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-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   New tech mod plan (http://forum.shrapnelgames.com/showthread.php?t=3922)

Phoenix-D August 26th, 2001 01:44 AM

Re: New tech mod plan
 
Makes sense. Hopefully it has the brains to pick the right tech area..

BTW, whoever made the mod picker- VERY nice utility. Saves a lot of pain going back and forth http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

EDIT: More foibles. SE4 does NOT like typos. I accidently put "q" rather than "2" for an entry in components.txt.. barfed, no error message given other than unable to load.

Tip: Se4 interprets two empty lines as the end of the file. Good to isolate sections of the file (to troubleshoot) without actually needing to remove them.

Phoenix-D

[This message has been edited by Phoenix-D (edited 26 August 2001).]

capnq August 26th, 2001 04:41 AM

Re: New tech mod plan
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>What ELSE does the AI research automatticly?Probably SM if it feels cut off from the rest of the universe.<HR></BLOCKQUOTE>

One of the AI "states" is "Not Connected". The AI's research file should have the neccessary techs listed under that state.

------------------
Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

Phoenix-D August 26th, 2001 08:55 AM

Re: New tech mod plan
 
It's here. Beta 1. This uses the standard SE4 propulsion system; I'll make changes to that later. Also, no changes to intel for this Version.

My email is in the readme if you find any problems.

Enjoy http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Phoenix-D

[This message has been edited by Phoenix-D (edited 26 August 2001).]

Phoenix-D August 27th, 2001 12:32 AM

Re: New tech mod plan
 
Beta 2. Added the Decoys, made some bug fixes and balance changes to the Point-defense weapons.

Phoenix-D

[This message has been edited by Phoenix-D (edited 01 September 2001).]

Matryx August 27th, 2001 01:05 AM

Re: New tech mod plan
 
Phoenix : glad you like my utility http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
By the way, I have to say that this work you have been doing is amazing http://www.shrapnelgames.com/ubb/images/icons/icon7.gif This modularisation of all the tech levels and so on is great.
Can't wait for the next Version http://www.shrapnelgames.com/ubb/ima...ons/icon10.gif

------------------
The Unofficial Space Empires 4 Mod Utility V2.0
------------------
Download as a .ZIP &lt;HERE&gt;
Download as a .RAR &lt;HERE&gt;
Download as a .ACE &lt;HERE&gt;
Check a Screenshot of it&lt;HERE&gt;

Check an Alpha Shot of my Mod Editor (Unreleased) &lt;HERE&gt;

Matryx August 27th, 2001 01:14 AM

Re: New tech mod plan
 
Couple of suggestions:
1. Note in the readme file the major changes to existing items (e.g. Emotionless costs 500 now)
2. Note on the ComponentSizes the size of base / ship etc that you can use the item on (e.g. Base Seige Mounts)
3. Add lots of stuff http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Phoenix-D August 27th, 2001 01:18 AM

Re: New tech mod plan
 
Probably should do that, yeah. An actual list of *all* the changes is gonna take a while, though..

Phoenix-D

Phoenix-D September 1st, 2001 04:53 AM

Re: New tech mod plan
 
And here you thought this thread was going to go away. WRONG! ;-)

Anyway, Tech Mod Beta 3 should be availble sometime tonight or tommorow. I added a dump of components, (Singularity Beam..full-sized Rocket Pods..fighter plague bombs..*shiver*), changed pictures around, and am in the process of making the AIs I have TechMod compatable.

Phoenix-D

Phoenix-D September 2nd, 2001 06:39 AM

Re: New tech mod plan
 
Beta 3 has arrived.. now with AI!

Granted, it's probably pretty stupid, but still..

Just extract into your SE4 directory to install, and as always email me at dphoenix_d@yahoo.com with suggestions and bugs.

EDIT: updated to beta 3.1. All that's changed is a very minor Star Colony fix.

Phoenix-D

[This message has been edited by Phoenix-D (edited 02 September 2001).]

[This message has been edited by Phoenix-D (edited 03 September 2001).]

Phoenix-D September 2nd, 2001 09:29 PM

Re: New tech mod plan
 
ARG!

The Star Colony works.

The problem is it works too well! It's supposed to be a ruins tech, but it persists in showing up without that. Could someone please explain how to do ruins techs?

Phoenix-D


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