Worlds Mod |
I have a cool idea, a massive sci fi mod, incorporating and balancing all current show/movie/book based mods and adding several new ones, such as Star Trek TNG, The original series and Enterprise. As well as some stuff from Stargate, Andromeda, Halo, Star Wars and other futuristic games.
I cant do this alone guys, ive already received one offer of support, i ned at least 8 people to do this.
All will receive credit for what they contribute and we will make htis the best mod in SEV history!
Therefore the finished basic product will consist of componenets, ships and shipsets from:
BSG: if Ispocyco helps or gives permission
Star Trek: All the series, with advancing techonology essentially moving you up to the next "era"
Stargate: not a ton, but a bit
Babylon 5: If we get permission. Hopefully they will agree to help us make this
For the team so far:
ME
Invites:
Marhawkman, for his skill with gathering random information fast and the asteroid colonization mod
inertiatic, for wanting to make a star trek mod, heres your chance.
Isposyco, for his work on the groundbreaking BSG mod
Captain Kwok, for his unsurpassed knowledge of the game
Fyron, cause hes awesome
Evilhamburger, he has experience with huge projects from Evilmod
ANYONE ELSE!!!!!
SERIOUSLY, NO EXPERIENCE NEEDED! EVERYONE CAN HELP, WHETHER ITS GATHERING IMAGES, MAKING SHIPSETS OR PROGRAMMING AI, EVEN COMPONENT IDEAS ARE HELPFUL!!!!!!!
Re: Worlds Mod
The last part about including the various new empires sounds quite alot like what I was doing in my spare time, just alot more thought out and complicated.
I saw you had SGC somewhere, but no description, would this happen to be Stargate Command SGC? I wanted to include them, but to be honest, they didn't have enough ships or tech to be a competitive force if canonical force accuracy is to be respected.
(1 Prometheus, total of 5 Daedalus classes:
Daedalus: Now with Asgard Beams
Koroleve: Destroyed
Odyssey: Now with Asgard Beams
Apollo: Now with Asgard Beams
Phoenix: Only built in a future time traveling episode, but at least it's confirmed to exist). Yes, Asgard beams are ridiculously badass, and it seems that the modern Daedalus class can take alot of damage without dying (Plot shields...Korlev's shielding failed in about 4 Ori mothership shots, while the Odyssey's shields held off 4 Ori Motherships for several minutes).
I suppose the Asgard Beliskner and O'Neill hulls can be thrown in as well, but that's still only 4 Capital ship types, unless you want to include Goa'uld, Wraith, and Ancient designs.)
A few questions:
Are there pre-existing shipsets (I know there are some for ST and SW), or do you intend to make your own?
How do you intend to balance the game overall, the epoch idea is nice, but what's to stop the Covenant from rolling right over everyone if they are so tough in the beginning. Also, Star Wars tech hasn't "advanced" in like three thousand something years. Turbolasers were around in KOTOR, they were still around in the First Galactic Civil War.
A minor point about Star Wars Imperial Starfighters: Only the TIE Fighter was vastly inferior to rebel units, TIE Interceptors could dance around X-Wings, and TIE Defenders were pretty much the best starfighters in space, period. What the Empire lacked was training and experienced pilots, due to the fact that low cost TIEs lacked shields, so pilot attrition rate was high, and they were likley to get killed and not survive to learn from mistakes.
I suppose the issue is, it is very hard to respect canonical force representations and still come up with a well balanced game overall (Empire at it's height had about 25,000 star destroyers, but they were scattered across the whole galaxy). And let's not forget those fun superweapons like the Sun Crusher or Galaxy Gun that were only destroyed due the actions of individuals, not the general military.
Re: Worlds Mod
Sorry if that came off abit negative. I would love to see such and idea succeed (it was moderatly creepy though, because I had started working on almost virtually the same thing for my own enjoyment about a week ago, my shipset had things from Eve Online, Star Trek, Star Wars, Stargate, Homeworld, but it wasn't intended to be balanced for pubic release, just more of a role playing scenario for me and some friends).
I'd be happy to help. I can't really model, but I can do components and introduce Amarr, Gallente, Hiigaran, Kushan, and Taidaani shipsets (note: I didn't make these, just found them online), components, weapon effects.
I've got some pretty deep knowledge about anything in Star Wars, Stargate, Eve Online, Homeworld, or David Weber's Honorverse. I've seen some Star Trek (But not a Trekkie really, not into it enough to know much about it), and never seen B5 (Too young).
EDIT: One more thing, reconsider how many fighters you want to put in space. I had the in theory, excellent idea of implementing missile pods from Honorverse (in the form of drones), but my new computer running Vista started screaming obscenities at me as soon as I deployed more than a few hundred of them (Single shot box launchers, 12 heavy capital missiles each).
