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-   -   SE3 mod for SE4 (http://forum.shrapnelgames.com/showthread.php?t=21540)

EaX December 3rd, 2004 01:13 AM

Re: SE3 mod for SE4
 
glad i could help http://forum.shrapnelgames.com/images/smilies/happy.gif

Suicide Junkie December 8th, 2004 06:08 PM

Re: SE3 mod for SE4
 
So, what's next, folks?

EaX December 9th, 2004 01:19 AM

Re: SE3 mod for SE4
 
i don't know, any ideas?

Suicide Junkie December 9th, 2004 03:47 PM

Re: SE3 mod for SE4
 
Well, we need the facility images still.
And we need at least one AIs to play against.

Some suggestions on what to do with the construction system would help a lot too.

EaX December 10th, 2004 12:50 AM

Re: SE3 mod for SE4
 
well, i think i can do the facilities, but as for the AI i have no idea.

Ed Kolis December 10th, 2004 10:46 AM

Re: SE3 mod for SE4
 
Have the Construction Centers produce minerals *and* act as a spaceyard expansion / repair facility, and remove the normal spaceyard facilities from SE4?
As for spaceborne construction, just have multiple classes of spaceyards in increments of 100kT (or whatever 10 SE3 hull spaces translates to in your mod); each would construct and repair proportionally to its size, and unlike other components, would have 10 hitpoints (or whatever 1 SE3 hitpoint translates to) *per* 100kT of size (since in SE3 the component would really be multiple components)... it won't allow a ship to have multiple queues, but it will allow one ship to build at whatever rate you want depending on how much of its hull you devote to spaceyards, just like in SE3...

Or, have ALL spaceyards construct at 1,000,000 per turn or some other ridiculous number so that all ships are built in 1 turn if you have the funds, just like in SE3, though they would be constructed fully repaired rather than fully damaged... of course, they would never be built if you don't have the funds, since SE4 won't let you spend only 50,000 resources on something one turn and 50,000 the next if it costs 100,000 and the spaceyard builds with more than 50,000, even if you have 50,000... is there a way to modify the starting resource storage amounts to make them practically infinite, or will homeworld facilities have to do the job?

EaX December 12th, 2004 02:45 AM

Re: SE3 mod for SE4
 
1 Attachment(s)
i've attached a file with the facilities pics, i test them on the mod i have and so far it worked fine.

Suicide Junkie December 12th, 2004 03:04 PM

Re: SE3 mod for SE4
 
Good work there.

A slight formatting touchup; the pics are supposed to just cover the red/white box corresponding to their position.
On my copy, I shifted the Last three down a pixel to center them and blacked out the box lines.
Time to plug those new ones into the mod so they show up http://forum.shrapnelgames.com/images/smilies/happy.gif

The file can also be truncated at the 180 pixel height mark. (Since we don't need all those imagemod images, just the stock zone). Makes it a nice 380 kb instead of the many-meg imagemod size http://forum.shrapnelgames.com/images/smilies/happy.gif

Suicide Junkie December 12th, 2004 06:35 PM

Re: SE3 mod for SE4
 
Hmm.
How about the missile bases and the ground bases...

What about making the ground base into a cargo facility?
That way, you'd be able to add more troops and get something with the same general idea.

The missile bases would have to be weapon platforms, that take up a decent sized portion of the cargo space provided by the ground-base.

So, it would be a ground base, that can be used to either increase the troops on the planet, or hold missile launchers. Sort of a half-way thing.
The ground base cargo amount would have to be scaled to an average sized planet.

EaX December 19th, 2004 03:49 AM

Re: SE3 mod for SE4
 
i think it's a good idea, but i was wondering if the defense base can be used to improve the defense modifiers of the troops on the planet so it's harder to defeat them.


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