Star Wars: The Old Expanded Universe (Full Version)

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Capshades -> Star Wars: The Old Expanded Universe (10/8/2015 7:28:46 AM)

Note: thread still under construction

Star Wars: The Old Expanded Universe

Yes, yes, I know, ANOTHER star wars mod. While I like the other star wars DWU mods out there, they just weren’t exactly what I wanted. So I’m making my own. Note that though this project will probably take longer than the release of the new Star War Episode 7 movie (yep come and gone), I will in all likelihood not incorporate anything from the new cannon into this mod. The mod is likely going to be split up into multiple stand-alone mods, split into the different eras.

I borrowed several ideas from Mensrea’s WH40k mod, although hopefully not too many as to make the mod as unstable as his. Here’s a taste:

• Much larger ships
• Limited range of (as in fewer strategic) resources
• Changed colonization ships to propaganda ships, and population growth to spread of loyalty. People are already there, they just aren't loyal to any state.
• To this end, maximize propaganda ship production speed via characters and any other method I can find.
• Most factions can build propaganda ships at max speed, but their loyalty levels change differently, generally imperials will have low growth and rebels high, etc.
• Governments replace races. Population represents loyalty to that government, assume the galaxy is already populated and you’re just converting people to your cause.
• Large, very diverse cannon ship set (I have acquired every named SW ship in existence.)
• 24 governments (races) (see below list)
• Minor non-expanding factions to represent species and group that had some autonomy under the republic and empire.
• New, more direct tech tree (most components will be automatically unlocked at start of game, tech is just for improving them)
• Weapon ranges significantly increased. Projectile speed greatly increased. Almost to the level of the novacannon range.
• Faction-specific government styles
• Super aggressive factions

Suggested game settings include:
• Post-warp tech for all governments
• Governments paired against governments of the same era (cross-era governments will not be balanced at all.)
• Max size, max star spiral galaxy
• Several very powerful pirate races (Black Sun Vigos, or rebels, if I split up the mod)
• Few or no space monsters (they haven’t been changed)
• Put the non-expanding governments at their proper locations, with 2-3 starting planets.

Tech:
• Lasers, ion cannons, torpedoes, and missiles will be the only weapons available to most races.
• However, there will be a sizable increase in the variety of lasers (Turbolasers, Quad Turbolaser, Heavy Turbolasers, etc)
• Planet destroyers will only be available to Palpatine (normal empire and dark empire) and the Yuuzhan Vong.
• Mass drivers will only be available to governments with a criminal leaning (Hutts, Black Sun.)
• Tractor beams available to all, but no gravity weapons whatsoever.
• Most expanding races will have maximum colony ship building bonuses (including leader bonuses.)
• As stated earlier, most tech pertaining to unlocking units and components will be unlocked at start of game. Most tech will just be for improving current components, and then not by much.
• The “carrier” ship role will be converted to more of a “supercapital” role, since most large ships in the SW universe carried a large number of fighters anyway.
• Squadrons: All squadrons will have 4 ships, 1/3 of they’re supposed to be due to lag issues. I will include mini-mods to further decrease it to 2, or increase it to the full 12. One hanger per squadron.
• Wonders will all be income and ship production speed bonus based. Some will be race-specific, some not.

Political leaning (race family):
Pro-Centrist: The traditional Coruscantian way of thinking: we rule, they follow. For game purposes, no elections, death of a leader causes massive disruption, etc. Dislikes everyone else.
Anti-Centrist: Those who believe that the galaxy can rule itself, advocates a much more federal form of government. Dislikes Pro-Centrist.
Isolationist: Just wants to be left alone. Non-expansionist, non-playable, no leader bonuses. Dislikes Pro-Centrists even more, and even Anti-Centrist to a much lesser degree.
Criminal: Crime Lord’s dream empire. Likes everyone (they can make money off of, that is,) disliked by everyone.

Eras:
1: The Sith-Republic war of 4,000 BBY (commonly known as the Knights of the Old Republic Era)
2: The Clone Wars (Invasion of Geonosis to Death of Sep Council)
3: The First Galactic Civil War (Treaty of Corellia to Endor)
4: The Fall of the Empire (post-Endor to Gavrison Treaty.)
5: The Yuuzhan Vong Invasion (Invasion to Surrender)
6: The Second Galactic Civil War (Krayt’s deposing Fel to whenever)

For the “shakturi” invasion, a copy-paste of the Yuuzhan Vong Empire will be used for the shakturi, and the Dark Empire for the mechnoids (with Palpatine wagging his finger saying “I told you so, I told you so!”)

