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Re: Star Wars Mod
Here is an update for those following this mod.
I have pretty much finished the troops up. I only need to get the cost figured out for them so that they don't get built in 1 turn. I have the fighters pretty much done now. Just some tweaking and cost re-figuring. I might run into a problem with the number of mounts I am using. There is a limit to them and I think I am near 80 mounts with just the empire. I will count them later and cut and combine what I can. What I am finding out is that having a basic tech tree, one tech that gives you a lot per level, is kinda working against me at this point. I am going to have to talk to the guys who give the mod a whirl and see what they feel should be done once I get the basic part of the empire worked out and playable onto itself. I have added some new combat comps as well. The fighters needed a much narrower laser beam than the current combat pack offered. So I made four new images to be used with the mod. I plan to have the fighters nailed down within a couple of days so that I can finish with the ships and move onto the weapon platforms and later the facilities. After that I will work on the AI for the empire. If I find that I need to re-work the tech, then I will. I will most likely try to keep it as simple as possible, breaking it down into basic tech components like Ship Construction, Colony Tech, Fighter Design, etc. In fact the more I think about it, the more I think I just might have to do that because I need to combine and cross use a lot of the mounts in order to get all of the mounts I will need for all of the races into the mod. In the last two days I have put nearly 16 hours into this so I will be taking some time off to do other things in order to avoid becoming burned out. Sorry for the delay in releasing the Alpha version, I really feel I need more time to get it in shape before asking people to put time into it. Right now the game freezes when I process a turn using identical empires. (Since there is only one in game at the moment.) I know that most players have moved onto SE V now, and that is great as SE V has really matured into an outstanding game in its own rights. While I would like to work with SE V, I just find it more satisfying at the moment working on old SE IV. So it is important to the ongoing development of any mod for SE IV that people show interest in the modders work. While I doubt there aren't too many interested players out there, I trust those that are will eventually get a chance to play this mod and perhaps enjoy it to some small degree. After all, SE IV is nearly eight years old.. WOW what a run. |
Re: Star Wars Mod
Quote:
<font class="small">Code:</font><hr /><pre>Number of Abilities := 2 Ability 1 Type := Combat To Hit Defense Plus Ability 1 Descr := Small size makes ship 10% harder to hit in combat. Ability 1 Val 1 := 10 Ability 1 Val 2 := 0 Ability 2 Type := Modified Maintenance Cost Ability 2 Descr := Ability 2 Val 1 := 2900 Ability 2 Val 2 := 0</pre><hr /> (This is from the size-200 ship, which actually costs more to maintain than to build) |
Re: Star Wars Mod
Oh I see, you went way up.. I am in like the 200 mark... LOL I thought I would break the game if I went above 255 for Ability 2 Val 1. LOL. Thanks SJ.
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Re: Star Wars Mod
I haven't given up on this thing, I am just taking some time off to focus on other things. Sorry I didn't get it together enough to release an alpha. I am still working on it, and have made some good progress, but like I said I am just not focused on it at the moment.
I have begun to revamp the research and technology tree. I had to scrap the one tech idea as SE IV makes that option very unapproachable. In fact there are a ton of limitations regarding the ideas and concepts that I had for this mod. Without being able to change the hard code, the virtual limits of the game are extremely limiting. As I get back into it I will post updates. Right now there isn't enough to upload as it isn't playable and is really only in the testing phase. But if you are interested, drop me a pm and I will zip what I have and send it to any one who wants to check it out. The zip will be huge as there are a lot of new images. I haven't given up, I am just moving at a slow pace. |
Re: Star Wars Mod
We don't mind at all if it take a bit of time (just put the same work into making the A.I. work and we will all be happy)
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Re: Star Wars Mod
Thanks. I have put a lot of work into creating over 1,000 new images and I don't want to see those go to waste. I do hope that people will continue to play SE IV as it is a really fun game.
The limitations of the SE IV though have proven to be a major frustration for me. However as I get back into modding this mod I hope to find a work around for as many of the issues as I can. |
Re: Star Wars Mod
I know I absolutely WILL be playing SEIV for years to come, and I'm very eager to see your latest efforts come to fruition http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Star Wars Mod
Ran into an interesting thing today. The AI in SE IV is extremely [censored] stupid. I had to make fighters that can be used with fleets a racial trait because the AI would use the fighter components on ships. Joyous. It looks like this feature of the mod will be RPG only.
