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RE: [Release]Star Wars! Preview
Posted: Fri Dec 24, 2010 2:50 am
by lordxorn
ORIGINAL: Webbco
ORIGINAL: lordxorn
The New Republic is considered part of lore, as the books are sanctioned by George Lucas.
After watching that famous review/critique of Episode I and II (
www.youtube.com/watch?v=FxKtZmQgxrI), I'm not sure whether to trust Lucas anymore.
However, the ships still look cool lordxorn, I'd be still interested in using them!
Dude I was reviewing this thread for the next races I am adding, and watched that youtube link you posted on the part 1 and 2 reviews, HILARIOUS!!
Pro-taga-nist!!! lol
RE: [Release]Star Wars! Preview
Posted: Fri Dec 24, 2010 12:52 pm
by Igard
ORIGINAL: lordxorn
ORIGINAL: Webbco
ORIGINAL: lordxorn
The New Republic is considered part of lore, as the books are sanctioned by George Lucas.
After watching that famous review/critique of Episode I and II (
www.youtube.com/watch?v=FxKtZmQgxrI), I'm not sure whether to trust Lucas anymore.
However, the ships still look cool lordxorn, I'd be still interested in using them!
Dude I was reviewing this thread for the next races I am adding, and watched that youtube link you posted on the part 1 and 2 reviews, HILARIOUS!!
Pro-taga-nist!!! lol
Mr plinket is my favourite youtube reviewer. His review of the new Star Trek movie was very well thought out and he made some excellent points which is strangely reinforced by how much of a nutter he is!
I mean if a crazy person is pointing out these plotholes and gaffs, then the movie makers must really be off their heads!
RE: [Release]Star Wars! Preview
Posted: Fri Dec 24, 2010 1:43 pm
by lordxorn
I think he is a great voice actor, he did a good palpatine. His serial killer reviewer slant is genius. I believe the voice he is imitating is the one from Silence of the Lambs.
RE: [Release]Star Wars! Preview
Posted: Sun Dec 26, 2010 6:10 pm
by Webbco
I gotta see the star trek review he did! He's definitely pretty original in his approach. "WHAT'S WRONG WITH YOUR FAACE??!"
Is there an answer to the question about ship size limitations? Is it viable to increase their max sizes?
RE: [Release]Star Wars Mod-Empire, Rebel Alliance
Posted: Tue Dec 28, 2010 1:26 pm
by lordxorn
A preview of the new update
Deathstar,
Corrected Scaling,
ROTS Full Implementation,
Custom Dialog,
Racial Bias,
Many more!
RE: [Release]Star Wars Mod-Empire, Rebel Alliance
Posted: Tue Dec 28, 2010 2:19 pm
by Igard
[&o][&o][&o]
RE: [Release]Star Wars Mod-Empire, Rebel Alliance
Posted: Tue Dec 28, 2010 2:41 pm
by WoodMan
Indeed, it looks awesome

RE: [Release]Star Wars Mod-Empire, Rebel Alliance
Posted: Tue Dec 28, 2010 7:38 pm
by 2guncohen
[:D] Looks super sweet
Lordxorn did you found the goods ?
I can provide the "stuff" monday iff you lost it *wink*[:D]
RE: [Release]Star Wars Mod- ROTS Update!
Posted: Tue Dec 28, 2010 10:29 pm
by lordxorn
ROTS Update posted!!
enjoy [:D]
RE: [Release]Star Wars! Preview
Posted: Tue Dec 28, 2010 10:56 pm
by Igard
Great job with this, lordxorn. Thank you muchly.
Looks like you got the ships to scale really well too. [:)]
RE: [Release]Star Wars! Preview
Posted: Wed Dec 29, 2010 12:15 am
by lordxorn
DELETED
RE: [Release]Star Wars Mod ver 1.0
Posted: Thu Dec 30, 2010 4:13 pm
by invernomuto
I really want to try this mod, but I do not want to overwrite my existing installation of DW. What tool can I use? Is this mod compatible with JGME? Thanks in advance.
RE: [Release]Star Wars Mod ver 1.0
Posted: Thu Dec 30, 2010 4:44 pm
by lordxorn
The actual mod itself only overwrites the planetdestroyer.png file with that of the Deathstar. For your convenience I have included a backup of the orginal planetdestroyer. If you like I could create a orginal planetdetroyer.zip to re-write over the star wars one.
