Skip to content

Posts from Star Wars mod.

No ratings yet — be the first to rate!
User Avatar
#16
Auto-translated
As far as I know, it is impossible to change the recruitment mechanics in the way you want.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
In reply to zahar0z
User Avatar
#18
Auto-translated
zahar0z


And regarding the creatures, I'm planning to rework the recruitment and building mechanics a bit.
Instead of having seven different creatures with two upgrades each, there will be four or five identical but independent creatures (let's call them recruits) with various development options (I've calculated about twenty-five combinations of armor/weapon for each creature). By building different types of structures in the city, such as armories or training halls, or by finding certain artifacts, you can improve the creatures in different ways, i.e., give them different weapons and equip them with different armor, which will determine their combat properties. So, essentially, the core of the army will be different versions of stormtroopers. One slot will be for a special "heroic" creature, meaning the hero participates in the battle; it would be strange in the Star Wars setting if, for example, Vader just stood on the sidelines. And one or two slots will be for an AT-ST walker or heavy equipment.

I'm talking about this.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
In reply to Заинтересованный
User Avatar
#19
Auto-translated
Interested
As far as I know, it's impossible to change the recruitment mechanics in the way you want.

Perhaps, why not, use scripts to create a dependency between the creatures in a hero's army and the buildings constructed in a specific town.

Create a town-inventory, modify the town menu, and so on. Essentially, building a structure would be equivalent to changing equipment, etc.
In reply to zahar0z
User Avatar
#20
Auto-translated
zahar0z
Perhaps, why not implement a script-based dependency where the creatures in a hero's army depend on the buildings constructed in a specific town.

Create a town-inventory, modify the town menu, and so on, so that building a structure is essentially equivalent to changing equipment, etc.
Something similar has already occurred to me, but I was thinking of implementing the upgrade system a bit differently: make creatures of one level upgradeable to another, and make the "upgrade" increase equal to 0. Then, in the castle, it would only be possible to upgrade first-level monsters. The problem was that creatures with a 0 increase are always present in a quantity of 1 on the map, which means that these are purely in-castle monsters, and you would need to introduce a lot of neutral creatures to diversify the mine guards.
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to AstralLein
User Avatar
#22
Auto-translated
AstralLein
It won't work. As far as I know, the bonus is automatically balanced; I once accidentally entered different numbers, but the bonus in the game was the same.
Here, there will be a different system – there simply won't be buildings that can be upgraded (in the old sense); each upgrade will take up the next level in the city, and the basic creature will not affect it.
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to AstralLein
User Avatar
#24
Auto-translated
Here's a small update: I've reworked all the resources to fit the Star Wars setting, and this time, I created the models myself. They are listed from left to right, with the original resource name in quotes. Spare parts (wood), computer chips (ore), crystals (mercury) (Those who played the original will remember the first two resources) Fuel tanks (crystals), batteries (sulfur), medical supplies (gems) And finally, the currency of a galaxy far, far away – credits, which, of course, replace gold. Here are a few examples of the icons. The idea behind this replacement was to ensure that the new resources largely match the old ones in color, so as not to confuse the player too much. Also, the concept of healing items as artifacts, which I described earlier, has been slightly changed. Now, healing items will not be artifacts, but a resource used to restore creatures after battle. At the same time, various mechanisms, for example, can be restored by consuming spare parts
User Avatar
#25
Auto-translated
In Space Rangers, the resources were energy cells, chips, metal, and plasma. I would exchange the medical supplies for plasma, and the spare parts for metal.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
In reply to Заинтересованный
User Avatar
#26
Auto-translated
And it's good anyway:smile20:
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to AstralLein
User Avatar
#29
Auto-translated
AstralLein

Will there be mines?

Buildings that add resources daily will definitely be included, but they probably won't be called mines.
User Avatar
#30
Auto-translated
I’m really looking forward to this mod. Are you not planning to abandon it?