This is how it breaks down as to what I have done. Imperial Only Components 95% Facilities 50% Technology 75% Vehicles 100% (might add one or two more) AI 0% Overall: Cultures 100% Happiness 100% Events 0% Intel 0% Race AI 0% Neutral AI 0% Ship Sets Imperial 100% Rebellion 90% Trade Federation 100% Separatists 100% Underworld 100% Smugglers 50% Pirates 10% Neutrals 0% Events 0% Components 90% Facilities 100% Combat 100% Mod Art Work 0% Custom UI 0% |
Re: Star Wars Mod
Thanks to some great help from PvK I hope to have a playable alpha version of the empire part of the mod out very shortly.
I am working on the design creation file now. With any luck I will have it out in a couple of days. |
Re: Star Wars Mod
I really am seriously beginning to hate this game because the AI is so damn difficult to work with. Getting the Ai to build anything is really next to impossible given the design of the mod. In order to get it to do anything I will have to give it its own special trait, and that defeats the entire point of the mod. I am about to say to hell with it and throw in the towel. Either I am a complete idiot, or there simply is no way to execute a Star Wars mod effectively using SE IV.
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Re: Star Wars Mod
THIS IS AN ALPHA VERSION It is not by any means a playable mod.
Issues: 1. AI cannot use Fleet Fighters... bad bad bad things will happen. 2. When set to High Tech start, doesn't start at max level, only starts at level 1. 3. Getting the AI to build things. 4. AI tends to likes putting wrong facility on planets.. resupply + Spaceport, after it colonizes a planet. 5. Costs of things needs to be figured out. Notes: 1. This is an ALPHA version and it only includes the Empire. 2. The AI is bare bones basic only. 3. Blue buys Ships, Green buys Troops, Red buys fighters. 4. Tech cost and other costs are a work in progress. I need help in sorting out the AI issues. Namely why it won't start on high tech when told too. Its issues with using the wrong facilities when colonizing. And help in establishing a fair cost for ships, comps, and what not. If we can get the Empire AI working, well then, we have hope. Download Link |
Re: Star Wars Mod
Yeah, the AI has all kinds of silly quirks. There is a more adaptable solution, but it may take a bit of programming work:
The game loads and processes the AI text files every turn. That means any changes to the AI files take effect immediately if the game is running. It should be possible for someone to create an AI companion program that alters the AI text files on-the-fly each turn according to more detailed (and sane) parameters. Plus, since the game is capable of outputting detailed log files in text form, it should also be possible to create an AI that responds automatically to some in-game events using such a companion program. You up to it? |
Re: Star Wars Mod
I've only played 8 turns but here's the things I found so far
facil_1168 is "can't open file" error the mini pic shows up fine and lvl 1 colony ship has 0 movement but in the design it shows it haveing a move of 1 looks good so far but the odd thing is Ion Drive Engine has "Creates a warp field surrounding a ship thus allowing it to enter warp drive. (Add Warp Core and 2 Impulse Engines)" did the Empire get them from the Federation http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Star Wars Mod
You must have at least one movement worth of standard move, otherwise bonus move and racial bonuses don't count.
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Re: Star Wars Mod
Fixed the facility problem. Was spelled Facili_1168 instead of Facil_1168
Thanks guys, I will want this mod to work, getting it too has really taxed me. I don't know why, but it seems that things like this are becoming harder and harder for me to do. It is like I am growing dumber each day. |
Re: Star Wars Mod
Great AT. Am downloading it right now, am eager to take a look...............
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Re: Star Wars Mod
Hi,
Hey, it looks great and promissing. BUT http://forum.shrapnelgames.com/images/smilies/wink.gif I found some errors : - Fighters design : No scaling/mounting for small turbo laser and fighter shield generator (and probably more weapons at higher tech levels !!) No Large Pictures : Troops : Snowtrooper, commander, Tie Mauler, AT-SG Protector, Stormtrooper individual. Components : Boarding troops, Shield generator, Primary reactor, Hyperdrive Engine. This is it sofar, Please keep up the good work. And let me know if you need some help.. Intimidator, |
Re: Star Wars Mod
You need to update your version of the image mod to the latest packs. Those images were added a few months ago. After installing the updated image packs, reinstall the images from the mod.
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Re: Star Wars Mod
Okay,
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Re: Star Wars Mod
Damn - I found a few things to tell you about, but Intimidator beat me to the punch http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: Star Wars Mod
are you still working on this? work on the Neutral AI first the races you can modify later
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Re: Star Wars Mod
yes, but its slow going as I am only working on it in my spare time. Download the old beta version to see what I tried to do but am now moving away from.
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