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-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Gaging the Need (http://forum.shrapnelgames.com/showthread.php?t=30287)

Captain Kwok September 14th, 2006 11:48 AM

Re: Gaging the Need
 
My solution is to build both mods at once. http://forum.shrapnelgames.com/image...ies/tongue.gif

Atrocities September 14th, 2006 12:00 PM

Re: Gaging the Need
 
SE V, once released, will more or likely require a significant amount of modding time in order to produce a quality mod. And given the fact that many things will change over the course of then next few months following the release of SE V, modding the game so soon after its release might prove to be more of a waste of time early on.

Also modding SE V is not like modding SE IV. While you have far more modding options with SE V, modding SE V requires a significant dedication and pronounced effort.

As to making ship sets for SE V, it can be done with DOGA, but again texturing the models has proven to be a nightmare that I have yet been unable to overcome.

narf poit chez BOOM September 14th, 2006 05:24 PM

Re: Gaging the Need
 
I'd wait for SEV to come out, then choose which one to make the mod for. Right now, all you have is other peoples' opinions.

Suicide Junkie September 14th, 2006 07:05 PM

Re: Gaging the Need
 
I get the impression that you want to hardcode the ship designs in this mod... is that accurate?

Atrocities September 14th, 2006 07:18 PM

Re: Gaging the Need
 
Yes to some degree I do. The one thing I've noticed about both EAW and REbellion is that the ships all have pre-set amounts for fighters and troops.

Engines and weapons will be added by the player in the design process along with other support components such as mine sweepers, layers, bonus sensors and other items.

Suicide Junkie September 14th, 2006 09:37 PM

Re: Gaging the Need
 
Well, first you should consider if such restrictions are truly a good thing...

If you still want to, then you will probably want to use SE5 to allow greater control over such things.

Atrocities September 15th, 2006 01:41 AM

Re: Gaging the Need
 
Good point.

Xrati September 15th, 2006 09:46 AM

Re: Gaging the Need
 
It's still a mod, with the PLAYER ultimately designing the ships. If you don't want somebody doing something that could upset balance of the ship designs then it would be better to hardwire the ships. "Give someone enough rope and see where they hang out." http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron September 15th, 2006 03:12 PM

Re: Gaging the Need
 
Hard-coding ship designs doesn't seem very fun to me. Should I bring out the Canon Cannon? http://forum.shrapnelgames.com/image...ies/tongue.gif

Atrocities September 15th, 2006 04:12 PM

Re: Gaging the Need
 
Its star wars not space empires. By the time the rebellion was formed most of the major research was done for both the empire and the rebellions. They had fighters, large ships, and standard technology. If you want to research massive amounts of technology, and design every faciet of a Star Destroyer then this mod won't be for you.

In order to achieve the feel of the Star Wars universe, hard coding the ships to limit the amount of fighters and troops they can carry is essencial. It is the Star Wars way.


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