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Re: Space Food Empires!
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Re: Space Food Empires!
Umm, there's really no graphics so it's probably only 1-1.5Mb zipped/rared.
What you got so hungy that ya ATE ALL THE SHIPSETS http://forum.shrapnelgames.com/images/smilies/Sick.gif |
Re: Space Food Empires!
Some items that will not be in this release:
What is in the first release:
A number of "Not in this Version" items will be addressed this week - mainly combat images, race portraits, AI enhancements, and system graphics, and of course, bug fixes. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires!
You need processed cheese cannons.
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Re: Space Food Empires!
Greetings!
Version 0.10 of the Space Food Empires mod has been posted. You can find it in the downloads section at the website: http://sfe.captainkwok.net/home.html Please note that you'll have to add AI players using the provided Empire files for now! I forgot to setup their files to use their racial traits! Duh! |
Re: Space Food Empires!
Noticed a couple things:
First, when entering a system, I got an "Unable to load bitmap [root SEIV directory]/Space food empires/pictures/systems/stellarcore1.bmp" Second, are light mounts only supposed to divide, size, damage, etc all in half, and divide the cost by 4? |
Re: Space Food Empires!
Ignore the missing bitmap errors for now, I'm making them now and will patch them in shortly. I was just too lazy to revert them to stock images as I had intended to make them in time for the first release. I believe the following system types will produce the errors: One of the blackholes, pulsars, quasars, neutron stars, dwarfs, and probably one or two more. Also note the nebula/storm systems are all using the same 2 images will recieve a nice update by Friday.
The half-mount should cost 40% but be 50% in size etc. The slight break on cost is to balance out the fact that the half-mount is less effective against leaky shields/armor. |
Re: Space Food Empires!
Ok http://forum.shrapnelgames.com/images/smilies/happy.gif In that case, the mount is working perfectly.
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Re: Space Food Empires!
I'm putting together version 0.11 for Friday that will add some of the missing system type and combat graphics, add more AI functionality, and bug fixes. Any suggestions, comments, other items?
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Re: Space Food Empires!
Do you know when you're going to input each race's ships, units, etc? At the moment it's a little confusing having everyone use the neutral ship set http://forum.shrapnelgames.com/images/smilies/cool.gif Of course, I could just rename another shipset and plug it into the mod with the correct AI files, but I'm just too lazy http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Space Food Empires!
I totally agree!
What I'll do is create a quick set of coloured mini images for each race from the generic ones. I'll try and get those out for 0.11, due on Friday. I'll be focusing mainly on graphics from this point onwards, while addressing gameplay issues and the remainder of planned data file entries. |
Re: Space Food Empires!
I've already completed the coloured minis for the next patch. It turned out to be a lot less painful than I thought. I just shaded the generic minis with each empire's colour.
Also note you can discuss the mod over at SE.net where I have a whole forum dedicated to the mod: http://www.spaceempires.net/home/mod...forum&f=23 I'm also looking for your favourite or effective ship designs so I can immortalize them as AI designs! Attach screenshots or write out the contents of the ship over at the SE.net forum. Version 0.11 still on pace for Friday. |
Re: Space Food Empires!
Version 0.11 will be delayed until at least tomorrow afternoon. Ended up re-balancing cultural and characteristic modifiers. Plus it takes a long time to come up with 4 versions of empire files and the corresponding AI general files! I'm also updating the empire stats at the website as I do each set.
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Re: Space Food Empires!
Greetings!
