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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Star Wars Galaxy Map

Submitted by lochkartenman on Mon, 2007-06-04 09:32. SE:V MODs

Hi folks!

I'm just about to create a galaxy map of the star wars universe at the moment.

-IMPORTATNT-->
Be aware that it is NOT my intention to create something nearly canon, nor am I willing
to discuss anything just for sake of canonial correctness...

My goal is to create a medium-sized map that only features the most important systems, planets etc. that would probably be biased towars rock-oxygen planets. This might be non-canonial and even boring but would make live much easier for the AI. Ideally each system would contain at least one colonizeable (speak oxygen rock/ice) planet. Gas Giants are not meant as colony planets thus excluding Gas Giant-based species as playable races.

What's done so far:
- rought placement of Systems based on http://www.galacticempire.net/map/
- each System filled with an asteroid belt and a single sun

What's missing
- warp-points and connections
- Planets and their conditions
there is only rudimentary information about these on wookipedia especially regarding the smaller and unimportant ones...

First steps where easy but planets and such are a major chunk of work - and of obvious special importance. I'm afarid it is much more than I could handle alone. That's why I would like to make it a community-project.

My proposal is: I provide the map-file (complete for revise of system locations) and seperate map-files for each system so people could fill the systems with life. Integration of edited map-files into the final version would be my part.

It seems that some sort of wiki would be an apropiate location for such project. Problem: I don't have webspace at my disposal. Ideas welcome..

What do you think? Any comments welcome!

Arne

‹ Empire size information in facility ability formula Scripts: Get Anger Level ›
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Nath's picture

Re: Star Wars Galaxy Map

Submitted by Nath on Wed, 2007-06-06 11:03.

Hey Lochkartenman, I feel kinda bad that nobody has shown interest in this. I suspect part of the reason for this is that SEV really isn't a game that suits a Star Wars mod (or map). The whole turn based gameplay, low quality graphics/effects, poor combat 3D map/movement, all drag this game down somewhat. Even the super quality Star Wars ship models that I gave to Takahlah to finish off for SEV aren't enough to truly motivate a Star Wars mod.

I have some good news for you though. Sins of a Solar Empire is a game that will actually suit a Star Wars mod quite well. It comes out in about 8 months or so. We'll be using the same Star Wars models that I gave to Tak and this game will be able to show off their quality. It would be an honor to have you work on this Star Wars mod with me and some others.

My name on the forums over there is paradoxnt. Read up on the game in the forums and share your ideas with us.

Here is a direct link to the Sins of a Solar Empire Star Wars mod forum.

http://forums.sinsofasolarempire.com/?forumid=443&aid=149136&p=1#1220590

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Mod Designer

Re: Star Wars Galaxy Map

Submitted by Fyron on Wed, 2007-06-06 14:37.

There is absolutely nothing that makes this game unsuitable for a Star Wars mod. All of the reasons you posted are bogus. Turn based gameplay??? Graphics don't make good gameplay...


SpaceEmpires.net | Space Empires Wiki

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Nath's picture

Re: Star Wars Galaxy Map

Submitted by Nath on Wed, 2007-06-06 16:42.

Hey, I bought my copy of SEV and I play it. I thought it was a good enough game that I spent a lot of time getting and converting the Star Wars models that Tak recently released to the community. I certainly am not saying that SEV isn't a good game.

What I am saying is that SEV 1) has a more or less primitive graphics engine/effects, 2) has movement and 3D stacking problems with the combat map, 3) and doesn't have a real time 'turn' system (excluding combat, of course). In my opinion, I think that this takes away from any potential Star Wars map mod.

Keep in mind, that this is only my opinion, and I am sure some gamers would disagree.

What I also tried to say was that there was a game coming out called Sins of a Solar Empire (sort of like a Homeworld combined with Galactic Civilazitions II in real time). This game will be better suited to making a full blown Star Wars mod. It even looks like the awesome EvilleJedi will be involved in that project.

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Mod Designer

Re: Star Wars Galaxy Map

Submitted by Fyron on Wed, 2007-06-06 18:08.

None of those things have any bearing on a map, as this thread was about.

What does "real time turn system" have to do with Star Wars, exactly? I can't imagine how a strategy game set in SW universe would need to be a RTS game.

Sins of a Solar Empire will be no better or worse suited to a SW mod than SE5; it will just be different. Shiny graphics are not a requirement for a good SW mod. There have been good SW mods for lots of games in the past that don't have them. SE4 had a good SW mod in the works, but the guy behind it didn't have the time to complete it. It would have been great, in spite of not having these "requirements" you claim are necessary. A SW mod for SE5 can be great, too.

There is nothing about SE that makes it an inherently poor platform for a SW mod. Just as a good mod could be potentially made for Sins of a Solar Empire, a good mod could potentially be made for SE5.


SpaceEmpires.net | Space Empires Wiki

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Captain Kwok's picture
Mod Designer

Re: Star Wars Galaxy Map

Submitted by Captain Kwok on Wed, 2007-06-06 21:16.

I think the biggest hurdle is translated the SW universe using warp points. Other than that, I think having a good and enjoyable Star Wars mod is quite attainable with SE:V.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Star Wars Galaxy Map

Submitted by lochkartenman on Thu, 2007-06-07 01:45.