The first release will be for era 4, my personal favorite:

Governments:

Playable main:

Name: The New Republic
Era: 4, 5
Leaning: Anti-Centrist
AI Expands?: Y
Playable?: Y
Capitol: Dac
Strengths: Good trade income, decent military, high loyatly growth
Weaknesses: Low tax income
Notes: Espionage dampened down a bit from rebellion era

Name: The Imperial Remnant
Era: 4, 5
Leaning: Pro-Centrist
AI Expands?: Y
Playable?: Y
Capitol: Bastion
Strengths: Decent military, good tax income
Weaknesses: Low loyalty growth, medium corruption
Notes: This faction represents the largest Imperial splinter faction, either based at Coruscant or later Bastion. Leaders include Sate Pestage, Isane Isard, Grand Admiral Thrawn, Admiral Daala, Supreme Commander Palleon, etc. Followers: Teren Rogriss

Name: Warlord Zsinj (Zsinj’s Empire)
Era: 4
Leaning: Pro-Centrist
AI Expands?: Y
Playable?: Y
Capitol: Serenno
Strengths: Good business acumen, (trade, taxes). Somewhat good espionage.
Weaknesses: Disliked by the imps and reps alike.
Notes: Represents Zsinj’s Empire. Reflects Zsinj’s brilliant business acumen and decent subterfuge. Strong financial background. Followers: Terrinald Screed. Raptors for ground troops. “Grand Moff or Warlord” Flagship: Executer

Name: Warlord Harrsk (Zero Command)
Era: 4
Leaning: Pro-Centrist
AI Expands?: Y
Playable?: Y
Capitol: Kalist VI
Strengths:
Weaknesses:
Notes: Leader of zero command, a deep core fiefdom that Blitzer Harrsk (the first warlord) set up. Get’s along fairly well with other imperials, though Harrsk was partially insane. Likes Dark Empire. “Lord High Admiral” Dislikes Teradoc. Schizophrenic. Friendly to IR. Less aggressive, more intelligent. Flagship: “Battlecruiser” Tagge? Followers: Roganda Ismaren

Name: Warlord Teradoc (Greater Maldrood)
Era: 4
Leaning: Pro-Centrist
AI Expands?: Y
Playable?: Y
Capitol: Centares
Strengths:
Weaknesses:
Notes: “Admiral Treuten Teradoc”

Name: Warlord Delvardus (Eriadu Authority)
Era: 4
Leaning: Pro-Centrist
AI Expands?: Y
Playable?: Y
Capitol: Eriadu
Strengths:
Weaknesses:
Notes: Leader of the Eriadu Authority.

Name: Warlord Drommel (Oplovis Sector)
Era: 4
Leaning: Pro-Centrist
AI Expands?: Y
Playable?: Y
Capitol: Oplovis
Strengths:
Weaknesses:
Notes: Leader of the Oplovis Sector. Admiral Gaen Drommel. Flagship: Executer-class. Killed by subordinate.

Name: Warlord Krennel (Ciutric Hegemony)
Era: 4
Leaning: Pro-Centrist
AI Expands?: Y
Playable?: Y
Capitol: Ciutric IV
Strengths:
Weaknesses:
Notes: Took over Sate Pestage’s territory and created the Ciutric Hegemony. “Prince-Admiral Delak Krennel” Original admiral, no subtlety. Brute. Flagship: Imperial-II Class

Name: Dark Empire
Era: 4
Leaning: Pro-Centrist
AI Expands?: Y
Playable?: Y
Capital: Byss
Strengths:
Weaknesses:
Notes: Palpatine’s Deep Core empire. Will also act as Mechnoids if story enabled.

