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-   -   The Crazy Outta Control Mod (http://forum.shrapnelgames.com/showthread.php?t=4685)

Val December 5th, 2001 06:57 PM

Re: The Crazy Outta Control Mod
 
1007571303.zip

Ok, there it is. I added satellite tech, but really low end. Keeping with what I understand from the rules, I have also only added a basic satellite component, so what the satellite will be used for remains a mystery for now http://forum.shrapnelgames.com/images/icons/icon12.gif

Thanks Rollo, I hadn't realized you could upload "over there" without actually needing to post.

[ 05 December 2001: Message edited by: Val ]</p>

Rollo December 5th, 2001 07:08 PM

Re: The Crazy Outta Control Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Val:
&lt;snip&gt; Thanks Rollo, I hadn't realized you could upload "over there" without actually needing to post.<hr></blockquote>

Oh, you can? I didn't know that, either http://forum.shrapnelgames.com/images/icons/icon12.gif .

Rollo

ZeroAdunn December 5th, 2001 07:42 PM

Re: The Crazy Outta Control Mod
 
I got it

ZeroAdunn December 5th, 2001 07:54 PM

Re: The Crazy Outta Control Mod
 
Here it is: 1007574818.zip

The Mod finaly gets weapons!

Everything looks to be going well, keep up the good work!

dogscoff December 6th, 2001 03:54 PM

Re: The Crazy Outta Control Mod
 
1007646574.zip

Ready for the next participant. Guidance systems tech area and a few little seekers put in.

Feel free to add more levels to guidance if you want to.

This new file upload method is wierd. Think I might have uploaded the file twice. D'oh!

Val December 6th, 2001 06:56 PM

Re: The Crazy Outta Control Mod
 
Got it!

Captain Kwok December 6th, 2001 09:00 PM

Re: The Crazy Outta Control Mod
 
How is this mod working? Do I just add things to it and post it again?

I have a nice little component called Engineering that performs minor repairs (2/turn), reduces maintenence cost (-10%) and acts like an auxiliary control and self-destruct device...I find it pretty useful and I would like to add if possible...

Val December 6th, 2001 09:06 PM

Re: The Crazy Outta Control Mod
 
With the advent of Orbital Construction and larger ship sizes, citizens (and the military) have turned their eyes toward the rest of the solar system.

OutOfControl.zip

I have added Intra System Hull Tech (small ship hulls - 100 tons or less), Bridge, Life Support, Large Rocket Engines I-III (as they are extensions of fighter techs) and Crew Quarters (gotta spend the off hours somewhere).

I also updated the Update.txt file with changes that have been made since Dogscoff started it and fixed some typos in the Weapons & Guidance Systems (the Tech Area Req were all labeled 1 instead of 1 & 2).

ZeroAdunn December 6th, 2001 09:08 PM

Re: The Crazy Outta Control Mod
 
It is still to early to have components that are that powerfull. Give it a few days or so. In the mean time add some other stuff! What I have now is just a basic text file with stuff I will eventually add, once I feel the tech level of the mod is in the right place I will cut & paste it. I find this is a good way to get components ready. And shortens the time I need to keep the mod when I download it.

Val December 6th, 2001 09:10 PM

Re: The Crazy Outta Control Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Captain Kwok:
How is this mod working? Do I just add things to it and post it again?

I have a nice little component called Engineering that performs minor repairs (2/turn), reduces maintenence cost (-10%) and acts like an auxiliary control and self-destruct device...I find it pretty useful and I would like to add if possible...
<hr></blockquote>


Simply Post "Got it" (or something to that effect) and then you are allowed to make modifications based on the rules included within the ZIP. Then post the file back up here for someone else to grab and modify. Now that there are ships in the game, your Engineering component would be usuable, though you may want to add a "companion" tech area for it.


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