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-   -   SEIV Modding 101: A Tutorial (http://forum.shrapnelgames.com/showthread.php?t=6598)

capnq July 13th, 2002 05:54 AM

Re: SEIV Modding 101: A Tutorial
 
Quote:

IIRC, ships were not triggering the point defense code, only units...

Really? I assumed that that's how the DUC Auto Cannons that I saw in P&N or Proportions (can't remember which atm) worked.
<font size="2" face="Verdana, Helvetica, sans-serif">P&N's DU Autocannons aren't point-defense; they're just smaller Versions of DUCs.

DavidG July 20th, 2002 04:35 PM

Re: SEIV Modding 101: A Tutorial
 
Excellent Page! I notice you have a future chapter planed for abilities. One thing I would really like to know is what abilites work or don't work with the various components/facilities etc. I gather some abilites such as research generation will not do anything on a component. Also some abilities are obviously designed for stars or planets. I wonder if anyone has ever compiled a list of the abilites that work on components, and one for facilites etc. etc. I like to be able to filter the abilities in my moding tool but don't having enough modding experience to do this.

Captain Kwok July 20th, 2002 04:38 PM

Re: SEIV Modding 101: A Tutorial
 
Quote:

And if i may be so bold... When you finish this mamoth project how about a scenario tutorial possibly, from SJ instead?
<font size="2" face="Verdana, Helvetica, sans-serif">Do I sense a lack of respect for Mr.Fyron's fine work?

Fyron July 21st, 2002 01:17 AM

Re: SEIV Modding 101: A Tutorial
 
There wouldn't be much to write for a scenario tutorial. Create a game where you control all the empires. Have each of them build, colonize, research, etc. whatever you want them to. Then, set all the AI empires back to AI control, and save it as a scenario.

In fact, you can speed the process up by cheating. Make the resource and research facilities make 500k instead of 500, and make SYs produce at 20K instead of 2K, and you can set it up much quicker. Make engines have +40 bonus MPs so you can move them to where you want them to be quicker. Since you are controlling every empire, you don't have to worry about extra stuff being done by the AI. Remove these changes after you are done, and you're good to go.

[ July 21, 2002, 00:21: Message edited by: Imperator Fyron ]

Elowan August 7th, 2002 11:24 PM

Re: SEIV Modding 101: A Tutorial
 
How is this project coming along?

Fyron August 8th, 2002 08:11 AM

Re: SEIV Modding 101: A Tutorial
 
It is coming. http://forum.shrapnelgames.com/images/icons/icon7.gif

Actually... I have been distracted and haven't worked on it recently. http://forum.shrapnelgames.com/images/icons/icon9.gif

Elowan August 8th, 2002 06:28 PM

Re: SEIV Modding 101: A Tutorial
 
Quote:

Originally posted by Imperator Fyron:
It is coming. http://forum.shrapnelgames.com/images/icons/icon7.gif

Actually... I have been distracted and haven't worked on it recently. http://forum.shrapnelgames.com/images/icons/icon9.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Don't I know about distraction! I'm supposed to be retired but I signed on as a consultant for a medical device firm. I've found that the FDA has a very stupid and quarrelsome AI! http://forum.shrapnelgames.com/images/icons/icon12.gif

Taz-in-Space August 9th, 2002 08:14 AM

Re: SEIV Modding 101: A Tutorial
 
Elowan, Watch out. I think that AI is set to Bloodthirsty/xenophobe ! http://forum.shrapnelgames.com/images/icons/icon12.gif

Elowan August 9th, 2002 06:57 PM

Re: SEIV Modding 101: A Tutorial
 
Quote:

Originally posted by Taz-in-Space:
Elowan, Watch out. I think that AI is set to Bloodthirsty/xenophobe ! http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Ya! Ya! Ya! But I will sic Taz on them!

Fyron August 13th, 2002 08:35 AM

Re: SEIV Modding 101: A Tutorial
 
Chapter 9 has been written.


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