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-   -   New SJ mod (http://forum.shrapnelgames.com/showthread.php?t=10942)

Ragnarok-X May 30th, 2004 05:50 PM

Re: New SJ mod
 
Hey SJ, i like the idea of replaying organics with workers. I would like to do that im my mod, too. Is it okay with you ? no patent or something ?

ty

[ May 30, 2004, 16:54: Message edited by: Ragnarok-X ]

Suicide Junkie May 30th, 2004 06:01 PM

Re: New SJ mod
 
Sure.
You can grab my little worker-guy recolour from pictures/general.bmp

----

Updated!
http://imagemodserver.mine.nu/other/...miscellaneous/

EDIT:
Oopsy... the changes I made to sat stuff is useless since sats aren't sats anymore...
One more tweak coming up.

EDIT2:
Alrighty. NOW it should be good http://forum.shrapnelgames.com/images/icons/icon7.gif

You've now got two variations on satellite tech.
The civilian sats:
- Deployable by ships
- Maintenance Free
- Can be equipped with 10-20MW microwave relays
- Limit 5 per sector
- Cannot carry weapons

The War sats:
- Can carry weapons
- Maintenance Free
- Unlimited number per sector
- Must be built in-place
- Require repairs

[ May 30, 2004, 18:12: Message edited by: Suicide Junkie ]

Fyron May 30th, 2004 08:16 PM

Re: New SJ mod
 
Quote:

Sorry for the delay, I almost finished the updates, but got another great idea from IRC.
<font size="2" face="sans-serif, arial, verdana">This is why everybody should stop by #se4 from time to time. See sig for instructions on how to get there. http://forum.shrapnelgames.com/images/icons/icon10.gif

Suicide Junkie June 5th, 2004 02:34 AM

Re: New SJ mod
 
A few smaller tweaks and fixes.

SJ's Gritty Economics Mod is available from the PBW file library, or from http://imagemodserver.mine.nu/other/.../Mods/GritEcon

-----

I'm also working on a tutorial page for it:
http://imagemodserver.mine.nu/other/...Econ/tutorial/

It's not quite finished with race setup yet, but what's left is only the more obvious stuff; I made a point of mentioning the most non-stock-like stuff first.

[ June 05, 2004, 05:20: Message edited by: Suicide Junkie ]

dumbluck June 6th, 2004 07:38 AM

Re: New SJ mod
 
this is odd. I've got a race that consistantly starts with a higher population than the planet can hold. The only advanced traits for the race are Rock Natives and Naturalists. Unless, of coarse, it's just that I've been away so long that I'm reading the game display wrong... http://forum.shrapnelgames.com/image...s/rolleyes.gif

Paul1980au June 6th, 2004 09:06 AM

Re: New SJ mod
 
Goood work there.

Ed Kolis June 6th, 2004 09:21 AM

Re: New SJ mod
 
Quote:

Originally posted by dumbluck:
this is odd. I've got a race that consistantly starts with a higher population than the planet can hold. The only advanced traits for the race are Rock Natives and Naturalists. Unless, of coarse, it's just that I've been away so long that I'm reading the game display wrong... http://forum.shrapnelgames.com/image...s/rolleyes.gif
<font size="2" face="sans-serif, arial, verdana">Probably the Naturalists trait that's doing it - it reduces your max. storage capacity, but it doesn't affect your starting population.

Good to see you back around here, dumbluck http://forum.shrapnelgames.com/images/icons/icon7.gif

dumbluck June 6th, 2004 08:19 PM

Re: New SJ mod
 
Thanx. It's good to be back, even if I am stealing the wife's toy to do it.... http://forum.shrapnelgames.com/images/icons/blush.gif

dumbluck June 8th, 2004 03:03 AM

Re: New SJ mod
 
Edit: Erroneous bug report edited out. Must remember to make sure that I’ve downloaded ALL of the Image mod’s various files before playing a modded game... http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/blush.gif

[ June 08, 2004, 02:37: Message edited by: dumbluck ]

Suicide Junkie June 8th, 2004 04:39 PM

Re: New SJ mod
 
http://forum.shrapnelgames.com/images/icons/icon10.gif Aren't there any questions only I can answer? http://forum.shrapnelgames.com/images/icons/icon10.gif


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