KotOR mod by Evil33 -1 reply

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Slightly cooler than a n00b

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22nd November 2010

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#1 8 years ago


This thread is about my KotOR mod. Full version 0.9

The latest patch can be found here: Patch 0.9->0.95

Due to the low feedback to my mod, I ask you to tell me all you want to say about it. If you want to report bugs please tell me as exactly as you can when and where it appeared. If you have questions about my mod please ask and I'll try to help you as good as I can.

I'm still looking for some people to complete my team, especially I'm looking for a model creator, and a scripter.

I'm happy about every idea making this mod better.

Greetings Evil33


Dread thinks I'm a special person

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11th April 2010

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#2 8 years ago

Hi there, I first want to say sorry for acting pretty much like a jerk on your file submission, I was a little frustrated and wrote some shit I wouldn't write when I was acting normal. Now for helping: 2 things you could improve I think:

Gameplay, Graphics

The mod looks nice, but there is some unbalance in the game, the republic is a little overpowered, especially the preatorian, which is suppose to be a escort frigate.

For graphics you could check this: http://empireatwar.filefront.com/file/Burntstrobes_Space_Nebula_Tutorial;117052 It allows you to create your own nebula in FoC if you have photoshop, a mod can really look far better with some costum nebula. Also you could try some to do some reskins for units, or mod the existing skins if you prefer that. If you don't have photoshop, there are some...less legal ways to easily aquire photoshop, I think atleast 80% of the community got the software to mod that way, so I don't think it's a real problem.

Anyway, don't forget to keep modding, the more you do it, the better you'll be. One learns from their mistakes, not their successes. Some wise man once said that but at the moment I forgot who. It is true though, when you think about it.

Sith of Steel

I exist

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19th September 2008

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#3 8 years ago

Gameplay > Graphics. At least that's my opinion.

Like Geroenimo said, there's a lot of balancing that needs to be done. For example, the Praetorian's rear missile launcher has almost godlike range (equal to or possibly better than FoC's Marauders and Broadsides). I'm also think that standard fighters having shield-breaching missiles and extremely high speeds is a problem. Again, those are just examples, try seeing where you could aid overall balance. A few nebulae skydomes (or do we call them spacedomes here?) may be nice, but they won't help much if your mod has flawed balance.


I didn't make it!

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#4 8 years ago

Sure, The mod is a great idea and a great start. But there are problems, of course. First off, the DAT files are for the most part inacurate or non-existant, so the text is kinda screwy. Another issue is the fact that a big number of unit creation buttons are doubled. Adding new heroes or at least changing the vanilla text would also add a lot to the experience. The unit selection is also a little weird. It's like a slinky for some of the guys, but this isn't a major problem. It's generally a solid start, but it will need some more work to get all the details worked out.