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-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   OT: Fiction for my Mod: (http://forum.shrapnelgames.com/showthread.php?t=31811)

Kana November 30th, 2006 02:58 AM

Re: OT: Fiction for my Mod:
 
Anything new?

I want hear more about this great sounding guy Sky Marshal Kana...

President_Elect_Shang November 30th, 2006 11:53 AM

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.

President_Elect_Shang November 30th, 2006 01:44 PM

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.

Kana November 30th, 2006 08:55 PM

Re: OT: Fiction for my Mod:
 
Arent' most good mods, a total conversion anyway...

President_Elect_Shang November 30th, 2006 09:47 PM

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

Suicide Junkie November 30th, 2006 10:27 PM

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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