Beta Version 0.11 has been uploaded to the Space Food Empires website in the downloads section! <font class="small">Code:</font><hr /><pre>Version 0.11 (Beta) - 27 March 2005 1. Changed - Split "Weapons" Tech Area into two: "Weapons - General", "Weapons - Racial" 2. Added - Remainder of descriptions in TechArea.txt 3. Fixed - Corrected faulty Tech Area references that caused Tech Tree error messages 4. Added - Remainder of StellarAbilityTypes.txt descriptions 5. Changed - Reset some SystemType images to stock defaults until they can be created 6. Added - Temporary mini ship images based on empire colour 7. Added - Descriptions for mounts in CompEnhancement.txt 8. Fixed - Major Empire General AI files to use correct advanced traits 9. Changed - Re-balanced racial characteristics in Settings.txt 10. Changed - Re-balanced cultural modifiers in Cultures.txt 11. Added - Additional advanced traits to RacialTraits.txt 12. Added - 0 and 2000 racial points empire files</pre><hr /> Also note the website has been updated, particularly the empire info pages, which now have the correct cultural modifier and racial trait data! Version 0.12 is already in progress and will add those system and combat pics, maybe even a few race pics if you're lucky. That's for next weekend. After that, I'll be working on version 0.20, which will certainly be a saved-game buster as it will be add some new components, racial traits, and facilities. |
Re: Space Food Empires!
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These combat images will be distributed with the next version, but since I finished them I thought some of you would like to have them now. Here are the previews:
http://sfe.captainkwok.net/images/beams.png http://sfe.captainkwok.net/images/torps.png Download them in .zip format above! |
Re: Space Food Empires!
Nice.
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Re: Space Food Empires!
Why not add them to the imagemod combat pack?
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Re: Space Food Empires!
Greetings.
Continuing to work away on version 0.20, which will feature a somewhat modified armor and shield system to alleviate some problems that were occuring with certain design combinations. This version will also add a few more components and facilities that I passed in the first two releases, plus some new images. Lastly I want to make some enhancements to the current basic AI to help encourage people to try the mod to expediate testing. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires!
Still working away on version 0.20, including the addition of a whole new slew of minor racial tech areas as follows:
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Re: Space Food Empires!
So how is it ? I have to admit i didnt downloaded your mod yet. Do you expect version 0.20 to reach soon, or should i go about creating a PBW game with version 0.11 ? If so, who would like to participate ?
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Re: Space Food Empires!
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I don't think 0.11 would make for good pbw-ing but 0.20 will. Maybe in a week? |
Re: Space Food Empires!
So, how is it ? http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Space Food Empires - Version 0.11 Available!
I hope do give this a go over this weekend. I have looked forward to this Mod for over a year and now no time to try it out. I already know it is a good Mod considering who made it! http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Space Food Empires!
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Re: Space Food Empires!
Well I've entered/re-arranged all the new entries from the addition of the new racial traits. Now to make changes to some of the other data/ai files to eliminate those pesky error messages.
I think the current history list has about 60 changes/additions on it thus far! I'm aiming for early June for this version rather than May as I had planned. Mostly due to the little Space Empires vacation I've been on, which was broken by that pesky Star Wars mania, and has reeled me back in re-motivated to complete my task. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires!
http://forum.shrapnelgames.com/images/smilies/frown.gif Alright, i will wait anyways http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Space Food Empires!
Hey, here's an idea for v0.2 or so:
- Change all the normal system backgrounds into tables or picnic spreads. Gas giants become pots and pans, rock planets would be plates, and ice planets could be bowls. The star can be a fancy candle in the middle. - Storms could be forks and napkins. - Nebulae and other dead systems could be carpeted floors, grassy outdoors areas and such. - Black holes could be a grassy field with a big anthill in the middle! The ants drag your food ships away and eat them http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Space Food Empires!
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Also, see if Atrocities could allow you to add the Monsters Race - as mold and fungi. http://forum.shrapnelgames.com/images/smilies/wink.gif You could use Trooper's "Mushuns" shipset ( http://diesel2035.free.fr/mushun/index.htm ) |
Re: Space Food Empires!
Thanks for the ideas! I'll be keeping things set in space but I was interested in adding some sort of 'monsters' at some point.
