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Re: Space Food Empires!
Pollution: heavy industry (mining/refining/spaceyards) depletes planet conditions.
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Re: Space Food Empires!
I have employed my own set of population modifiers in the mod.
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Re: Space Food Empires!
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Re: Space Food Empires!
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Re: Space Food Empires!
Greetings.
Still plugging away on that next version. It's taking a long time because of the nature of changes being made plus the difficulty in securing sufficient time to complete the tasks. Anyway, here are some of the major highlights for the next version:
This patch will also bring the mod much more into the way I had hoped it would be. Aside from the addition of more unique vehicle types to the races and balance issues, there's just the graphics to do. These graphics will be designed for the Space Empires V version (which I've already started to think about, btw) but will also be patched into the SE:IV version. I certainly hope I can get a lot of them done in time before the year is out! Also, a website update is in the works (heck, some of the pages have already been silently updated!) and will feature a more complete space yards section with some game stats. After this patch is released, I will also start working on the database/help pages on the website which will certainly come handy when trying the mod for the first time. That's all for now. |
Re: Space Food Empires!
I have one possible suggestion for your mod http://forum.shrapnelgames.com/image...es/biggrin.gif. Projectile weapons. They seem to be ignored alot. being easy to research and only 5 levels. For my own games I had added 5 levels with more dam, but the same range, andI upped the research needed too. Perhaps you could do something similar http://forum.shrapnelgames.com/images/smilies/smile.gif.
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Re: Space Food Empires - Ver 0.20 Coming Soon!
Slight note: In the Spaceyards section, the Bananas are listed as the "Banana Star Empire" yet in the Technology and Empires section they're listed as "Banana Star Republic". Slight error, can't be blamed on ya, just thought I'd tell you.
Also, the "Robot Factory" name doesn't really sound right to me. If they're foodstuffs, why (and how) would they build robots, when they can simply grow others of their kind and harvest them when they're not fully mature, to use as cheap labor? (hint, hint) Also, this springs to mind..... Gonna make a SFE/SW crossover mod? http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires - Ver 0.20 Coming Soon!
You must have followed one of the old .html links that are lying around in the Space Yards section since only a few test pages are set to the new .php files.
Robots do not need to be as we imagine - it could be some sort of bio-mechanical unit. Note that not all races in the mod reproduce by simple growing. Check out the races' biological descriptions to see how many different ways I could come up with reproductive mechanisms. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires
Greetings.
I'm adding the balance of the stellar manipulation technologies in the next patch and would like to give them some more creative names. Here is an example: 'Planet Discombobulator' for a planet destroying weapon. It works by inducing an anti-gravity fields that causes a planet's particles to disassociate it from one another. Got any suggestions? |
Re: Space Food Empires
For warp point creation you could name it something like
'Warp Point Seed' and say it flings a super dense seed that rips through time and space to make a warp point. |
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