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-   -   Eclipse Mod 1.0 Full (http://forum.shrapnelgames.com/showthread.php?t=22637)

Zaamon February 6th, 2005 12:59 PM

Re: Eclipse Mod 1.0 Full - Crashing Win98
 
I have some problems when I take "Sparse Maze" type quadrant.
All systems have same type nebula. No stars and only planets are homeworlds. Nebula properties are "LV 1 advanced scanning required to see in this nebula.

Captain Kwok February 6th, 2005 01:16 PM

Re: Eclipse Mod 1.0 Full - Crashing Win98
 
Is it me or are ships designed to move very fast!?

Kevin Arisa February 6th, 2005 02:49 PM

Re: Eclipse Mod 1.0 Full - Crashing Win98
 
I made traveling easier and faster. Of course you cant go too fast without burning out your supplies. I wanted the distance you can go to be based largely on your supply limit rather than engine speed. However I've had a hard time trying to balance out the speed vs supply burn ratio. Newer engines are supposed to be faster and more effecient but i dont want them overpowered. At least not until the end. I plan on doing some revisions to the engines in the next patch.

[EDIT] Oh, and I have no clue about the map problem. I ported over Fyrons quadrants so I didn't make them. I have yet to try a maze map myself.

Fyron February 6th, 2005 02:52 PM

Re: Eclipse Mod 1.0 Full
 
Quote:

Kevin Arisa said:
Fyron, do you have a gamer-in-distress radar or something? http://forum.shrapnelgames.com/images/smilies/wink.gif

It is a perpetually reoccuring issue. http://forum.shrapnelgames.com/images/smilies/wink.gif

Quote:

Zaamon said:
I have some problems when I take "Sparse Maze" type quadrant.
All systems have same type nebula. No stars and only planets are homeworlds. Nebula properties are "LV 1 advanced scanning required to see in this nebula.

Strange. Number of system types dropped to 1... Open Eclipse\Data\QuadrantTypes.txt, search for the Sparse Maze entry, and change

Number of System Types := 1

to

Number of System Types := 117

Caduceus February 7th, 2005 01:10 PM

Re: Eclipse Mod 1.0 Full - Crashing Win98
 
Well, I've done most of the files, but haven't finished reformatting the planets yet, which will take some time. I'll let you know if this works. If it does, I might send it all back to you to update files for Win98 folks.

Kevin Arisa February 8th, 2005 11:55 PM

Re: Eclipse Mod 1.0 Full
 
I have started a list for changes to the next patch.

Done:

1. Research Lab effeciency reduced.
2. Rune of Detonation availability and self destruct added.
3. Tweaked many rsearch costs.
4. Fixed the Chaos Generator.
5. Allowed Stellar Sails on drones.
6. Increased ancient facilities build costs.
7. Improved many combat images.
8. Repaired a few typos and incorrect discriptions.
9. Interceptor Missile now targets units.
10. Added Terran speech file.

Waiting to be done:

1. Mana Force AI
2. Replace stars with bad masking and cut off.

Please contribute to this list. http://forum.shrapnelgames.com/images/smilies/wink.gif

Suicide Junkie March 4th, 2005 12:19 PM

Re: Eclipse Mod 1.0 Full
 
Quote:

Kevin Arisa said:
Eclipse doesn't use most of the planets from ImageMod. it uses mostly the components and facilities. Nearly all of the planets are new. I submitted them to ImageMod a couple times but SJ hasn't gotten around to it yet. Also some of the new nebula contribute to the size.

Which ones? Have you downloaded the latest version?

Strategia_In_Ultima March 4th, 2005 01:55 PM

Re: Eclipse Mod 1.0 Full
 
Quote:

Imperator Fyron said:
Quote:

Zaamon said:
I have some problems when I take "Sparse Maze" type quadrant.
All systems have same type nebula. No stars and only planets are homeworlds. Nebula properties are "LV 1 advanced scanning required to see in this nebula.

Strange. Number of system types dropped to 1... Open Eclipse\Data\QuadrantTypes.txt, search for the Sparse Maze entry, and change

Number of System Types := 1

to

Number of System Types := 117


This is an issue with all old versions of the FQM. It has been spotted several times before. I believe it has been fixed in the latest version... is it Fyron?

Fyron March 4th, 2005 03:43 PM

Re: Eclipse Mod 1.0 Full
 
It is a bug in the latest released version.

Kevin Arisa March 22nd, 2005 05:51 AM

Re: Eclipse Mod 1.0 Full
 
Okay, here is a revised list for the 1.01 patch. Any bugs or suggestions you have please let me know. I'll add them to the list.

Done:

1. Research Lab effectiveness reduced.
2. Rune of Detonation availability and self destruct added.
3. Tweaked many research costs.
4. Fixed the Chaos Generator.
5. Allowed Stellar Sails on drones.
6. Increased ancient facilities build costs.
7. Improved many combat images.
8. Repaired a few typos and incorrect discriptions.
9. Interceptor Missile now targets units.
10. Added Terran speech file.
11. Most fighter weapons now target missiles.
12. Significantly increased missile damage resistance.
13. Increased Point Defense damage potential.
14. E-Field Pulseshot will act as point defense.
15. Several new event images.
16. Reworked intelligence projects.
17. Adjusted engines and power generators.
18. Updated facilities to use new images.
19. Added factory expansion facilities
20. Added resource improvement facilities.

Planned:

1. Mana Force AI
2. Replace stars with bad masking and cut off.
3. Reduce primary RAR file size and create partial files.
4. Add the missing Devastator Cannon component.


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