Name: Pentastar Alignment
Era: 4
Leaning: Pro-Centrist
AI Expands?: Y
Playable?: Y
Capitol: Entralla
Strengths: Good taxes, good trade
Weaknesses: Some corruption
Notes: Also known as Oversector Outer, led by Warlord Ardus Kaine. Grand Moff Ardus Kaine. Flagship: Executer-class. Peaceful with most factions. Intelligent. Good economy due to alliance with imperial corporations. Internal dissent. Good diplomacy. Followers: Inquisitor Jerec, Grand Admiral Octavian Grant, Governor Ib Dekeet,

Name: Hutt Cartel
Era: ALL
Leaning: Criminal
AI Expands?: Y
Playable?: Y
Capitol: Nal Hutta
Strengths: Mass-driver tech
Weaknesses: Poor overall economy, high corruption, small military ships
Notes:

______________________________________________________________________________________________________________
Playable Minor:

Name: Mandalore
Era: ALL
Leaning: Isolationist
AI Expands?: N
Playable?: Y
Capitol: Mandalore
Strengths: Strong ground troops. Gets mass driver tech.
Weaknesses: Somewhat poor economy
Notes: I’m trying to find a balance between the expansionist neo-crusaders and the isolationist modern day mandos. Low population, warrior culture, everything gets factored in.

Name: Corporate Sector Authority
Era: 3, 4, 5
Leaning: Pro-Centrist
AI Expands?: N
Playable?: Y
Capitol: Etti IV
Strengths: very good economy
Weaknesses: Small, outdated military
Notes:

Name: Hapes Consortium
Era: 4, 5
Leaning: Isolationist
AI Expands?: N
Playable?: Y
Capitol: Hapes
Strengths:
Weaknesses:
Notes:

Name: Chiss Ascendancy
Era: 4, 5
Leaning: Isolationist
AI Expands?: N
Playable?: Y
Capitol: Csilla
Strengths:
Weaknesses:
Notes:

Name: Duskhan League
Era: 4, 5
Leaning: Isolationist
AI Expands?: N
Playable?: Y
Capitol: N'zoth
Strengths:
Weaknesses:
Notes: "Darama Nil Spaar" Flagship: executer-class

_______________________________________________________________________________________________________________
Nonplyable factions:
Name: Shadowspawn Empire (Cronal)
Era: 4
Leaning: Pro-centrist
AI Expands?: N
Playable?: N
Capitol: Trailia (or Mindor)
Strengths:
Weaknesses:
Notes:

Name: Spadja Sector (Nigel Nivers)
Era: 4
Leaning: Pro-centrist
AI Expands?: N
Playable?: N
Capitol: Tandankin
Strengths:
Weaknesses:
Notes: “Grand Moff Nigel Nivers)

Name: Restored Empire (Ulcane-Devian)
Era: 4
Leaning: Pro-centrist
AI Expands?: N
Playable?: N
Capitol: RZ7-6113-23
Strengths:
Weaknesses:
Notes:

Name: Warlord Prentioch (Sombure Sector)
Era: 4
Leaning: Pro-centrist
AI Expands?: N
Playable?: N
Capitol: Ichtor
Strengths:
Weaknesses:
Notes: “Moff Utoxx Prentioch” Large territory minor warlord

Name: Protectorate of Prakith (Moff Foga Brill, or Admiral Malfkla Yzu)
Era: 4
Leaning: Pro-centrist
AI Expands?: N
Playable?: N
Capitol: Prakith
Strengths:
Weaknesses:
Notes:

Name: Invids (Moff Leonia Tavira)
Era: 4
Leaning: Criminal
AI Expands?: N
Playable?: N
Capitol: Eiattu 6
Strengths:
Weaknesses:
Notes: Pirates

Name: Empire Reborn (Lord Hethrir)
Era: 4
Leaning: Pro-centrist
AI Expands?: N
Playable?: N
Capitol: Rebirth
Strengths: Intelligence
Weaknesses:
Notes:

Name: Warlord Getelles (Antemeridian Sector)
Era: 4
Leaning: Pro-Centrist
AI Expands?: N
Playable?: N
Capitol: Antemeridias
Strengths:
Weaknesses:
Notes: “Moff Tol Getelles”

Name: Warlord Lankin (Lambda Sector)
Era: 4
Leaning: Pro-Centrist
AI Expands?: N
Playable?: N
Capitol: Rintonne
Strengths:
Weaknesses:
Notes: “Moff Par Lankin”

Name: Warlord Sarne (Kathol Sector)
Era: 4
Leaning: Pro-Centrist
AI Expands?: N
Playable?: N
Capitol: Kal’Shebbol
Strengths:
Weaknesses:
Notes: “Moff Kentor Sarne”

Name: The Black Sun
Era: 2, 3
Leaning: Criminal
AI Expands?: Y
Playable?: N
Strengths:
Weaknesses:
Notes: Will act as pirates in all eras

