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-   -   Space Food Empires! (http://forum.shrapnelgames.com/showthread.php?t=12292)

Captain Kwok July 16th, 2005 09:23 PM

Re: Space Food Empires
 
Greetings!

I have finally posted version 0.20 of the Space Food Empires mod. You can download it from here: http://sfe.captainkwok.net/downloads.php

You can also view the version history here:
http://sfe.captainkwok.net/revisions.php

This version should be fairly decent for solo play. The AI can expand and build a mixture of transports, attack ships, and scouts. They can also build facilities and do research, but neither is optimized.

Next up will be a patch (0.21) to introduce facility pollution, better AI, and of course bug fixes and tweaks.

Captain Kwok August 1st, 2005 01:03 PM

Re: Space Food Empires
 
Greetings!

A new patch is available for the Space Food Empires mod. It updates the mod to version 0.21 while adding a new dimension to the mod with facility pollution and worker unhappiness, while making lots of little fixes and changes. It's savegame compatible with existing 0.20 games. Just download and un-zip the patch to your Space Food Empires mod directory.

History File:
http://sfe.captainkwok.net/revisions.php

Downloads Page:
http://sfe.captainkwok.net/downloads.php

Note you'll need to download version 0.20 if you haven't done so already in order to apply the patch!

Unfortunately those AI tweaks and improvements will have to wait for the next patch which I'm hoping to have ready in two weeks.

Also, the mod has a dedicated forum for discussion hosted at Spaceempires.net:
http://www.spaceempires.net/home/forum-23.html

Renegade 13 August 1st, 2005 01:15 PM

Re: Space Food Empires - Ver 0.20 Coming Soon!
 
Those of us in the PBW SFE test games need to apply this patch, correct? But only after PBW is back up and the current turn has processed?

Captain Kwok August 1st, 2005 01:20 PM

Re: Space Food Empires - Ver 0.20 Coming Soon!
 
Quote:

Renegade 13 said:
Those of us in the PBW SFE test games need to apply this patch, correct? But only after PBW is back up and the current turn has processed?

Yep. I just finished posting that in our game thread too. http://forum.shrapnelgames.com/image...ies/tongue.gif

Captain Kwok August 13th, 2005 02:42 PM

Re: Space Food Empires - Ver 0.20 Coming Soon!
 
There's a new patch available for Space Food Empires. The patch will update the mod to version 0.22 and makes a few important changes to reactor and engine costs, plus a few other fixes. It also adds a new systemnames.txt file with more foody names.

You can find it in the downloads section at the Space Food Empires site:
http://sfe.captainkwok.net/home.php

NullAshton August 13th, 2005 07:15 PM

Re: Space Food Empires - Ver 0.20 Coming Soon!
 
Do you have a pepper grinder yet?

Captain Kwok August 13th, 2005 11:24 PM

Re: Space Food Empires
 
Quote:

NullAshton said:
Do you have a pepper grinder yet?

Why don't you download the mod and check? http://forum.shrapnelgames.com/images/smilies/eek.gif

Captain Kwok August 29th, 2005 11:51 AM

Re: Space Food Empires
 
Greetings!

Just a little progress update for the mod. I've been working on the next patch (0.23) which is focusing on making improvements to the AI so that players can have a more enjoyable time with solo play. I'm hoping to get this patch out during the Labour Day weekend.

If you've tried the mod, feel free to post comments/suggestions here or in the SE.net Space Food Empires forum. That way I can address additional issues.

Atrocities August 29th, 2005 01:49 PM

Re: Space Food Empires - Ver 0.22 Available!
 
Your attention to detail is just amazing CK. I mean this mod is a real work of art. http://forum.shrapnelgames.com/images/smilies/happy.gif

Captain Kwok September 6th, 2005 11:00 AM

Re: Space Food Empires
 
Greetings!

I'm running a bit late with the next patch which I had originally intended to get out yesterday. Although I've got the AI using planets more effectively in addition to building units and ships, the main delay is establishing the specific research and design files for each race. It's not all that difficult, but it is time consuming as I can't just copy and paste without some significant editing.

On a second note, as mentioned elsewhere, the 'pollution' effect using negative values for the planet conditions ability does not work. However, I think I will continue to keep the unhappiness aspect from industrial facilities in the mod. Right now, the AI doesn't do all that well with it as I have set up the facility queues with happiness facilities to be built after every 5 industrial ones - but it turns out the planets are rioting beforehand! Anyhow, I'll make a few minor tweaks to the happiness files and facility queues to fix it. I really wish you could have happiness increments in decimals rather than just whole integers. There's at least one game coming out that does that...


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