Hey..

yes has been quite a bit irritating to not have any reply for nearly 2 days.. but anyway:

I've had some problems actually compiling my map.. everythings seems to be sticked to the edge of the system-map or even far beyond the edge. Seems I've messed something up when using the map creator (version 0.3.4). I tried to use FQM5 Beta 10 but that obviously didn't work that well in the first run.

Some other thoughts I had:
1. Until now I only included Oxygen-Rock planets because it seems to me that most (important) mentioned planets of the SW universe are of roughly this type. I sprayed some Gas Giants and ocassionally tiny ice planets in but it all looks a bit sterile.
2. Above implies that this map would (at current state) be a paradise for every oxygen-breathing race because every system is useable and valuable by some point but there is nearly no place to go for different races. That could take away much of the fun of Exploring I suppose, too.
3. On the other hand AIs might compete much better because of the above stated facts.
4. Certain systems especially in the core region seem way too powerfull: Corell System alone has 5-6 habitable planets (as stated in wookipedia) while most of the outer systems only provide one. Multiplayer might be no fun in such a setting.
5. Hand-Crafting every single system whith respect to SW-sources takes quite a bit of time I don't really have, while coordinated team-work does not seem to be very common in the SE-modding scene (excuse me when I'm wrong).

Any suggestions/comments welcome! I really need some feddback to motivate any further engagement whith this project.

@Nath: I can only partly agree with you: SE has it's glitches and I really miss FTL-travel but when seeing warp points as primary trading routes (hyperspace lanes) one might well simulate a SW-universe.
The graphics thing: yes there are better implementations out there (homeworld2 the ULTIMATE space combat) but that has never been a strong point of SE and probably will never be. I don't mind as long as there is depth in the game (and there is in SE). Empire At War features a quite appealing combat presentation but the "strategy" part is totally flat und blunt and even an AI is nonexistant. Homeword2 even has no strategy part..
Nevertheless I'm looking forward to Sin of Solar Empire.

@Captain Kwok: I doubt I can handle a whole mod. A map would sufficent for me. In the end SW is mostly about a story-line and we don't have such thing (and I personally don't need it) in SE.

so that's it. Please comment

Arne

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Mod Designer

Re: Star Wars Galaxy Map

Submitted by Fyron on Thu, 2007-06-07 12:02.

Make sure you are using the correct coordinate system; 0,0 is the top left square, and it proceeds downwards and rightwards to 67,49 at the bottom right.

For the random map generation in-game, system adjacency is not allowed, and results in systems being dumped on 0,0. For that, you have to make sure every system is at least 2 squares away from every other system. I'm not sure if it applies to the map compiler, but its something to consider if nothing else works.


SpaceEmpires.net | Space Empires Wiki

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Nath's picture

Re: Star Wars Galaxy Map

Submitted by Nath on Thu, 2007-06-07 16:42.

Note: I might moan a bit about the problems with SEV, but I am definitely here to help with this mod.

Here is an idea concerning the Gravity Well projectors found on the Imperial Interdictor and the Rebel CC-7700 (both ships are in the Star Wars shipset that Tak and I released). Gravity Well projectors are used in the Star Wars Universe to simulate a gravity field which prevents ships from escaping combat.

We should be able to simulate Gravity Well Projectors with the tractor beam weapon/effect. Simply give these weapons a range that spans the entire combat map, and a high fire rate. This will slow their target down, effectively preventing it from fleeing combat.

Furthermore, we can make it so only the Interdictor and CC-7700 are able to use this special Gravity Well Projector weapon.

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Re: Star Wars Galaxy Map

Submitted by Samichlaus on Sun, 2007-06-17 05:38.

Hi
Right now I am working on a Star Wars mod, using the shipsets already done by others. I was thinking about the following: finding an artifact on a certain planet could bring a new technology like "Jedi Knights" or the possibility to build a "Death Star" or a tree like "The dark force" into gameplay. So if you are really doing a star wars map, I would be outmost interested
Let me hear if you're interested.
cu

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Virus571's picture

Re: Star Wars Galaxy Map

Submitted by Virus571 on Mon, 2007-08-06 12:49.

Nice idea, i think Samichlaus and lochkartenman both should team up (mod would be done faster and better). Also for the Gas Giant colinization issue, think about Cloud City on planet Bespin, so there are gas colonies in SW, but no gas homeworlds. Also, for the issue about races, a few race ideas are humans (of course) and wookies. there are alose many websites that have many SW races and descriptions posted, also you can make different types of humans (empire, rebels, etc). ive been hoping for some kind of huge mod, and even though i cant mod, i can try to give info to help make it happen.

-----------------------------------------------------------
We Flew, We Flew Some More, We Came, We Used Cheat Codes, We Used Level 100 Tetonic Bombs, We Blew Their Planet Up, We Did It Again.

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Nath's picture

Re: Star Wars Galaxy Map

Submitted by Nath on Wed, 2007-08-15 13:52.

Don't forget the Ewoks. Just make them pathetically stupid and low tech. I would love to commit genocide against them.

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Re: Star Wars Galaxy Map

Submitted by Innuendo on Wed, 2007-08-15 17:02.

Ewoks would fight, I don't know how they'd cope with orbital bombardment, or a Death Star. But it might be hard to capture their planets. I agree but, Ewok genocide would be fun.

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