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-   -   Star Wars Mod - II (Sci-Fi Xover Mod) (http://forum.shrapnelgames.com/showthread.php?t=4655)

Andrés January 21st, 2003 02:14 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Yes from the image mod, but not all of them. And probably not those extra planet sizes in the DFQM.
The only planet pics I have not sent to the image mods are wormholes. Can you send them now?

Fyron January 21st, 2003 03:38 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
"The only planet pics I have not sent to the image mods are wormholes. Can you send them now?"

Huh?

Fyron February 9th, 2003 08:07 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Progress:
Took FQM Deluxe as base.
Made all asteroids damaging or cloaking.
Removed most new gold system types from mid-life systems.
Reverted all planet sizes to normal game.
Removed new planet sizes from SectType.txt.
Removed all planets from systems with 3, 4 or 5 stars.
I added 25 total chance to system nebulae to make up for the loss of 2.5% for the removed gold-system types for now.
Added common sector damaging and cloaking abilities for stars.
Added 3 tiny none-atm moons to Asteroid Field systems, which appear in the same sector as asteroids do. Sometimes they can be cloaked.
Added Badlands system type with chance of appearacne at 5, or 0.5% of systems.
Added 8 Figure 8 type binary star systems.
Added a Lone Gas Giant system, which has a Star, a Storm, an Asteroid, 1 Huge Gas Giant, and 16 moons orbiting that Gas Giant. The Last 5 have no atmosphere.

|

I have been designing a Close system with 2 stars. There are as of yet no moons, just some random planets for spacing. What do you think?

Close System.zip

One note: cloaking asteroids are hidden on the map. http://forum.shrapnelgames.com/images/icons/icon9.gif This makes them not function as intended, as you have no idea there is an asteroid there until you can scan for it, but then it does not protect ships anymore. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ February 09, 2003, 07:23: Message edited by: Imperator Fyron ]

Fyron February 9th, 2003 09:33 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Ok, since I have made most of the changes requested, here is a current Version of the modifications. Please reference all future requests based off of this file. http://forum.shrapnelgames.com/images/icons/icon7.gif

FQM Sci-fi Crossover.zip

Note: this requires the Image Mod and the system nebulae pics from FQM Deluxe.

I only changed the 3 mid-life quadrants. Most of the others have exactly the same systems, so it is just a matter of lots of copy-pasting to get them updated. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 09, 2003, 07:34: Message edited by: Imperator Fyron ]

3HattedDragon March 8th, 2003 12:39 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Does anyone know the status of this mod? Is it still being worked on? Is it usable in it's current state? I downloaded the files from

http://se4kdy.cyberwars.com/files/sci-fi-cross/

Are these usable with se4g 1.84? I noticed that only the empire and rebellion empires show up in the 'pick existing' list, are the others (ST & B5) not yet usable? Anything else I should know about?

So far this mod looks really cool. I just want to make sure I have the right set of files/settings before I get too far into a game.

Thanks,
3hd

hydra March 14th, 2003 04:51 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
It appears to be a work in progress... That is, progress is still being made, albeit slowly. Hopefully we will see an update soon.
Since progress is so slow, I was wondering if I might offer my services to the developers? I have very little time, but if you need help balancing, or writing tools, I might be able to help

Erax May 22nd, 2003 08:43 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Andres, what are your thoughts on creating a stripped-down Version of the Crossover Mod using SW and SEIV technology only ? It could implement your ideas on research between different tech systems (analyze an enemy ship, get your universe's Version of their components) and it would be relatively simple to make (no need to create new components / tech areas, just edit existing ones).

More to the point, would you give me your permission to create this derivative Version of the Crossover Mod ?

PS - Have you read my War for the Stars story thread ?

Fyron May 22nd, 2003 08:57 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
You can get a SW Version of the mod by removing all non-SW races from the Pictures\Races folder of the mod, or by manually adding just SW races when starting a game.

Erax May 22nd, 2003 10:32 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
That is a part of it, yes. But the SW tech tree needs to be integrated into the SEIV tech tree (Andres came up with this idea and this was discussed a while back on this very thread). Turbolasers need dual and quad mounts instead of dual and quad components (Andres's idea too). The Yuuzhan Vong tech tree should be partially integrated into SEIV organic tech areas. Most of the races lack .emp files. Like I said, there's some data file work to be done.

jimbob May 23rd, 2003 01:32 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Erax: PM


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