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-   -   Omni Mod (http://forum.shrapnelgames.com/showthread.php?t=5855)

capnq May 9th, 2002 08:23 PM

Re: Omni Mod
 
As Captain Quok said, you can reprogram the music tracks in Settings.txt , but SE IV doesn't care what CD is in the drive; if you want new music, put that CD in and start the game.

I have mine set up for my "Classical Thunder" CD; the intro screen plays Strauss' "Thus Spoke Zarathustra" (theme from _2001_: A Space Odyssey). http://forum.shrapnelgames.com/images/icons/icon7.gif

Derek May 9th, 2002 10:35 PM

Re: Omni Mod
 
Quote:

Originally posted by Lord Kodos:
im not starting any major work until some people join and help me out,
<font size="2" face="Verdana, Arial">What other mods have you done?

Any?

You mean none?

Most people aren't willing to help someone else until they are sure that that person has the talent to do work on his own. I suggest you try and do some mods on your own, then come back with your super ambitious plans. Just a word of advice.

Derek

Lord Kodos May 9th, 2002 10:52 PM

Re: Omni Mod
 
i had started the mod but my HD had erased and im not starting the major work yet like i said.i will probably havev maybe some other mod of mine out efore this

Lord Kodos May 10th, 2002 02:15 AM

Re: Omni Mod
 
mm stuff for all

ship sizes:
(these are ones avalible to all races as well as any from my old thread i forgot)
Barges
Worldships
Planetoids
Arks
Sleeper Ships(if its ok with hadrian)
Ra'Shrakil Mega-Ship
Probe
Krakken
Asteroid ship
Deep Space Miner
Supply ship
Gunship

disabled May 10th, 2002 04:32 AM

Re: Omni Mod
 
There is already a mod for this.

[ June 14, 2003, 18:45: Message edited by: General Talashar ]

Lord Kodos May 10th, 2002 07:53 PM

Re: Omni Mod
 
ok cool so i take it you dont mind http://forum.shrapnelgames.com/images/icons/icon7.gif

Lord Kodos May 10th, 2002 09:05 PM

Re: Omni Mod
 
hey ive started some work.right now im going about comissioning sets to be made,compiling graphics,gathering programs,and working on the flow of the campaigns.THATS RIGHT CAMPAIGNS MORE THEN ONE! here are some of them:

The Fall:You play as the Ra'shrakil during the fall and the exodus.

Resurection:The main campaign its the artifact storyline.

Invasion at freshigard:renact the great succubi invasion of frashigard!

Swarmer Wars:The vectorian swarmer wars!

and various others!

Lord Kodos May 10th, 2002 10:44 PM

Re: Omni Mod
 
so do you like?some of the campaigns are one scenario but others like the main are many many many scenarios.I mentioned the extras folder right?as of now im including ESP(can i getpermission i fogot who made this) SJS neo-shipset converter,se1(i still have to ask mm so its a maybe)any one who has programs they feel should be included or know of one,please post it here thank you

Lord Kodos May 10th, 2002 11:24 PM

Re: Omni Mod
 
so uhh you have no progs to send me cmon send send i need to do work on this thing im gonna takle it in ascending order once i knock the easy stuff out i take on the big stuff.as of now im working on the included se1 game savegame

Lord Kodos May 11th, 2002 01:15 AM

Re: Omni Mod
 
more stuff

Temporal stuff is no longer a racial trait but a very high tech level instead.Deeply religous is split into two trees a dark for satanic or otherwise violent religons and light for stuff that beleive in the respect for all life.There are other stuff as well for example anceint race there are more benefits then just the whole map exposed.Ethereal races and Omipotents are indeed scary foes.as for the extra anceint stuff im thinking probably a tech research bonus as they already know the stuff as well as maybe some extra techs.Im adding good events.also im thinking of ways to make ruins a risk.possibly give you a negative effect but i am not sure how to implement this. http://forum.shrapnelgames.com/images/icons/icon9.gif
also we can expect many other things as well...hee hee

Lord Kodos May 11th, 2002 02:17 AM

Re: Omni Mod
 
heres some more teasers!

if se2 is freeware it will be included.It will also contain links to many many many different sites.It MAY include the Ground Combat mod i am working on..

OT: http://forum.shrapnelgames.com/images/icons/icon8.gif &lt;----My god thats scary and freakish!

