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Impulse page for Sins of a Galactic Empire for Sins of a Solar Empire
Star Wars: Warlords
Galactic Civ II falls under the control of the Empire
Published on March 11, 2006 By
EvilleJedi
In
Modding
Article Link
I'm making a quick announcement now, but I'll flesh it out later
some of you may have tried homeworld 2 and some of you may have played the Warlords mod for it. ( I know nearly 20 thousand or more people have)
In fact some of you may have played Rebellion and played Warlords for that... (some of you are old now)
I'm going to start making a total conversion of Galactic Civ II that will be the Strategic portion of Warlords (since Homeworld2 is tactical only)
The basic premise is that Warlords takes place during the Imperial Civil war 6-9 years after the movies. The first push will be to make the imperial faction avaialble with various warlords. the next step after that will be to introduce the New republic, and finally to flesh out various other factions.
As far as art work, I already have nearly 200 game ready star wars ships fully modeled and textured and that can be quickly converted for use in GCII (IE I can have a mod up and running with full 3d ships in less than a few weeks if I push it) for more references see
Link
Hopefully with enough dev support we can recreate some or all of the functionality that was present in rebellion (characters, missions) along with expand the existing systems
the website for the mod will share the existing site for the Homeworld 2 mod (adding new sections soon)
I plan on making ship hulls like Tie fighters and corellian vessels entirely buildable (different wings, pods and weapons)
and some flexibility into Star destroyer designs for custom ships, the one issue currently is friagtes since they are rather standardized
rebel ships will have more room for expansion as things like mon cal cruisers are all unique and dreadnaughts and assault frigates are modified as well as ugly fighters.
as far as help, I really only need a few specific things right now
a artist for background images and graphics, most probably should be fully capable in 3d studio max or equivalent in making either action stills or movies, models will be provided
a modeller with experience in optimizing existing meshes and converting detail meshes to textures (again need experience here) I'm going to do it myself, but it's always nice to have help
someone willing to write gobs of in-universe text on different technologies and vessels and modify the XML accordingly, the basic tech tree is already outlined, If you can name all of the moffs in the EU off the top of your head (no looking on the internet) then you are probably the level of person I'm seeking
I am looking for significant dev support (hopefully in the form of an SDK) to flesh out a lot of different features. more later
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Comments (Page 5)
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61
AggieJohn
on Apr 02, 2006
EvilleJedi ,
I think I speak for everyone when I say thank you for your work. I know modding is often rewardless work with people complaining that it is takening to long or something they want is not in there. I am also glad to hear from you on this subject. I think the tones of the community were ones of concerns that this project had died or something. As far as releasing anything. Do what you feel best. I looking foward to using your Star Wars ships in the future.
On another subject. Do you have any plans in regards to which ships you are going to release in this mod. IE are there going to be any of the Clone wars ships like the Venator and Acclamator? Or is it more OT with ISD's and SSD's?
62
EvilleJedi
on Apr 02, 2006
I think the starting point will be the movie ships with a few EU ships like the assault frigate and corellian gunship, I have models for most every official combat ship (200+) and a few not so official, so it's just a matter of putting them in
63
Brashin
on Apr 03, 2006
EvilleJedi,
AggieJohn did say it best and I wholeheartedly agree. No one here should complain at all that ships haven't been released yet and such as this is your mod. They can either work on their own mod or take a stab at converting the ships themselves,. Neither of which I plan on doing. The other option is to sit tight and be patient and heap the praise on whenever you do throw the ships our way. Until then take all the time you need and we will still be here anxiously awaiting your mod.
64
Keill
on Apr 06, 2006
Thats pretty much what I was thinking of Morden - though some people have spoken of being able to seperate stuff by giving each race a different tech to start with and having the race specific stuff coming from that - (so the other race dosen't even know it exists). I feel that this would work better - since it should be prefectly possible to play the Rebellion/New Republic or Empire in as many different ways as possible - just like the original game without having to worry about which tech/ships etc. they get.
Only the ships, and a few other things - really need to be race specific in a star wars game - many of the technologies used are the same for both sides - be it blaster rifles or starbases in this game - and of course a hydroponic farm will be the same whether it's on Tatooine or Ambria...
65
Morden
on Apr 10, 2006
Having seperate tech tree's has disadvantages as well as advantages, which is why I think its a bad idea. As it would cut out the advantage of using Espionage to steal technologies, or conquering planets to gain technologies.
atleast with a morality split, its fairly easy to do, and it means that techs can be stolen and captured.
66
Brashin
on Apr 19, 2006
Need to get this bumped up to combine the people wanting to do a Star Wars total conversion so we do not have more than 1 team working on it
67
Keyan Farlander
on Apr 19, 2006
Wow eville your working on this as a project too? cant wait for a first release.
68
Keill
on Apr 20, 2006
Morden - it all depends on how they plan on making the racial tech trees work... It might be just about flagging certain tech so only (a) certain race(s) can research it - (but other races can still steal it/use it etc - and maybe another flag so that can't be done either?. )... It all depends on what commands they intend to use for the xml I suppose...
The thing about a morality split is that you are limited to 3 unique races - and thats it - and since I like playing against all nine - thats not enough
And why would it cut out those advantages? if anything it would INCREASE the advantage of invading/stealing tech's etc. - since that might be the only way you can get them!
69
Brashin
on Apr 20, 2006
Hey Eviljedi, is there a way you could post some pics of other ships while we wait. That ISD is awesome looking, just wondering if you had some others that you could post, Thanks
70
EvilleJedi
on Apr 21, 2006
http://warlords.swrebellion.com/gallery/ have fun
anyway, I'm going to start working on getting a ship pack out this weekend, what I really need is some people to contribute work on the techtree, art etc, if you are interested (and much more importantly capable) please let me know (I will pm you back with additional info if you sound like you have a good deal of experience and good ideas)
71
Supreme Shogun
on Apr 21, 2006
Sign me up. I can do XML for GC2 and already have
Definitely I can help with techs.
I would be happy to help out.
72
EvilleJedi
on May 07, 2006
We are making progress I swear!
heh, well I'm getting closer to putting in at least the ISD and a mon cal, we will be pushing for some specific changes in 1.2 this week that will specifically benefit a SW mod (ion cannons, distinct fighter class, racial tech trees and prerequisites)
we are still looking for 2d interface UI artists and anyone else with a strong art or programming background that wants to help out. (PM me)
73
SilverArrow
on May 07, 2006
Can i download any of the things you have done so far from some where?
74
Spaxspore
on May 07, 2006
he just stated that he is waiting for the mod folders to be enabled in the future patchs before he releases anything....
75
SilverArrow
on May 07, 2006
sry i didn't read the whole thing
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