Version 0.20 is almost ready to go, the new data entries have been put in so I just have to make sure I didn't introduce any serious bugs and hunt down a few of the little ones plus fix up the basic AI again since some I made some changes that made them invalid. http://forum.shrapnelgames.com/image...ies/tongue.gif I'm also looking to add elements of SJ's and Fyron's happiness and pollution effects for 0.21 to 'spice' things up. |
Re: Space Food Empires!
im not sure it if it isnt already included, but you should have Fyron popular pop-modifers at any rate.
What is pollution btw ? Or were you meaning population ? |
Re: Space Food Empires!
Pollution: heavy industry (mining/refining/spaceyards) depletes planet conditions.
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Re: Space Food Empires!
I have employed my own set of population modifiers in the mod.
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Re: Space Food Empires!
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Re: Space Food Empires!
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Re: Space Food Empires!
Greetings.
Still plugging away on that next version. It's taking a long time because of the nature of changes being made plus the difficulty in securing sufficient time to complete the tasks. Anyway, here are some of the major highlights for the next version:
This patch will also bring the mod much more into the way I had hoped it would be. Aside from the addition of more unique vehicle types to the races and balance issues, there's just the graphics to do. These graphics will be designed for the Space Empires V version (which I've already started to think about, btw) but will also be patched into the SE:IV version. I certainly hope I can get a lot of them done in time before the year is out! Also, a website update is in the works (heck, some of the pages have already been silently updated!) and will feature a more complete space yards section with some game stats. After this patch is released, I will also start working on the database/help pages on the website which will certainly come handy when trying the mod for the first time. That's all for now. |
Re: Space Food Empires!
I have one possible suggestion for your mod http://forum.shrapnelgames.com/image...es/biggrin.gif. Projectile weapons. They seem to be ignored alot. being easy to research and only 5 levels. For my own games I had added 5 levels with more dam, but the same range, andI upped the research needed too. Perhaps you could do something similar http://forum.shrapnelgames.com/images/smilies/smile.gif.
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Re: Space Food Empires - Ver 0.20 Coming Soon!
Slight note: In the Spaceyards section, the Bananas are listed as the "Banana Star Empire" yet in the Technology and Empires section they're listed as "Banana Star Republic". Slight error, can't be blamed on ya, just thought I'd tell you.
Also, the "Robot Factory" name doesn't really sound right to me. If they're foodstuffs, why (and how) would they build robots, when they can simply grow others of their kind and harvest them when they're not fully mature, to use as cheap labor? (hint, hint) Also, this springs to mind..... Gonna make a SFE/SW crossover mod? http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires - Ver 0.20 Coming Soon!
You must have followed one of the old .html links that are lying around in the Space Yards section since only a few test pages are set to the new .php files.
Robots do not need to be as we imagine - it could be some sort of bio-mechanical unit. Note that not all races in the mod reproduce by simple growing. Check out the races' biological descriptions to see how many different ways I could come up with reproductive mechanisms. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires
Greetings.
I'm adding the balance of the stellar manipulation technologies in the next patch and would like to give them some more creative names. Here is an example: 'Planet Discombobulator' for a planet destroying weapon. It works by inducing an anti-gravity fields that causes a planet's particles to disassociate it from one another. Got any suggestions? |
Re: Space Food Empires
For warp point creation you could name it something like
'Warp Point Seed' and say it flings a super dense seed that rips through time and space to make a warp point. |
Re: Space Food Empires
Thanks for the name RCCCL. I re-named the warp point generator as 'Warp Point Seeder'.
Any other ideas out there? |
Re: Space Food Empires
Any chance of any sort of harvesters - of the MOO3 persuasion or otherwise? http://forum.shrapnelgames.com/images/smilies/wink.gif
edit: I'm thinking maybe some sort of super WMD type thing, maybe a weapon which deploys robots which devour the population of a planet? http://forum.shrapnelgames.com/images/smilies/evil.gif |
Re: Space Food Empires
While working on the new maintenance system in the VehicleSize.txt, I was thinking of ways to make carriers more likely to be used as, well, carriers.