Lord Kodos May 11th, 2002 06:27 PM

Re: Omni Mod
 
okay the Planetary Invasion mod is gonna be inclded

Lord Kodos May 11th, 2002 10:04 PM

Re: Omni Mod
 
please respond to my Posts

Lord Kodos May 13th, 2002 09:35 PM

Re: Omni Mod
 
new new new new new new nee nw

FTL:thats right there ill be faster then light travel as of now there are a fewways:

Ether Drive:Just a realy fast engine
Sip-stream Drive:Fast and makes warps
Temporal Drive:ahh the joy of arriving before you depart

Mudshark May 13th, 2002 10:06 PM

Re: Omni Mod
 
This does sound truely interesting Lord Kodos! I do not have a clue on the whole modding aspect, but I do think this will be a welcome addition to this game.

Lord Kodos May 13th, 2002 10:42 PM

Re: Omni Mod
 
well if you want to help out we can give you some stuff to do trust me there is enough work..

Lord Kodos May 14th, 2002 07:22 PM

Re: Omni Mod
 
hmm more stuff......

Changes:QNP,FTL,Black holes are alot meaner

Outpost)Hadrian do you mind?
Shuttle:The earliest space vessel.

Racial Traits
Liquid Species
Shapeshifters
Alliance

Lord Kodos May 14th, 2002 09:45 PM

Re: Omni Mod
 
OMG 226 MB FOR THE MOD AND ITS ONLY 1% DONE OMG OMG OMG I SWEAR LOL its mostly the extras

Suicide Junkie May 14th, 2002 09:52 PM

Re: Omni Mod
 
Are you counting that zipped or unzipped?
Including AIs and shipsets?
Including the imagemod?

Lord Kodos May 14th, 2002 10:10 PM

Re: Omni Mod
 
YES YES ALL OF THAT SAVE AI UNZIPPPED!plus the racestyles,there are many more going to be includedagain its mostly the extras SJ JOIN THE DEVELOPMENT TEAM ARGHH

Gandalph May 14th, 2002 10:28 PM

Re: Omni Mod
 
You keep asking people to join the team. Just curious, who is on the team now?

Lord Kodos May 14th, 2002 10:47 PM

Re: Omni Mod
 
-lol me arguably Andres Lescano as he is allowing me to use some shipsets and is making me some graphics.AND THATS WHY I NEED PEOPLE

Suicide Junkie May 14th, 2002 11:03 PM

Re: Omni Mod
 
I don't really have time to be a core developer here (I'm behind on P&N as is (haven't had an update since the CD), and there's still stuff for B5 I need to do)

I am more than happy to provide suggestions and/or examples of how to do specific things, as well as stuff I've already done. Quick programs for automating some of your modding tasks are always an option as well.

Lord Kodos May 14th, 2002 11:23 PM

Re: Omni Mod
 
sure btw check the pnaertary invasion thread

Derek May 14th, 2002 11:25 PM

Re: Omni Mod
 
Kodos, I'll give you the same advice I gave you before. Put out a product, or at least a halfway finished mod that shows people you are serious, and not some kid who forgot to take his ritalin, and people will be willing to help you and join your 'team'

Until then, I doubt you'll get much help.

Derek

Derek May 14th, 2002 11:30 PM

Re: Omni Mod
 
Oh, and for the love of god, get a spellchecker for your website! It will greatly increase your appearance of professionalism, and maybe convince people to work with you.

Derek

Lord Kodos May 14th, 2002 11:39 PM

Re: Omni Mod
 
lol yeah i know it was done reeeeeeeeeal early in the morning.Second i am just a kid who forgot his ritalin LOL but i am serious.The mod will include severel things from other universes.ie the ladder and the Neoverse if hadrian will graciously let me

PDF May 15th, 2002 08:18 AM

Re: Omni Mod
 
Quote:

Originally posted by Lord Kodos:
OMG 226 MB FOR THE MOD AND ITS ONLY 1% DONE OMG OMG OMG I SWEAR LOL its mostly the extras
<font size="2" face="Verdana, Helvetica, sans-serif">I suppose this is mostly borrowed video footage http://forum.shrapnelgames.com/images/icons/icon10.gif !
Just kidding, but I think we'll rather have VaporMod http://forum.shrapnelgames.com/images/icons/shock.gif ...

disabled May 15th, 2002 08:59 AM

Re: Omni Mod
 
For crying out loud, are you acutally writing a mod or just taking eveyrone elses, slapping it together and saying 'I made this!'.

That's so lame.

[ June 14, 2003, 18:47: Message edited by: General Talashar ]

oleg May 15th, 2002 09:24 AM

Re: Omni Mod
 
Quote:

Originally posted by Hadrian Aventine:
God damnit Kodos http://forum.shrapnelgames.com/images/icons/icon8.gif I told you, I will not be allowing my mod to be stripped for parts so you can build your mod. I have REPEATED this to you OVER AND OVER. http://forum.shrapnelgames.com/images/icons/icon8.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Compare all of this to how PvK, Rollo and other people reacted to Derek Mod, which is to some extend build from parts of other mods ! Incrediable.

geoschmo May 15th, 2002 09:44 AM

Re: Omni Mod
 
Hadrian, let's try and bring it down a notch, ok? http://forum.shrapnelgames.com/images/icons/icon7.gif

Kodos, I think Derek's advice to you was excellent. I suggest you take it.