Re: Worlds Mod
Yeah, for Star Gate Command, I'd rate them like this:
At start they barely have the tech to travel through space at all. Most of their advances come from studying tech developed by others. Thus it takes them a relatively long time to develop competitive technology. However their relatively primitive technology is cheap and easily mass produced.
Start: 1
Midgame: 3
Endgame: 7
Now for Asgard
Ancient race that predates human history. They haven't made significant tech advances in millenia. very slow pop growth.
Start: 3
mid: 5
end: 7
Ooohh... Honor needs added. 
Star Kingdom of Manticore
Combat morale bonus, and population morale bonus
start 3
mid 5
end 7
People's Republic of Haven
reduced morale(both), cheaper to build tech items
start 4
mid 5
end 6
I can't really think of good numbers.
Re: Worlds Mod
As for the Buggers, when first introduced they actually had BETTER technology than humans. It's just that humans invented this horrible little weapon that breaks the laws of physics in so many ways it's not funny. Literally, the DR device(yes that's what it was called in the books) was a one-shot kill on ANYTHING, even planets, and tightly packed ship formations could be taken out as a group. That was actually how the humans won. BTW, If you want info on Buggers also read "Ender's war" and "Speaker for the dead". They chronicle what happened later.
Not familiar with EVE and Homeworld games or Dark Wing book, don't know much about HALO either.
Got Honorverse covered pretty well.
Trekkie
Know a good bit about Starwars.
I've seen almost all of both Series of Stargate and the movies too.
I've also seen most (if not all) of Babylon 5.
I'm seen a good bit of Battlestar Galactica too. (even some episodes of the original)
Yes, I'm a sci-fi geek.

Re: Worlds Mod
I'm no modder but I do know lots about Star Wars.
Re: Worlds Mod
If you need any info on Halo, im your man.. you could bring in the Forerunner race, as Halo was only a small fraction of the story line. Anyone else read up on Mendicant Bias or the epic 5 million ship battle against the forerunner?
~Your Destruction is the will of the Gods. And I? I AM their Instrument.
Re: Worlds Mod
Personally, I would recommend against adding too many races without well documented capabilities (aka, Forerunners from Halo, Bentusi from Homeworld, etc) as it would be hard to gauge just how powerful they are. I was reluctantly putting Asgard in mine even though I knew they would by rights, dominate everyone else, because I was making a role playing scenario where the Asgard were just galactic police and peacekeepers, not a competitive imperial power.
Re: Worlds Mod
well there is a full babylon 5 mod out at the moment, by arpeegy, that will help a great deal with babylon 5 tech and info.
Re: Worlds Mod
This seams like a pretty neat idea, I would love to help out but can't mod. I am happy to help out with ideas and development and stuff though. And I could probably pick up changing text pretty quickly. I'll try and join the other forum if thats ok.
Re: Worlds Mod
besides me, is anyone else working on a halo mod.. For that matter anyone want to hop on board with me? already got some good stuff done..
BTW battlespud, is there a standard we should be using for our mods?
Re: Worlds Mod
Alright, ill let you know..
Thanks
Re: Worlds Mod
I suppose I could mod a few things while I have free time.




Re: Worlds Mod
General Ideas:
Much Larger Space Stations (more then one sector somehow if possible?)
Flagships.
Much slower combat
Different ranges
Less missile spamming
trash "uber" things, aka Religous talisman,
Boost Planetary shield generators to 10x current strength and make them larger
Different facility sizes.
Add in my Missile Mod
NERF FIGHTERS TO THE EXTREME, make them like gnats and have a standard capital ship (depending on race of course, with Star Trek races having stronger ones that are more expensive and Starwars Rebellion having BM strength ones and the Empire having super weak spamfighters.) hold at least 20-30 fighters just as a screen.
Carriers will be extremely expensive and the most powerful ships in the fleet, like modern warfare (again, depends on species and show, startrek races will have stronger Battleships, Starwars has lots of fighters, BSG has the most etc.)
and will carry HUNDREDS of little gnat like fighters, as well as being able to carry "Special" components that are extremely useful on campaigns.
Give each race independant strategies and technologies and ship/weapon preferences.
Up for Debate:
Several Ages
-Exploration Age: No weapons on space craft but decent troops and some fighters, but very weak. no shields or advanced techs at all. Combat is all in the ramming and boarding, warheads, drones etc.. (May be different for some "Older" races such as the Babylon 5 Shadows and Walkers, which would have decent tech by this time period since tehy have such a headstart.
