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Re: OT: Fiction for my Mod:
Anything new?
I want hear more about this great sounding guy Sky Marshal Kana... |
Re: OT: Fiction for my Mod:
Not right now, I hit a stopping point when the default strategies fell apart. Thanks to SJ’s guidance I found the problem and wound up re-writing the entire Strategies.txt file. I just finished last night and now I am faced with a new problem. Should I continue and rebuild each empire’s strategies one by one or should I recreate the empires so the defaults become the new ones I wrote? I will decide later tonight; and as I’m sure you must have figured out by the above comment. The mod is not yet in a condition that I can have others help me test.
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Re: OT: Fiction for my Mod:
Sorry; I’m going to have to let this story go and start all over at a future time. Now I am completely rewriting the crew experience levels. At this point I don’t see much of the stock files being left. I think this is going to be a total conversion when I am done. That is much more work than I planned but the new modding freedom Aaron has built in is allowing me to recreate the universe on levels I couldn’t have dreamed of with SE4. I do promise to bring Sky Marshall Kana back.
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Re: OT: Fiction for my Mod:
Arent' most good mods, a total conversion anyway...
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Re: OT: Fiction for my Mod:
That is a positive way to look at it; however, sitting here watching my “to do” list grow as fast as I work can be a little… intimidating.http://forum.shrapnelgames.com/images/smilies/smirk.gif
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Re: OT: Fiction for my Mod:
Re: Experiencetypes.txt
I suggest some of the following: - Negative experience per turn - Generous experience gains. - A light exponential increase in required points per level (Say, double cost every 2 or 4 levels) to ensure that there is lots of variety among the common ships - Cool abilities on the high end ships; repair, supply/ordnance generation, bonus damage, extra movement points, sensor power, maintenance reduction, unit launch rate, etc. |
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