
Ion cannons

it seem a very good idea Rjord1 !!!

< Message edited by Hattori Hanzo -- 5/10/2019 7:06:36 AM >

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Post #: 380
Star Wars (beta 1.0) - 10/18/2019 5:52:19 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Apologies for not posting updates in a while...... to be truthful I have not been very well and needed some time to concentrate on my health.

Below is an example of some of what I have been working on recently....
The ultimate aim is to have a mod with the look and feel of classic Star Wars between Episodes IV and VI.

This is the size that the Death Star will appear in the mod.






Attachment (1)

< Message edited by rjord1 -- 10/18/2019 5:59:45 PM >


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Star Wars (beta 1.0) - 10/18/2019 7:12:03 PM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
Super Star Destroyers were being built just prior to Episode IV and apparently one was in dry dock inside the original Death Star when it was blown up in Episode IV.

This gives a better understanding to how big the Death Star was......





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< Message edited by rjord1 -- 10/18/2019 7:16:19 PM >


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RE: Star Wars (beta 1.0) - 10/18/2019 10:22:24 PM   
EliphasTheInheritor

 

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quote:

ORIGINAL: rjord1

Super Star Destroyers were being built just prior to Episode IV and apparently one was in dry dock inside the original Death Star when it was blown up in Episode IV.

This gives a better understanding to how big the Death Star was......






Glad to hear you're back with news. It was rather quiet on the forums lately.

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Post #: 383
RE: Star Wars (beta 1.0) - 10/19/2019 5:17:36 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: EliphasTheInheritor


quote:

ORIGINAL: rjord1

Super Star Destroyers were being built just prior to Episode IV and apparently one was in dry dock inside the original Death Star when it was blown up in Episode IV.

This gives a better understanding to how big the Death Star was......





Glad to hear you're back with news. It was rather quiet on the forums lately.




Yes I noticed it got quiet in here.................


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Star Wars (beta 1.0) - 10/19/2019 9:00:08 AM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
With 350 new planets in the mod with a plan to eventually have 500 different looking planets, one thing I am looking to do is somehow turn off the automatic generation of rings around planets.

I have already created planets with ring systems around them so I do not want Distant Worlds Universe creating rings.

If I am unable to turn this off I do have options I can follow.






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< Message edited by rjord1 -- 10/19/2019 9:05:33 AM >


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Star Wars (beta 1.0) - 10/20/2019 6:54:26 AM   
rjord2021


Posts: 1992
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From: Sydney, Australia
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I am trying to capture the essence of Star Wars (1977) and show how powerful Imperial Class Star Destroyers were for the Empire. In the original film the Millennium Falcon left Tatooine and immediately had to try and escape a Star Destroyer which was no mean feat.

In this mod I want to have the same fear of Imperial Star Destroyers so when one shows up in your system you know the Empire has arrived.

In this mod the appearance of Imperial Star Destroyers in a system will mean the Empire is going to establish a presence in that system.They will find a planet with resources the Empire needs and will establish an Imperial base. Once an Imperial base appears then the TIE/LN Fighters will appear as well.

As in Canon the TIE/LN Fighters do not have hyperdrive and they do not have shields and I want to have that being the case in this mod. The Rebel X-Wings do have shields and they do have Hyperdrive so they will destroy the unshielded Tie Fighters..... however the Empire will have a lot more fighters in each system where there is an Imperial Base so the Rebel Alliance will face larger numbers of fighters.

Without Hyperdrive the TIE/LN Fighters, the TIE Interceptor and the TIE/sa Bombers will never travel from one system to the next while this is not the case with the Rebel fighters which do have Hyperdrive.

Once the Empire establishes a base in the system and deploys fighters the Rebel Alliance will need to destroy the Tie Fighters and then the Imperial Base and Star Destroyer if the Destroyer is there. X-wings and Y-Wings will not be able to destroy an Imperial Star Destroyer so the Rebel Alliance will need Capital ships to do so.


Below is concept art of how the Star Destroyers will appear in key imperial locations such as Coruscant. At a cost of 150 million credits the Empire will not want a Star Destroyer based in minor systems.

I am currently testing how to make sure the AI in the game does not build 10 Star Destroyers and leave them in a system like Tatooine. Ideally the AI would build a base there and then the Star Destroyer would leave.






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< Message edited by rjord1 -- 10/20/2019 6:57:08 AM >


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Star Wars (beta 1.0) - 10/20/2019 9:09:34 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Tomorrow I am testing new graphics for the X-Wing fighters, the Tie-fighters and the Millennium Falcon.

This is an idea I have been looking at where the ships are not seen directly from the top looking down.
The X-Wing shown below would not work so I am still working on the final image where the top of the X-Wing similar to how the Falcon looks.






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< Message edited by rjord1 -- 10/20/2019 9:19:40 AM >


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Star Wars - The Evacuation of Yavin (in beta development) - 10/28/2019 4:47:38 PM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
1977. This was when I saw Star Wars for the first time and literally my life was changed from there on.
My life seemed to revolve around the Star Wars universe and I was always reading novels or comics expanding on the adventures of Luke Skywalker.
Then I saw The Empire Strikes Back in 1980 and then Return of The Jedi in 1983...... what a trilogy that was.

So when creating this mod I always knew it was going to be based somewhere in the period covered by these movies.
The hard part was to work out what was going to be in the mod and how I was going to do it involving months and months of testing.

The one thing this mod had to do was to bring back the magic of Star Wars that I experienced in 1977.

Over the last month I have finalized the look and feel I am looking for in this mod and I have also worked out when this mod occurs.

The mod takes place immediately after Episode IV. The Death Star has been destroyed and the Rebels prepared to evacuate from their base on Yavin but found the Empire had blockaded the system.The blockade continued for six months, angering Imperial fleet commanders, although the Supreme Commander and Sith Lord Darth Vader held off from ordering Yavin base's destruction while construction continued on his flagship, the Super Star Destroyer Executor.

The Rebel Alliance was aware of the Executor being constructed and knew that once the Executor was finished it would be heading to the Yavin system to wipe out the Rebels. Small ships were able to escape the blockade, and the Rebel Alliance sent out several teams on missions to find allies against the Empire as well as to ultimately find a new location for their Rebel Base.

Darth Vader on board the Executor would eventually arrive at Yavin and the Alliance needed to build a fleet in preparation for the battle with the Empire that was going to become known as The Evacuation of Yavin.


(below is a concept art picture showing an Imperial Blockade of Yavin with the Imperial Destroyer and Tie Fighters finalized.)






Attachment (1)

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Star Wars - The Evacuation of Yavin (in beta development) - 10/29/2019 11:38:10 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Star Destroyers


When playing the Rebel Alliance the last thing you want to see is an Imperial Star Destroyer arrive in the system you plan to establish a rebel base.

Since Tie Fighters do not have hyperdrive the Empire will send a Star Destroyer to the new system and move to the planets of interest and begin building the new Imperial base. Once the base has been completed the Star Destroyer will leave the system.

When the Destroyer leaves you need to send rebel forces into that system before they can build a defensive fleet of Tie Fighters. Destroy the base and setup the rebel base. With luck you will have a large enough fleet before Imperial forces arrive back in the system.



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