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-   -   Attack of the Ankle-Biters - Replacment player needed. (http://forum.shrapnelgames.com/showthread.php?t=10010)

geoschmo July 29th, 2003 08:03 PM

Re: Attack of the Ankle-Biters - Replacment player needed.
 
Quote:

Originally posted by Loser:
Is there now a firm NO on the whole 'mod' question?
<font size="2" face="Verdana, Helvetica, sans-serif">Yes. If having a mod is keeping you from joining we will not have a mod and go with the GA. If missed turns become a problem we will deal with it as it comes up.

Geoschmo

Narrew July 29th, 2003 08:23 PM

Re: Attack of the Ankle-Biters - Replacment player needed.
 
well, if it is modded then I wouldnt have to remember http://forum.shrapnelgames.com/images/icons/tongue.gif of course I will go with the majority

Gryphin July 29th, 2003 08:29 PM

Re: Attack of the Ankle-Biters - Replacment player needed.
 
Quote:

Originally posted by Slick:
I see this game as much a research project as for fun. I also have no problems with majority decision. I vote for no limits on fighters.

Slick.

<font size="2" face="Verdana, Helvetica, sans-serif">Along those lines players may want to remain flexible during the game and be prepared to adopt new Gentlman Agreements.

Slynky July 29th, 2003 08:31 PM

Re: Attack of the Ankle-Biters - Replacment player needed.
 
I'm in (FWIW).

I'll hold off on empire design (and upload) until I get something more firm on Intel.

Loser July 29th, 2003 08:46 PM

Re: Attack of the Ankle-Biters - Replacment player needed.
 
I actually would rather it were modded so that the agreement cannot be modified. I want every opportunity to exploit weaknesses and advantages in this system of limitation that have not yet been discussed or discovered. I want everyone to have that opportunity because I think it will make things more interesting, more active, more chaotic.

I'm in if the mod is enforced.

I vote no limits on Fighters, Satellites, or Mines. No Intel would allow us to focus more on the interesting limitations of ship building involved here, so I'll vote no Intel, but it's not a determining factor.

[edit: I'm in anyway, but I would like to see the changes made in the files.]

[ July 29, 2003, 19:52: Message edited by: Loser ]

Phoenix-D July 29th, 2003 09:12 PM

Re: Attack of the Ankle-Biters - Replacment player needed.
 
Its possible to enforce some limits without a mod, I think.

Move, say, Escorts, Colony Ships, Frigates and small transports to Propulsion. Edit the files so Ship Construction is bannable. Start the game, ban ship construction. You -should- start with all those ships available. Now change the files back. If I'm right- I'll test this later- they'll all stay.

Fyron July 29th, 2003 09:14 PM

Re: Attack of the Ankle-Biters - Replacment player needed.
 
P-D, changing tech reqs requires using a mod. If you do not use the mod to play the game, the ships will move back to Ship Construction.

Phoenix-D July 29th, 2003 09:22 PM

Re: Attack of the Ankle-Biters - Replacment player needed.
 
Hmm. Well, if that workaround doesn't work..

Well, the other idea doesn't work either. Though it might be interesting for another game. If you edit the max tech level down, then start a max tech game, then change everything back, the result is a max tech game..except you still have whatever tech you modded down available for research.

Fyron July 29th, 2003 09:24 PM

Re: Attack of the Ankle-Biters - Replacment player needed.
 
It would still be best to just use a mod... http://forum.shrapnelgames.com/images/icons/icon12.gif

geoschmo July 29th, 2003 09:29 PM

Re: Attack of the Ankle-Biters - Replacment player needed.
 
Quote:

Originally posted by Phoenix-D:
Hmm. Well, if that workaround doesn't work..

Well, the other idea doesn't work either. Though it might be interesting for another game. If you edit the max tech level down, then start a max tech game, then change everything back, the result is a max tech game..except you still have whatever tech you modded down available for research.

<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, this does sound interesting. Also you could modify the tech area.txt to change the "raise level" entries and then start a medium tech game. The result would be a medium tech game, but with selected techs advanced farther then normal.

As to whether we do this as a mod game or not. I really don't care, but I don't want to limit the field. I understand some people haven't quite got the hang of using the mod picker utility. http://forum.shrapnelgames.com/images/icons/icon10.gif

If we went with a mod though it would be an extremly simple one. I would only need to modify one file, the techarea.txt file.

Geoschmo


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