.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Malfador Patches, Additions, and Player Mods (http://forum.shrapnelgames.com/showthread.php?t=6995)

Pax August 15th, 2002 09:06 PM

Re: Malfador Patches, Additions, and Player Mods
 
Quote:

Originally posted by Phoenix-D:
Modders that raise a stink don't have a leg to stand on, I think.
<font size="2" face="Verdana, Helvetica, sans-serif">Indeed.

A little-known landmine called "derivative copyright" ... basically, the MOD files are (AFAIK) already *owned* by MM in terms of copyright, if they wanted to be bastards about it.

Anything based on a copyrighted work, in a derivative form (i.e. fanfics, etc) is copyright by the author of the original source, barrign specific contractual arrangements.

Arkcon August 15th, 2002 09:28 PM

Re: Malfador Patches, Additions, and Player Mods
 
Quote:

Originally posted by oleg:
Actually, I think MM is in fact too shy about incorporating fan's mods. For example, I do not see the reason why TDM AI is not part of "official" SEIV
<font size="2" face="Verdana, Helvetica, sans-serif">A long time ago, MM DID implement a person's mod into the official game. Someone, I think either Baron Munchausen or geoschmo, wrote a more balanced Version of the Anti Proton Beam (how much damage and at what range per level), and it was made part of a patch. With credit where it was due.

I think I'll mod the mines, it seems to be a remaining sore issue. I'll remove their inherant (sp?) cloaking ability, add a cloaking component (someone else's mod has already done this, I think) then add an anti mine sweeper component. Maybe that can mimic a % chance of mine sweepers failing, while the mines become weaker too if there's limited room for components.

I'll tweak it a bit, then run it up the flagpole and see if anyone salutes. http://forum.shrapnelgames.com/images/icons/icon6.gif

[ August 16, 2002, 14:28: Message edited by: Arkcon ]

Mephisto August 16th, 2002 12:31 AM

Re: Malfador Patches, Additions, and Player Mods
 
Patch 1.24:
18. Changed - Increased the damage for the Anti-Proton Beam family (thanks to Daynarr).

disabled August 16th, 2002 04:03 AM

Re: Malfador Patches, Additions, and Player Mods
 
I do hope to sell my mod on CD and electronic download - but that all depends upon MM & Richard's okay. Recently i've been busy with Project Dauntless and haven't put much time into the UM2 except as diVersions.

MM has included mods, but with giving credit and such. I remember I almost got the first edition of the UM in first Version of SE4 when it was released. back then it was just system and quadrant types. But I was too late...

Also, General Vaughn of the Terran Confederation in SE4 was named after the player David Vaughn - a person that started SE role play back in 1997.

[ August 16, 2002, 03:04: Message edited by: Hadrian Tyrael S. Aventine ]

Arkcon August 16th, 2002 04:21 AM

Re: Malfador Patches, Additions, and Player Mods
 
Quote:

Originally posted by [K126]Mephisto:
Patch 1.24:
18. Changed - Increased the damage for the Anti-Proton Beam family (thanks to Daynarr).

<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/shock.gif Whoops, sorry 'bout that Daynarr http://forum.shrapnelgames.com/images/icons/blush.gif

AJC August 16th, 2002 06:52 AM

Re: Malfador Patches, Additions, and Player Mods
 
If someone likes something about a mod I create and it improves their enjoyment of the game - as far as I am concerned use it/abuse or whatever - I dont care - I make mods just for the fun of it..hopefully others enjoy them too.

[ August 16, 2002, 05:53: Message edited by: AJC ]


All times are GMT -4. The time now is 11:29 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.