-Exploitation Age: Faster engines, basic weapons (projectiles), nuclear armanents etc characterize this stage. Empires begin to require more resources then a homeworld alone can generate. Essentially the "Land Grab" time. Some species will be more advanced then others of course, but this will mean they need more resources and they are slower to advance later on etc.
Ex. UNSC will have most of its ships since they are rather simple and its main weapons availible, giving a huge advantage over weaker races, however the UNSC wont advance much later on so while they have an early advantage, they are much weaker (but cheaper) once empires get their later techs.
-Boom Age: Everyone is researching their racial techs and this is where things start to get interesting. Medium technologies become availible and younger races like the UNSC and SGC start to fall behind StarTrek Races and especially Babylon 5 races. You can build larger ships and direct fire ships. Missiles and torpedoes start becoming less important as is ordanance and your ships can now hold enough ordinance and supply to last more then one or two battles.
Races Rundown:
All number ratings are on a scale of 1-10 with 10 being the strongest.
United Federation of Planets [StarTrek] One of the best rounded empires
Ships almost completely dependant on shields.
Start: 2
Midgame: 5
Endgame: 7
Klingon Empire [Startrek] Very strong weapons but weak defenses. Ships mainly dependant on shields
Start: 3
Midgame: 4
Endgame: 6
Romulan Star Empire [Startrek]Unique technologies and decent mid and endgame strength. Ships are Dependant on shields
Start: 1
Midgame: 5
Endgame: 6
Borg [Startrek] One of the most powerful races. Very advanced tech, population growth, Emotionless trait. Very strong defenses but very slow ships and ground forces.
Start: 5
Midgame: 7
Endgame: 9
Breen [Startrek] One of the most powerful late races
Start: 3
Midgame: 5
Endgame: 9
Dominion [Startrek] A huge race, Tons of ships and very good ground forces, cheap ships that are small but very fast and with strong weapons.
Cons: Slow population growth, fewer support facilities, "Wormhole" Facilities are used instead of spaceyards, so much much faster construction times but it takes a long long long time to create a wormhole facility.
UNSC [Halo] Bonus: Very good and powerful starting units No shields
Weak against other races in endgame and middlegame to a lesser extent.
Start: 3
Midgame: 4
Endgame: 5
Covenant [Halo] Bonus: Extremely strong against unshielded enemies. Very powerful starting race. fast regenerating energy shields.
Cons: Barely able to advance, they are imitative, not inventive.
Start: 5
Midgame: 5
Endgame: 6
Colonies [BSG] Bonus: Very good and cheap fighters and carriers.
Cons: Limited population growth and weak directfire weapons. No energy shields, just static forcefields which reduce but dont block damage. no shields
Start: 3
Midgame: 5
Endgame: 6
Cylons [BSG] Bonus: Fast population growth, very fast. TONS of cheap fighters and fighter weapons, HUGE carriers. Very cheap too.
Cons: Nearly impossible to advance and weak in endgame compared to other races. Everything is weaker then other empires but cheaper and faster to build. No shields.
Start: 5
MIDGAME: 5
Endgame: 5
Walkers [B5] Bonus: Extremely powerful throughout.
Cons: Very slow population growth, very expensive etc.
Start: 6
Midgame: 8
Endgame: 10+
EAL [B5] Bonus: Cheap, good stations and bases. FAst reproduction. Good starting but similar to unsc in late game.
Start: 1
Midgame: 4
Endgame: 6
Republic [StarWars] Strong capital ships, fast population growth, decent fightersfrigates etc. Tons of choices. Strong armor and good shields.
Cons: Infiltrated by the dark side (Cant use intel because the enemy already knows whats going on. Very weak intel defense.)
Little ability to advance
Start: 3
Midgame: 5
Endgame: 6
Rebellion [Starwars]
Strong fighters and smaller ships. After the Rebellion wins the war (Endgame period since there really is no actualy war) they get a huge boost in everything.
Low population, weaker capital ships, Increased construction times and negative resource modifier.
Start: 2
Midgame: 4
Endgame: 7
Confederacy [Starwars] Large carriers and mediocre energy shields. Emotionless trait. Average in most ways. very cheap and gets a resources bonus.
Cons: Very weak ground forces, weak fighters.
Start: 3
Midgame: 6
Endgame: 6
Empire [Starwars] Strong shields and hull. Ships have good armor and are much faster then those of other species in system. Slower in combat. More or less balanced. Access to deathstar and ability to destroy planet in lategame.
Cons: Weak but numerous groundforces. Very weak fighters. Weaker frigates and small ships.
Start: 6
Midgame: 8
Endgame: 8