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Re: Space Food Empires!
100th!
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Re: Space Food Empires!
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Re: Space Food Empires!
Ack!
I just realized that in my current system - colonization techs are completely tradable because they are not restricted by racial trait - only the components are. Duh. Oh well, I guess I could make a tech area for each colonization type for each race...? Or I could just go with the tried and true Rock natives etc. [img]/threads/images/Graemlins/Cold.gif[/img] |
Re: Space Food Empires!
Greetings.
I'm still plugging away at this mod whenever my schedule allows for it, and it's looking pretty good. I still have half of the racial weapons to add, plus all of the racial facilities, which is not too bad. I've also spent some time putting together some rudimentry AI in terms of research and ship design to help make the upcoming testing more productive. One observation I've noted is that there sure are a lot of research options! I've made a minor switch to the propulsion system. It's still a pseudo-QNP system, except supplies have been removed from the engines and added to reactors. It's more similar to Adamant Mod now if you're familiar with Fyron's work. So this is what I want to finish my mid-December: - Add remainder of Racial Weapons - Add remainder of Racial Facilities - Touch-ups for culture, happiness, and system types files - Finish up a few basic AI files to allow for solo games This should yield a fairly functional "beta". My ISP is discontinuing its free webspace after December and is referring me to use Yahoo Geocities, since Yahoo is its partner nowadays. This is not an option for me, so I won't be updating the site until I get my own webspace. If you are interested in seeing an updated listing of stuff in the mod, I keep an extensive excel file with all sorts of stuff in it. Drop me an e-mail if you want a peek. http://forum.shrapnelgames.com/images/smilies/eek.gif |
Re: Space Food Empires!
Greetings!
I'm still on target for an end of December beta release. I spent some time this weekend revising my systemtype files, and also made some changes to the cultures, racial trait, and happiness files. I also added a bunch of generic units and bases until I get around to creating some custom types for each race. I don't think the first beta release will have any specific units for the major races. I still have to add those pesky weapons for 5 of the races, plus most of the racial facilities that I keep ignoring for some reason. I've kept to using stock images for now, and so a number of weapons will be using the same images, but not usually more than once for a given race. I don't anticipate on using the ImageMod at all for this mod, as I'll be making new images for many of items. I've already done a host of new beam and torpedo combat images, which look nice in game, plus those planets. I'm also putting together some simplistic AI files so the mod can be tested faster via solo play. In regards to ships, I've been re-doing them in another program so I can easily convert them to the .X format that's going to be used in Space Empires V. The modelling part is not too difficult, but I'm not familiar with UV texture mapping so that is slowing me down. I also have to build the models in such a way so I can decrease their vertices without losing too much quality. Anyway, exams are here so the next two weeks will be relatively slow for mod progress. But after the 18th, I'll be free from the bonds of school until Sept 2005! Now, if I could only win the lottery so I didn't have to work - then you'd see some serious results. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires!
Well a release between christman and new year would be great, i have lots of free time then http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Space Food Empires!
Why not submit your new images to the imagemod, in case anyone else wants some "cheesy" weapons in their mod? http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Space Food Empires!
Greetings!
Ok, Ok. I know I'm running far, far behind as usual but this is what I've accomplished in the last month:
I'd like to make some basic ship placeholders for each major race since using the generic images can be confusing in test games - but that's too time consuming to do and I know some are still patiently waiting. So I won't do that until after the first release. |
Re: Space Food Empires!
well hurry it up we are starving for it to get on the plater so we can dig into it http://forum.shrapnelgames.com/image...ies/stupid.gif
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Re: Space Food Empires!
Here are some current mod stats:
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Re: Space Food Empires!
Oh well. I like mounts that add range and hit modifers. Or mounts that make a big increasement in damage. I dont like that increase costs or tonnage though http://forum.shrapnelgames.com/images/smilies/wink.gif
When do you think a playable version will be ready ? I remember you talking something about "christmas". I didnt imagined you could mean christman 05 though http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/wink.gif 190 facilites sounds pretty much, same goes for 150 weapons. Looking forward to it ! |
Re: Space Food Empires!
I'm not big on lots and lots of mounts, so I was thinking for a given ship you might have:
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Re: Space Food Empires!
What do you consider special mounts ? Things which increase damage resistance or decrease supply usage ?
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Re: Space Food Empires!
A speciality mount could be a single weapon, ship, or racial specific mount.
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Re: Space Food Empires!