Name: Warlord Gendarr-Lott
Era: 4
Leaning: Pro-Centrist
AI Expands?: N
Playable?: N
Capitol: Jardeen IV
Strengths:
Weaknesses:
Notes: "Captain Iolan Gendarr"

Name: Bothan Clans
Era: ALL
Leaning: Anti-Centrist
AI Expands?: N
Playable?: N
Capitol: Bothawui
Strengths:
Weaknesses:
Notes:

Name: Herglic Trade Empire
Era: ALL
Leaning: Isolationist
AI Expands?: N
Playable?: N
Capitol: Giju
Strengths:
Weaknesses:
Notes:

Name: Warlord Pitta
Era: 4
Leaning: Pro-Centrist
AI Expands?: N
Playable?: N
Capitol: Corellia
Strengths:
Weaknesses:
Notes: "Grand Admiral Danetta Pitta", flagship: torpedo sphere

Name: Warlord Grunger
Era: 4
Leaning: Pro-Centrist
AI Expands?: N
Playable?: N
Capitol: Gargon
Strengths:
Weaknesses:
Notes: "Grand Admiral Josef Grunger", flagship: Executer-class

Name: Warlord Fonada
Era: 4
Leaning: Pro-Centrist
AI Expands?: N
Playable?: N
Capitol: Edatha
Strengths:
Weaknesses:
Notes: "Admiral Inos Fonada"

Name: Warlord Delurin
Era: 4
Leaning: Pro-Centrist
AI Expands?: N
Playable?: N
Capitol: Bormter
Strengths:
Weaknesses:
Notes: "Moff Delurin" Flagship: Dragon-class HC. "Warlord of wild space"




Capshades -> RE: Star Wars: The Old Expanded Universe (10/8/2015 9:40:53 AM)

*Reserved for more space*




gagelange10 -> RE: Star Wars: The Old Expanded Universe (4/17/2016 4:55:12 PM)

Are you continuing this or....? :P




Hattori Hanzo -> RE: Star Wars: The Old Expanded Universe (4/17/2016 7:56:30 PM)

this Star Wars mod project seem dead.. [:(]




Capshades -> RE: Star Wars: The Old Expanded Universe (4/17/2016 9:39:42 PM)

Nah, I just kept running into problems, so I paused a bit. Think I'll release my ship collection soon for anyone to use. Have about 800 of them, half still need to be pruned though. When this graduate school semester ends and I only have to worry about work, I'll start up again.




Hattori Hanzo -> RE: Star Wars: The Old Expanded Universe (4/18/2016 4:37:12 PM)

this is a very good news [:)]




gagelange10 -> RE: Star Wars: The Old Expanded Universe (4/25/2016 4:59:32 AM)

That's great! I'll definitely peek in from time to time to watch the progress. Good luck with school and the modding!




patdoomdoom -> RE: Star Wars: The Old Expanded Universe (5/12/2016 3:51:29 PM)

I work on pack of star wars characters, if you want you can use this? soon on this forum[;)]




Capshades -> RE: Star Wars: The Old Expanded Universe (5/13/2016 12:57:45 AM)

If they're from the original canon, sure. Save me the time of finding pictures hahaha. Also update on the mod, I finally figured out how to make the .alo reader for FOC to work (after about two years), so that'll speed things up with my ship collection. I've already written up most of the theory and data concerning how the mod will work, I'm just waiting for Sabranan's mod builder to be a bit more completed before I actually start building the files. I'm a little concerned because I intend to push some of the modding parameters like Mensrea did, and I'm not sure if I'll be importing his game-breaking bugs too.

Edit: Also, I've decided to break the mod up into multiple mods based on eras so that each can be a bit more refined towards that era. The first release will be the post-endor to pre-vong era.

Also, I've gotten my hands on a lot of non-star wars ships, which I will also be working on as time allows.




Hattori Hanzo -> RE: Star Wars: The Old Expanded Universe (5/13/2016 9:29:39 PM)

the Sabranan mod builder seem a great thing for modders




Capshades -> RE: Star Wars: The Old Expanded Universe (6/11/2016 12:26:13 AM)

So I've found out that most Star Wars ships are boring as hell from their top view, but anyway let's play Name That Ship:

[img]http://i.imgur.com/xV1qCIS.png[/img]

Hint: It's a CIS Frigate

Or this big Imperial ship:

[img]http://i.imgur.com/rVUtikB.png[/img]




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