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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).] |
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" |
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).] |
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).] |
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 <HERE> Download as a .RAR <HERE> Download as a .ACE <HERE> Check a Screenshot of it<HERE> Check an Alpha Shot of my Mod Editor (Unreleased) <HERE> |
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 |
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 |
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 |
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).] |
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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