I'd suggest thematic mounts which could be different per race, and/or mounts such as:
Fast Food Mount (greatly reduces cost, structure, and accuracy, damage done, and increases supply use) Gourmet Mount (adds lots of cost, reduces size and structure, increases damage done, accuracy and supply use, requires much research) Freshness Mount (like gourmet mount but only available for appropriate food types, less costly and less potent, and doesn't require much research) Preservative Mount (adds cost and structure but reduces accuracy and supply use) Shrinkwrap Mount (reduces size and structure but adds cost and reduces accuracy, damage done, and supply use) Spice Mounts (various types with own tech areas, for use with appropriate foods, generally add cost and supply use and multiply damage done, reduce accuracy and structure) Just some ideas... it's not like there isn't already a ton of creative food-themed stuff in the mod! PvK |
Re: Space Food Empires!
Thanks for the suggestions PvK, I think I might use some of them in some capacity in the mod.
I ended up splitting up weapons that were usable on fighters and troops, so now there are ship versions, fighter versions, and troop versions. Of course, not all weapons exist for each vehicle type. Anyway, separate entries seems the best way to go to ensure the best fit. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires!
A repost from the SE.net Space Food Empires forum:
Rather than use mounts or create mini versions to adapt weapons to troops, I ended up deciding on making specific troop versions of appropriate weapons. The main reasoning is to eliminate many of the quirks associated with ground combat such as weapons firing every turn and lack of functional damage types. Another interesting aspect is that there are two types of troops in the mod - troop vehicles, which can be designed by the player - and various troop infantry that are essentially 1kT weapon components that can be placed on the troop vehicles. For example, you could then have a tank with a cannon and two assigned infantry etc. Infantry troops tend to provide less damage points then troop weapons, but do offer better "armor" protection to the vehicle. |
Re: Space Food Empires!
Here are the current general mounts in the mod:
Remember, you can also come and post in the Space Food Empires mod forum hosted at SE.net: Space Food Empires Forum |
Re: Space Food Empires!
As mentioned in another thread, the Space Food Empires site is mostly back up at it's new home below:
http://sfe.captainkwok.net/home.html Keep in mind, the space yards and technology section are currently being updated and have mostly placeholder pages in place. However, the features, empires, and a few other pages are up to date. I should have the remainder of the more interesting technology pages up by the end of the night. |
Re: Space Food Empires!
Ok. I did complete the general components and general weapons list tonight, plus lists for racial technology of the Banana and Broccoli races. The other races should have their technology lists finished up tomorrow.
Overall, updating the site has been a good exercise to review the data files and catch all sorts of little bugs or other issues that would have certainly cropped up later. I'll try and work the Space Yards information (sorry no pics yet) on Sunday. It will give me a good chance to audit the VehicleSize.txt file which I'm sure needs some serious cost adjustments. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires!
http://forum.shrapnelgames.com/images/smilies/happy.gif You amaze me CK. You really do. I have seen a lot of the stuff that you originally did for the STM, and now for the SFE mod and it just blows me away as to the depth that you have gone to make the mod. I wish that I had 1/10th the dedication to attention to detail that you have. My God, how do you find the time to it all?
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Re: Space Food Empires!
Well, I only started about 18 months ago or so. My biggest problem is nitpicking and changing things around constantly - like for example the most recent changes where I separated all the fighter and troop components or when I changed the definition of the resources and had to re-value almost all the components again.
On the bright side, almost every component listed on the site is now an actually data file entry. |
Re: Space Food Empires!
If I did not know any better I would say that you are a profectionist. http://forum.shrapnelgames.com/images/smilies/happy.gif I mean that in a kind way as I wish I had a lot more of it in mean and a lot less of "oh well, its good enough for government work" mantality.
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Re: Space Food Empires!
I've finished and uploaded the remainder of the technology pages, with the exception of the general facilities page. Perhaps some of you will be kind and explore the racial technologies and post some comments. Tomorrow, I'll go through and update the ship pages with the proper stats, and also add the general facilities.
Basically, items that have "data pending" are the unfinished or unentered components etc., that need to finished before I can post anything for download. Getting rid of those pendings is my primary task for the next week! Enjoy. |
Re: Space Food Empires!
The facilities technology page has been uploaded, so now that entire section is right up to date.
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Re: Space Food Empires!
Man how do you find the time with school, work, wife, and kid?
Any idea of when you will have the mod ready for a beta? Oh ya, any new ship images? |
Re: Space Food Empires!
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Right now I just have work and no school until September so that helps with free time. I need to fill in those data pendings (mostly racial facility stuffs) and then it'll be quite playable as intended. I did hope to have the data files out earlier but then I made two major changes to resources and unit components, plus the normal nitpicking - hence now is March. Anyway, people can e-mail me and I don't mind sending them my Excel spreadsheet - it has everything in the mod listed and gives a good feel of how the mod is setup. I've been trying to do a few ships in 3d Max with some success (but no textures yet) to improve the mod's future portability for SE:V! I still might do components/characters in Moray/Pov-Ray though since I'm a lot faster with that combination and the fact I just need images. |
Re: Space Food Empires!
