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[WIP] Fullname's Capital Ship demo


REDJOHNNYMIKE

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The files for this mod have been released in T.U.C.E. here. -RH

 

Hello all:D

 

This is the official announcement for my current project (aka hopeless dream with no chance of succes)

 

This mod is going to be an experimental "thing" that gives you a new Capital Ship to replace the Ebon Hawk, this is for the custom story I'm still planning, and will not be useable in game, I'm making it to test the feasability of using something larger to fill the role of the Hawk in a new storyline, you will be able to warp to it and have a good time (unless you're bitter) just as any other custom planet though.

 

The other reason I'm doing it is to get the full practical module editing experience and learn how to make new features which will then be included in the story.

 

It is based mostly on the Ravager, and by the time it's done the content should be comparable to that of a spacestation.

It will add multiple levels to the Ravager from other ships.

 

Some new features I'm hoping to create (hopefully with all kinds of help from friendly happy smart people;) ):

 

A new system that will allow you to take on passengers, allowing you to profit from your travels to other systems.

 

There will be plenty of places to store items, so I want to develop a system of accessing them from a single computer (via Vac-tubes like the bank drivethrough)

 

The ability to be randomly raided by space pirates who you occasionally have to repel.

 

The ability to have shopkeepers set up in your ship, they will profit from passengers and give you a cut, they will also make impressive technological advances over time, that is if they are properly funded.

 

To name a few.

 

Here are some crappy schematics that detail the basics of my additions,

Many things will be added and deleted, these are just rough drafts:

 

FUSELAGE A

 

BRIDGE

 

FUSELAGE B

 

ENGINEERING/CARGO

 

ENGINE BAY

 

MEDBAY

 

I'm also considering using GOTO's ship as a Royalty Class VIP suite on the bottom deck, I took a good look at it and I think it will work.

 

Any criticism, support, love or hate would be greatly appreciated:D

 

^^^Old stuff

VVVNew stuff,

 

If you don't feel like digging deeper into the thread...

(L1)

Primary Bridge,

Secondary Bridge (set behind and the primary and rotated to look out over the engines)

(L2)

Fuselage A (main party headquarters)

Dining Hall (on same level as F.A. but connects one level down to F.B.)

(L3)

Fuselage B (Center of activity on ship)

Ebodock (Dock on right side of ship, used exclusively by party and V.I.P.s)

Civydock (Dock on left side, general access to ship)

Rdorms (Dormitories located on right front side of ship in front of F.B. and Ebodock)

Ldorms (same, located on left side, in front of F.B. and Civydock)

Bow (the front of the ship, using the bridge, random use...)

(L4)

Medbay (only thing on level, everything can connect to medbay, left level room for future additions)

(L5)

Fuselage C (Crew quarters, Engineering, Utility, Repair shops, etc.)

Engine Bay (Where the engines are)

V.I.P. (located on the very front bottom of ship, spaced far from "greasemonkey" modules of same level)

 

^^^the current module list^^^

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Thanks, I've actually been thinking of using the Harbinger as the base model for a few raider ships:D

 

Those are just a few of the features, I'd been writing them down somewhere, but I forgot where that was and what all I was going to implement (kooky ain't I) those were just off the top of my head, I'll also add some good ones from my poll in Ahto:D

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That's what I meant by shopkeepers, they will provide you with item and technology upgrades, in exchange for passage and profiting from your other passengers, the interesting thing will be who leaves, who stays, and how long they're there,

The "crew" (yes the ship is fully staffed, you won't have to have T3-M7 fix everything)

may also provide you with similar "perks"

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If you look at Fuselage B (where post of your passengers will reside) you'll see that the main hall is labeled Promenade, that's where you'll have cantinas, shops, and Rent-a-cots for those "budget" travelers.

The two large square rooms just off each end could house something similar as well.

 

I just realized this second, I hadn't come up with a use for the meditation chamber on that particular deck.

That would make a Sweet nightclub, the chamber could be the dance floor, and the platform could be where the exotic dancers rawk ya world:D

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This actually sounds really cool. It's like the Sims, but for Kotor. How you're going to pull it off, I have no clue, but nevertheless it's an amazing concept. Now all you need is turret mini-games, giant pazzaak tournaments, swoop racing, and anyother entertaining thing from Kotor to be added.

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Thanks, I've actually been thinking of using the Harbinger as the base model for a few raider ships

 

No kidding? Yeah, it's the best universal ship inside out of the ones provided in game, and it has a great deal of versitility model-wise (you could model another ship to make cutscenes out of and it wouldn't have to look exactly like the harbinger).

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This sounds like a wonderful idea and I wish that you could get this done.

*idea*

 

(excuse my spelling)

I have an idea of how to acutalluy get this done.

Get all of the modding geniuses like Fred Tetra, Chainz.2da, RedHawke, etc. etc. to put their heads, yours inculded of course, and work your butts off trying to get this done.

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AAAAARGH, stupid login glitch crushed my 10+paragraph responses, I'll have to post in the feedback on it.

 

I'll retype in a nutshell for now cuz my heads splitting:D

 

@Wampa, anything labeled Undecided, locked, or sectioned off.

 

@Archon, sounds about right, casino would be good, see this thread: http://www.lucasforums.com/showthread.php?t=152463

 

@Shamelessposer, Anyone can use my ideas all you want:D as long as you can handle them;)

 

@Captain skye, Yeah, I thought once I added battle scarring and the classic star trek "reed alert";) lights it would make the best pirate raider.

 

@Wampa, I think I'll use warp to start it, and just script it so you can't leave to the rest of the game (unless theres a smart way) that way you can use pretty much any character, But I'm not yet an authority on the subject.

 

Hopefully soon enough before KIII that I will be able to plan which game my story will be for.

 

@Evan, Dunno if I've got the street cred for that, but anyone's welcome, the only problem is I'm still trying to figure out the whole module editing thing, and for a little while won't be able to properly communicate the technical stuff.

 

Reskinning could be started anytime if someone wants to do it, It's the one thing I have got to work and my artistic skills are comparable to that of a stump:D

 

 

Sorry if I seemed short, I honestly did give detailed multi paragraph responses to you all, but I wrote it in the quick reply and when I hit reply was asked to Re-login, and lost it (couldn't "back" either) I'll go itno detail tomorrow night:D

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