An easy way would be to make special mounts for fighter hangers that would reduce their size when used on carrier hulls. However, since hull sizes are customized by race, this wouldn't work out so well. So, I have made carrier hulls cheaper with a lower base maintenance cost (20% vs 25%) while being able to launch/recover fighters at a reduced rate even if all hanger bays were destroyed. They also have a slightly lower maximum speed, increased defense penalty and require 50% fighter bays. Are the benefits enough to balance the penalties, plus encourage their regular use in the game, particularly for fighter-focused races? |
Re: Space Food Empires
Given how important speed can be, particularly in a large empire and during combat, the low maximum sped is a big penalty. If you keep the low speed make them the large fleet carriers and add faster strike carriers that have less capacity and perhaps no launch/recover if damaged.
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Re: Space Food Empires
Reduced speed in this case is generally 1 or 2 move points less at most. It shouldn't really matter all that much in combat, since carriers are just releasing fighters and backing off.
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Re: Space Food Empires
I still need some help to come up with some fun names for the remaining stellar manipulation components.
Here is what I have so far: Space Fabric Softener: Device that weakens the structure of normal space generating a stellar storm. Convection Inverter: Cosmic beam that dissipates stellar storms. Gravitational Dehydrator: Fires a beam that dissipates the gravitational forces that hold a warp point together. Warp Point Seeder: Gravitational seed that sprouts a warp point to a nearby star system. Planet Discombobulator: Reverses a planet's gravity to cause it to fragment into pieces. Planet Coagulator: Combines asteroids into a cohesive planetoid before initiating a biosphere generator. Stellar Imploder: Complicated device that causes a star to collapse in on itself. That's what I have but I still need ones for star formation, nebula formation and destruction ('Nebula Siphonicator'?), and lastly for the creation and destruction of black holes. |
Re: Space Food Empires!
Star Formation:
Gaseous Collector Collects all the gases from a given area and collapses them into a dense sphere, forming a star. |
Re: Space Food Empires
I've completed all the Stellar Manipulation technologies, here are the rest of them:
Fusion Initiator: Condenses stellar gases from a system into a massive ball that forms into a star. Nebula Siphonicator: Siphons nebula gases into a condensed sphere and combusting them. Gaseous Disperser: Collects all sources of gases in a system and redistributes them into a single nebula. Black Hole Defraggler: Defraggles the core of a black hole causing it to collapse. Gravitational Condenser: Tightly compresses all matter in a system into a single point forming a black hole. Ringworld Core: The central component required to fully activate a ringworld. Gravity Generator: Massive generators required to provide suitable gravity for a ringworld. Biosphere Generator: Generators required to provide a habitable atmosphere for a ringworld. Hyper-Density Cables: Massive bundle of cables required to bind together all the materials of a ringworld. To build a Ringworld in the mod, you require 30 Gravity Generators (500kT each), 50 Biosphere Generators (300kT each), and 120 Hyper-Density Cables (50kT each). The construction time and costs are a bit higher than those of a Sphereworld in stock SE:IV. There are no Sphereworlds in the mod. |
Re: Space Food Empires
The Space Food Empires website has been completed updated to version 0.20, which itself will be released later this week. There are only a few minor items to finish it off.
Version 0.20 will be a big update with over 80 changes alone listed in the history file, which is part of the reason why it took so long. There's a bunch of new racial traits (listed previously), a new maintenance system, and a bunch of nifty nebula images I made. Even better is that it will be the first version tested on PBW! I've already have plans for the next version 0.21 that will introduce pollution/unhappiness elements and then another save-game buster for 0.30 that will further individualize the races. |
Re: Space Food Empires
Greetings.
I'll be posting the next version of the mod later today. I'm just finishing up a few tweaks on the basic AI for those who like solo play. It's actually not that bad, I've got them colonizing, building 4 types of designs (basic scout, small attack ships, colonizers, and population transports), while researching and building facilties - although there is certainly some room for improvement in terms of colony development. The next patch (0.21) will focus on such enhancements. |
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