I guess its my bad, but it seems i cant find the link to get the mod information on your page. I choose "mods", and thats about it. No pages for technology or facilites like you mention. Please enlighten me. im so stupid lol.
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Re: Space Food Empires!
Did you visit "Captain Kwok's Space Empires Depot" or "Space Food Empires?" Try the "Space Food Empires" link.
Kwok, you need a favicon for your site. http://forum.shrapnelgames.com/images/smilies/wink.gif |
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Just in case: http://sfe.captainkwok.net/home.html |
Re: Space Food Empires!
Greetings!
Lots of stuff going on in regards to the mod. First of all is the the new website: http://sfe.captainkwok.net/home.html, which is currently up to date. I've neglected to update the space yards part with the proper info, but I figured working on the mod itself is a priority at the moment. I've finished off the components.txt file as much as is possible before mass testing and I'm fairly happy with it. I ended getting a lot more done with the file than I anticipated for the initial release. It's just under 1.5Mb! The facility.txt file is the file I'm working on right now entering data for various empire-specific facilities. Those should be entered by Tue March 15. These are mainly the facilities listed on the technology pages at the website as "data pending" for notes. Then I have to update the AI Design, Research, and Facility files to match the recent changes I've made to the mod. It shouldn't take long because they just need to be updated and not re-written. This should allow for some basic AI with some degree of functionality for testing. Lastly I need to make empire files for the main empires (a cut and paste job) and decide on some initial trait values in line with their strengths and weaknesses. Oh yeah, make some combat images for Meat thru Vegetable races (it's always alphabetical for me) so that means about 40 little pics to do. Note the mod will not require the imageMod at this time. All images used are stock ones, and the combat pics come with the mod. I really want to get it out by next Sat March 19. |
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Re: Space Food Empires!
Greetings!
I have roughly 90 facility entries to do now, plus a few touch ups. That's about 3hrs of concentrated effort to get those in order. Components are more or less done for now, even went ahead and added all the boarding party components which I was going to do for a first "patch" - hence why I didn't finish those facilities off. That leaves some combat images and a night of quick testing (Friday) so I should still be on target for Sat 19 March! I've been updating the Empire technology pages as I've gone along. A number of them are now complete with no "data pending" fields. You can visit the Space Food Empires site, http://sfe.captainkwok.net/home.html to get an idea of what to expect if you haven't done so recently - lots of changes over the last year of fiddling around. And read those empire info pages, even it's just to see how it's possible to describe the mating habits of 10 different foods! |
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Impressive website Captain Kwok. I would love to see some more of the ship and facility pics!
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Well, that's the plan! I've neglected the graphics part of the mod for some time now so that's why there hasn't been much in terms of new ships or planets, as I want to design them with SE:V requirements in mind.
Now that I'll be getting the data portion of the mod circulated and out of the way, I can turn my focus primarily to adding graphics and other enhancements. It works out quite well with the upcoming SE:V release because any graphics I make for the SE:V version can be easily patched into the SE:IV version to finish it off. |
Re: Space Food Empires!
I'm calling it a night - but just a few more facilities (15 entries!) to go plus some a few obvious balance corrections to make. It's become somewhat apparent that the facilities are not at the same level as components or weapons, but I'll be sure to fix that in the next few weeks with some feedback.
Not much else to report, but I figured I'd be somewhat more accoutable if I posted frequent progress updates. |
Re: Space Food Empires!
We appreciate the updates http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Space Food Empires!
Another update:
I've finished off and debugged the Facility.txt file as well as set up some basic empire files for each race. Still need to make some combat images, update a few of the important AI files, and do some play-testing to fix any glaring problems so Saturday afternoon still looks good! I'm not thrilled with the quality of the facilities thus far, but oh well, I can fix them up over time. http://forum.shrapnelgames.com/image...ies/tongue.gif You can view the fully updated technology section that will represent the first release at the Space Food Empires website. |
Re: Space Food Empires!
So I go set up a 10-player game with all the empires controlled by me and what's the first thing I notice? I completely forgot to assign 5 of the empire files a colony tech! After spending like 30 minutes on the first 5 empires' turns designing ships etc. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Space Food Empires!
I'm so frustrated. I've spent countless hours trying to get the AI to design a colony ship to no avail. I've tried every possible trick, compared entries to a dozen mods and still no luck. All I've been able to determine is that it's something related to the colonize planet - rock ability.
http://forum.shrapnelgames.com/images/smilies/mad.gif |
Re: Space Food Empires!
This is the entry I've been playing with mostly.