The acutal races Rebellion and Empire are separate and do not overwrite any orginal files, and is compatible with other themes.
Other than that the weapons mod is a separate package.
RE: [Release]Star Wars Mod ver 1.0
Posted: Sun Jan 02, 2011 6:33 pm
by 2guncohen
Alright [:D]
Nice work Lordxorn !!!
RE: [Release]Star Wars Mod- ROTS Update!
Posted: Sat Jan 08, 2011 5:48 pm
by Caesar_Augustus
Greetings to all players! I am having a rather fun time with DW:ROTS, a really appealing and addictive game experience... I love the Star Trek and Star Wars Mods, really great effort, guys!!
But I have a question regarding the Super Laser Beam (you know, the Death Star planet-destroying blast).
According to the races.txt, it is number 3 in the Special Component options for a given race, but so far, I am not able to have the Empire enjoy this Super Laser for the Death Star. Maybe I'm using the Death Star image as a "Capital Ship", which may not be correct in game terms, but no such luck... When I try to build a new ship model, the Super Laser Beam does not appear at all in the components section, so...
How in Alderaan can the Empire bring order to the galaxy far, far away, without the Super Laser for her armoured battlestation (s)??? Thanks for your help!
RE: [Release]Star Wars Mod- ROTS Update!
Posted: Sun Jan 09, 2011 4:08 am
by lordxorn
Caesar_Augustus welcome to the DW forums and I am really glad you are enjoying the fine title Codeforce/Matrix brought to us, and the Star Wars mod.
You bring up an excellent question, and I believed the Super Laser planet destroying tech was a natural for me to give to the Empire from the start. However, because the Planet Destroyer is in the game organically I thought it would be better and more challenging to force you to actually find it in the story line and repair the darn thing.
So yes it was an intentional decision to exclude the super tech, (which would allow you to build the super laser from starting tech) and have you work a little harder to obtain it.
Of course since you are saavy enough to peek into the races.txt file, then if you would like for personal reasons you can edit the change in yourself. [:D]
RE: [Release]Star Wars Mod- ROTS Update!
Posted: Sun Jan 09, 2011 8:00 am
by 2guncohen
Lordxorn, when we can mod the pirate factions in the game.
Will you add star wars themed ones ?
And ^^ will you add other races or factions.
Imperial remnant ectra... in the future ?
RE: [Release]Star Wars Mod- ROTS Update!
Posted: Sun Jan 09, 2011 10:00 am
by Caesar_Augustus
Yes, well, thank you kindly, lordxorn! It's fine the way you designed your mod but, well, you see, I have a rather "imperial" outlook on the world and the universe for that matter, as my nick suggests [:D].
My problem though is that I have been able to include the Super Laser tech (#3) for the Romulans start-up in a Star Trek mod in standard DW, but I have not been able to do the same thing for the Galactic Empire in your Star Wars mod for ROTS. I just can't understand why not... I think I'm doing the same thing, but no luck... any clues? Thanks again!
RE: [Release]Star Wars Mod- ROTS Update!
Posted: Sun Jan 09, 2011 2:03 pm
by Caesar_Augustus
I'm trying everything imaginable, no go, no Super laser for my poor Death Star... It seems broken... Oh, HELP, please, for without the power of this fully armed battlestation, I cannot maintain peace and order in the galaxy... Editing the races.text in this way (Super Laser tech# 3) seems to work in DW but not in ROTS???
RE: [Release]Star Wars Mod- ROTS Update!
Posted: Sun Jan 09, 2011 8:31 pm
by Caesar_Augustus
Confirmed: there seems to be a nasty bug in ROTS since the "Special component" tech numbers do not have any effect, other than the Skakturi Firestorm torpedo weapon (#11). So, for the moment, no Super Laser nor anything else for that matter[&:] Unless I'm missing something... can the devs confirm this... and if so, correct this, please??[:D]
EDIT: After experimenting with the values, it seems that special component techs 4-15 do in fact work (yay!), but apparently not the case, most sadly, for techs 1=Death Ray, 2=Devastator Pulse, and 3=Super Laser (!). Really seems to be a strange bug, please fix this![8|][:D]