This board is full of people that are plenty busy doing their own mods. If you can't produce something on your own without a team, then maybe it's too complex. And if you can't get a bunch of people to help you, then maybe it's not worth doing.

Either way, everybody get's the point that you would like volunteers, and nobody is beating a path to your door. Continuing to clutter up the forum asking for "Team members" is not going to accomplish anything, except get on peoples nerves, and get your threads locked down by the Moderators.

But by all means, if you have an idea that you would like to share with the group, share. Or if you have an idea and need help making it work, ask a question and perhaps someone here can think of a way to make it work. But don't expect a bunch of people to jump on board until they see the wagon is going somewhere.

Geoschmo

[ May 15, 2002, 08:46 AM: Message edited by: geoschmo ]

PDF May 15th, 2002 09:51 AM

Re: Omni Mod
 
Quote:

Originally posted by oleg:
Compare all of this to how PvK, Rollo and other people reacted to Derek Mod, which is to some extend build from parts of other mods ! Incrediable.
<font size="2" face="Verdana, Helvetica, sans-serif">Bah, this thread looks like PvP - Psychotic vs Paranoid http://forum.shrapnelgames.com/images/icons/icon10.gif !!
Don't bother ...

Lord Kodos May 15th, 2002 09:54 PM

Re: Omni Mod
 
What did i steal now!??!!!

i apologized for asking you if i can use your ideas and when you said no i accepted it.When i am simply asking for the right to use the name Malfadarions and ID gates,use your omega name,and give you advertising,i dont consider it stripping the um2 down at all merely allowing other people to express their ideas and views on things.You coined good names and claimed them as yours fine but when it is a common word like outpost or in scifi id gate dont expect people not to use it.I have apologized over and over,for merely asking you to let me use names,and when you have said no i have accepted.I am not trieng to use your ideas i am trieng to make my mod fit in with your history seeing as its the only one accepted.I am also trieng to allow the community to have what i feel the largest and most fun mod ever.So can we be buddies again??

Lord Kodos May 16th, 2002 03:18 AM

Re: Omni Mod
 
uhh so apology accepted

disabled May 16th, 2002 04:33 AM

Re: Omni Mod
 
I think people are upset about you taking mods and thiking it's okay not to give credit.

[ June 14, 2003, 18:48: Message edited by: General Talashar ]

Lord Kodos May 17th, 2002 01:29 AM

Re: Omni Mod
 
mm more engines

Gravity Well
Ether Drive:FTL
SlipStream Drive:FTL
Antimatter Drive

other sectors

Wormhole:Massive warpoints that connect galaxies.
Warpgate:Pathway to other universes,only seen in the campaigns and maps

Lord Kodos May 17th, 2002 01:29 AM

Re: Omni Mod
 
mm more engines

Gravity Well
Ether Drive:FTL
SlipStream Drive:FTL
Antimatter Drive

other sectors

Wormhole:Massive warpoints that connect galaxies.
Warpgate:Pathway to other universes,only seen in the campaigns and maps

Lord Kodos May 17th, 2002 05:08 AM

Re: Omni Mod
 
hey about FTl how do i implement because all my things use it diferently.

For example in game terms the Ether Drive just goes insanely fast,but is very fragile.

Now the problem comes from the Slipstream drive and Fold-Space generator.

The F-S generator should warp you somewhere.
the Slipstream drive should make a warp point that Lasts 2 turns before fading.Can this be done or must they too be insanely fast.

some Ra'Shrakil artifacts to tease you with!

Juggernaught:The ship the size of a sun.
Nova-Cannon:a massive space cannon capable of firing a condensed beam with the power of a small nova.
Ether Cannnon:Thats right a ship based Version of the weapon on Vector that can destroy any ship up to Battlecruiser in a single shot.
Geneseed:The ULTIMATE device.Create planets,Suns,Warp points.As well as if i can figure out how to make miraculous population.

Lord Kodos May 17th, 2002 05:08 AM

Re: Omni Mod
 
hey about FTl how do i implement because all my things use it diferently.

For example in game terms the Ether Drive just goes insanely fast,but is very fragile.

Now the problem comes from the Slipstream drive and Fold-Space generator.

The F-S generator should warp you somewhere.
the Slipstream drive should make a warp point that Lasts 2 turns before fading.Can this be done or must they too be insanely fast.

some Ra'Shrakil artifacts to tease you with!

