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Re: Space Food Empires!
I totally agree!
What I'll do is create a quick set of coloured mini images for each race from the generic ones. I'll try and get those out for 0.11, due on Friday. I'll be focusing mainly on graphics from this point onwards, while addressing gameplay issues and the remainder of planned data file entries. |
Re: Space Food Empires!
I've already completed the coloured minis for the next patch. It turned out to be a lot less painful than I thought. I just shaded the generic minis with each empire's colour.
Also note you can discuss the mod over at SE.net where I have a whole forum dedicated to the mod: http://www.spaceempires.net/home/mod...forum&f=23 I'm also looking for your favourite or effective ship designs so I can immortalize them as AI designs! Attach screenshots or write out the contents of the ship over at the SE.net forum. Version 0.11 still on pace for Friday. |
Re: Space Food Empires!
Version 0.11 will be delayed until at least tomorrow afternoon. Ended up re-balancing cultural and characteristic modifiers. Plus it takes a long time to come up with 4 versions of empire files and the corresponding AI general files! I'm also updating the empire stats at the website as I do each set.
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Re: Space Food Empires!
Greetings!
Beta Version 0.11 has been uploaded to the Space Food Empires website in the downloads section! <font class="small">Code:</font><hr /><pre>Version 0.11 (Beta) - 27 March 2005 1. Changed - Split "Weapons" Tech Area into two: "Weapons - General", "Weapons - Racial" 2. Added - Remainder of descriptions in TechArea.txt 3. Fixed - Corrected faulty Tech Area references that caused Tech Tree error messages 4. Added - Remainder of StellarAbilityTypes.txt descriptions 5. Changed - Reset some SystemType images to stock defaults until they can be created 6. Added - Temporary mini ship images based on empire colour 7. Added - Descriptions for mounts in CompEnhancement.txt 8. Fixed - Major Empire General AI files to use correct advanced traits 9. Changed - Re-balanced racial characteristics in Settings.txt 10. Changed - Re-balanced cultural modifiers in Cultures.txt 11. Added - Additional advanced traits to RacialTraits.txt 12. Added - 0 and 2000 racial points empire files</pre><hr /> Also note the website has been updated, particularly the empire info pages, which now have the correct cultural modifier and racial trait data! Version 0.12 is already in progress and will add those system and combat pics, maybe even a few race pics if you're lucky. That's for next weekend. After that, I'll be working on version 0.20, which will certainly be a saved-game buster as it will be add some new components, racial traits, and facilities. |
Re: Space Food Empires!
1 Attachment(s)
These combat images will be distributed with the next version, but since I finished them I thought some of you would like to have them now. Here are the previews:
http://sfe.captainkwok.net/images/beams.png http://sfe.captainkwok.net/images/torps.png Download them in .zip format above! |
Re: Space Food Empires!
Nice.
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Re: Space Food Empires!
Why not add them to the imagemod combat pack?
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Re: Space Food Empires!
Greetings.
Continuing to work away on version 0.20, which will feature a somewhat modified armor and shield system to alleviate some problems that were occuring with certain design combinations. This version will also add a few more components and facilities that I passed in the first two releases, plus some new images. Lastly I want to make some enhancements to the current basic AI to help encourage people to try the mod to expediate testing. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires!
Still working away on version 0.20, including the addition of a whole new slew of minor racial tech areas as follows:
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Re: Space Food Empires!
So how is it ? I have to admit i didnt downloaded your mod yet. Do you expect version 0.20 to reach soon, or should i go about creating a PBW game with version 0.11 ? If so, who would like to participate ?
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