<font class="small">Code:</font><hr /><pre>Name := Colony (Rock) Design Type := Colony (Rock) Vehicle Type := Ship Default Strategy := Don't Get Hurt Size Minimum Tonnage := 500 Size Maximum Tonnage := 500 Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Colonize Planet - Rock Minimum Speed := 0 Desired Speed := 0 Majority Weapon Family Pick 1 := 0 Majority Weapon Family Pick 2 := 0 Majority Weapon Family Pick 3 := 0 Majority Weapon Family Pick 4 := 0 Majority Weapon Family Pick 5 := 0 Secondary Weapon Family Pick 1 := 0 Secondary Weapon Family Pick 2 := 0 Secondary Weapon Family Pick 3 := 0 Secondary Weapon Family Pick 4 := 0 Secondary Weapon Family Pick 5 := 0 Shields Spaces Per One := 0 Armor Spaces Per One := 0 Majority Comp Spaces Per One := 10000 Majority Comp Ability := Colonize Planet - Rock Secondary Comp Spaces Per One := 0 Secondary Comp Ability := 0 Num Misc Abilities := 3 Misc Ability 1 Name := AI Tag 01 Misc Ability 1 Spaces Per One := 100 Misc Ability 2 Name := Standard Ship Movement Misc Ability 2 Spaces Per One := 100 Misc Ability 3 Name := AI Tag 10 Misc Ability 3 Spaces Per One := 10000</pre><hr /> AI Tag 01 refers to a 5kT supply reactor. It should add 5 of these (25kT), plus 5 5kT engines (25kT), and add AI Tag 10 for a cargo hold (20kT). The ship vehiclesize.txt entry requires 1 bridge, life support, crew quarters (30kT). So that's 100kT + 400kT colony module for a 500kT ship. It's a perfectly legal design I can make as a player. Regardless of the ship size limits I set or even if I drop the colony requirements no luck to even get a basic hull design. Strangely my attack ship entries are just fine! |
Re: Space Food Empires!
I'm absolutely useless with AI files, but could your problem have something to do with having the "Minimum Speed" and "Desired Speed" set both to 0?? Just a shot in the dark, and probably won't help, but you never know.
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Re: Space Food Empires!
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Interestingly, the Star Trek Mod uses almost the exact same colony scheme and it does design colony ships. |
Re: Space Food Empires!
Here are my suggestion, from own experience: Is the colonyship hull really 500 kT big ? If it is, can a rock colony component be packed on it, size-wise ? If so, then im almost 100% sure its a problem with your racial traits and empire setup.
If you are using the system which is used within the STM Mod, then you are most probably having 9 unique colonization tech areas (3 for each native). Be sure you have assigned the right colonymodules to the right tech families and the right racial traits for them in the empire setup. If you didnt, then the AI is not able of designing a colship at all, since the component is not available. My suggestion to test this is, make a new game, run turn one, switch over to the AI empires and design a ship, that way you will see if the AI has access to the RIGHT module at all. I know its confusing, but when using this quite unique system of colonization traits/technologies, things can easily get weird and confusing. Hopefully you understood my at all. |
Re: Space Food Empires!
Been there, done that. http://forum.shrapnelgames.com/image...ies/tongue.gif
All colony modules are properly configured and displayed, and match their corresponding racial traits. All proper colony techs are displayed for each type of native (rock, ice, gas) at high tech. The design I'm trying to implement is an exact copy of a legitimate and legal player design. I've done a number of size tests (ship hull, component, etc) that have had absolutely no effect. The AI will design 500kT+ attack ships, so it's also not a factor of size restrictions in the AI_General file. And I'm using the quick design test you've suggested. A saved game on turn 1 with AI design minister on. |
Re: Space Food Empires!
Huzzah!
I figured it out. It was such a small thing but it cost so many hours and made me lose so much hair. I'm certainly kicking myself in the *** right now! http://forum.shrapnelgames.com/images/smilies/Sick.gif The problem was this: Unknowingly I had this setting for the Colony ship hull in vehiclesize.txt: <font class="small">Code:</font><hr /><pre>Requirement Pct Cargo := 50</pre><hr /> When it should have been this: <font class="small">Code:</font><hr /><pre>Requirement Pct Colony Mods := 50</pre><hr />http://forum.shrapnelgames.com/images/smilies/eek.gif So I fixed the typo and lo and behold, it worked! Yeah, so I'm a little bit behind for today's release. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires!
Currently playing a game with the mod (as all 10 players of course), doing a quality and bug check. So far the list isn't too big. I figure by turn 25 I should have uncovered anything serious...
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Re: Space Food Empires!
Looking good. Caught some little bugs in the test game but I'm fairly happy with the play so far. Will finally upload when I get home from work tomorrow!
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Re: Space Food Empires!
http://forum.shrapnelgames.com/images/smilies/happy.gif Please post a "small" version as well, since im up dial-up.
Thanks. |
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