Juggernaught:The ship the size of a sun.
Nova-Cannon:a massive space cannon capable of firing a condensed beam with the power of a small nova.
Ether Cannnon:Thats right a ship based Version of the weapon on Vector that can destroy any ship up to Battlecruiser in a single shot.
Geneseed:The ULTIMATE device.Create planets,Suns,Warp points.As well as if i can figure out how to make miraculous population.

Suicide Junkie May 17th, 2002 06:44 AM

Re: Omni Mod
 
Quote:

Geneseed:The ULTIMATE device.Create planets,Suns,Warp points.As well as if i can figure out how to make miraculous population.
<font size="2" face="Verdana, Helvetica, sans-serif">Well, Colony modules can have built-in miraculous population, (somewhere in settings.txt?) but I think that would force all colony modules have miraculous population.

Quote:

hey about FTl how do i implement because all my things use it diferently
<font size="2" face="Verdana, Helvetica, sans-serif">You probably can only get a few distinct types, and the rest will have to be larger/smaller/cheaper variations on the same themes.

You gan go with super-high powered engines, you can have an emergency movement warpdrive, A large engine with bonus movement (where the normal engines have no bonus movement ability). I can't think of any others at the moment.

The temporary warppoints can be done if you have your events.txt heavily favour random warppoint closures...
One would close every turn, so you would be able to overload the universe and build up semi-stable warppoints, and you would also lose all natural warppoints.

[ May 17, 2002, 05:45: Message edited by: Suicide Junkie ]

Lord Kodos May 17th, 2002 06:17 PM

Re: Omni Mod
 
???

Other things:

Gravity Techs

Mini Black Hole Creator:One hit kill

Gravity Well Engine:Mentioned ealier

Gravity Beam:tractor

Gravity BLast:repulsor

Gravity Reflector:Destroys a planet and counts as a shield

Lord Kodos May 17th, 2002 08:10 PM

Re: Omni Mod
 
mm more stuf f this time space things

Overspace:yaknow ill have to see if its okay with NDR

Baby Star:a star that has recently formed

Nova:a sector thats pulls you to it and kills you.not as deadly as a time rift though

Pulsar:duh it emits radio waves so it interferes with shields as well as transmissions

Warp Space:warp space sometimes a warp point or wormhole leads to one and it is a matter of space where movement of ships are distorted

also some more stuff!

Facilities

Palace
Embassy
Catacombs
and much much more

Suicide Junkie May 17th, 2002 08:15 PM

Re: Omni Mod
 
Overspace sounds like it would be a custom Map thing, similar to my FTL map.
A lot of work to do, but not terribly difficult...

[ May 17, 2002, 19:16: Message edited by: Suicide Junkie ]

Lord Kodos May 18th, 2002 12:44 AM

Re: Omni Mod
 
no its just a different system type.all though the campaigns that take place during the Ra'Shrakil era have no warp points all travel is dont by going from sytem to system the long way like the FTL.oh yes and if i can get someone to do this or if i can figure out how,there will maybe be some cinematic scenes,i dont know maybe the start and end of each campaign

Lord Kodos May 18th, 2002 08:38 PM

Re: Omni Mod
 
besides all overspace is is a system with %#$^ up movement and no planets.Oh and its green

Lord Kodos May 19th, 2002 05:41 AM

Re: Omni Mod
 
well here is how warp points are color coded.

Blue:Warp Point
Green:Overspace Portal
Purple:Wormhole

also as i said before there wil be options to allow you to get traits from species in other universes.For example from the Ladderverse or if its okay with hadrian the Neoverse.Of course these wont be ripped from other mods like the UM 1 or 2 or even the Amaru Tech used by the Ladder waaaaayyyy back in the day.These will be my take on these things.Also as for the campaigns there will be heroes like speciel ships or units with values.

Lord Kodos May 19th, 2002 06:27 AM

Re: Omni Mod
 
Stuff

Different types of Bridges,LS,CQ and more

Some more Ra'Shrakil teasers

Birthworld:A massive planetoid that can create planets.Its is like all Planetoids a ship and therefore extremely slow.

World Devourer:This is another planetoid.When it moves to the same sector as a planet it imeaditly starts absorbing its resources and lowing the condition and value of the planet.

PvK May 19th, 2002 08:27 AM

Re: Omni Mod
 
Quote:

Originally posted by Lord Kodos:
mm more engines
...
Antimatter Drive
...

<font size="2" face="Verdana, Helvetica, sans-serif">BTW "Contra-Terrene" means anti-matter.

PvK

Lord Kodos May 19th, 2002 08:52 PM

Re: Omni Mod
 
oh yeah whoops lol.

TerranC May 19th, 2002 08:56 PM

Re: Omni Mod
 
Kodos; what do you have so far?
just tons of amounts of planning or hard code?


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