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-   -   What is MM working on ? (http://forum.shrapnelgames.com/showthread.php?t=6229)

Tenryu June 14th, 2002 03:18 AM

Re: What is MM working on ?
 
For all the *****ing and moaning, SE4, is remarkably 'moddable', if you are willling to think carefully about just exactly what 'effect' you want to 'affect'. Many pleasant surprizes await the patient thoughtful modder. http://forum.shrapnelgames.com/images/icons/icon12.gif

geoschmo June 14th, 2002 04:41 AM

Re: What is MM working on ?
 
[quote]Originally posted by Baron Munchausen:
Quote:

Yes, you can do this. Look at the TechArea.txt file and you will see that 'ancient ruins unique' techs are tech fields like any other. If you gave them multiple levels you could then research them after you got that initial find. So you could have entire 'ancient artifact' fields off the main tree.
<font size="2" face="Verdana, Helvetica, sans-serif">You know what? THIS is what has always bugged me about ruins, but I didn't relize it before now. Anyone that has read my Posts knows I am not one the use the "R" word that often, but this would be more realistic. This is how Ancient ruins should be anyway. The ruins shouldn't give you the ability to build a component right away. They should just open a new branch that you can research to get the component.

Geoschmo

Baron Munchausen June 14th, 2002 05:29 AM

Re: What is MM working on ?
 
Yeah, the way 'normal' tech fields are arranged needs to be dramatically altered, too. We could probably create an equivalent to the MOO 3 system with expanding 'rings' in the general sciences holding advances in the various technologies with the existing SE tech system. If we did it right, you'd tend to get bunches of various technologies in clusters at more-or-less parallel levels instead of the current 'rush down a tech tree to the end before using it' style of research that the current 'stand alone technology' tree tends to encourage.

Then 'ruins' techs could be the root of whole new fields of really cool stuff that you can't research in the normal techs.

Shadowstar June 14th, 2002 07:19 AM

Re: What is MM working on ?
 
Now that's a great idea, Baron.

By the way, I wasn't thinking of MOO, I was actually thinking along the lines of an old VGA Planets game scenario type called the Tantalus Machine (I think). Although in that scenario, the first person to find and occupy the goal planet would get a tech item that could kill entire races... I think... VGA Planets is hard to remember...

Q June 14th, 2002 10:47 AM

Re: What is MM working on ?
 
[quote]Originally posted by geoschmo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Baron Munchausen:
Quote:

Yes, you can do this. Look at the TechArea.txt file and you will see that 'ancient ruins unique' techs are tech fields like any other. If you gave them multiple levels you could then research them after you got that initial find. So you could have entire 'ancient artifact' fields off the main tree.
<font size="2" face="Verdana, Helvetica, sans-serif">You know what? THIS is what has always bugged me about ruins, but I didn't relize it before now. Anyone that has read my Posts knows I am not one the use the "R" word that often, but this would be more realistic. This is how Ancient ruins should be anyway. The ruins shouldn't give you the ability to build a component right away. They should just open a new branch that you can research to get the component.

Geoschmo
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I agree with you. The problem as often are the AI. You would have to include even more possibilities in their research file. That's why I haven chosen in my QMod the possibility to combine the unique ruin technologies with standard research: e.g. you get 3 levels of the massive planetary shield generator according to your reseach level in shields.

Suicide Junkie June 14th, 2002 03:19 PM

Re: What is MM working on ?
 
I've had that for a while too. I reccommend making the higher tech levels phased planetary shields.

Tenryu June 27th, 2002 07:51 PM

Re: What is MM working on ?
 
Quote:

Originally posted by Baron Munchausen:
Ok, now it's my turn to be the bad boy and release the details on the patch! Wow, what modding possiblities! This is gonna be a fun one!

Version 1.72:
1. Fixed - Non-required fields were still being required.
2. Fixed - Fighters with weapon range of 2 or less were not attacking planets.
3. Fixed - Weapon Platforms were firing weapons at targets out of range.
4. Fixed - Added protections against the player file switching cheat.
5. Fixed - Added protections against exe hacking. The players and the host
must now be running the *exact* same exe.
6. Fixed - Fixed problem where cargo would sometimes show zero units remaining.
7. Changed - Revamped Jettison Cargo window.
8. Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements.

<font size="2" face="Verdana, Helvetica, sans-serif">Ok. Now what? When patch come!!!???
(Drool-drool, Pant-pant)
LOL!

Rollo June 27th, 2002 08:30 PM

Re: What is MM working on ?
 
Don't know when the next patch comes, but here is the latest history:

Version 1.73:
1. Fixed - "Different Machine" games would report an error in different exes.
2. Fixed - All Messages being sent default to "General Message".
3. Fixed - Damage Types of Pull Ship, Push Ship, and Teleport Ship will now be
targeted on as many enemies as possible (not all weapons on one ship).
4. Fixed - A Component Enhancement which has a weapon type of None means it can
only be used on non-weapon components.
5. Changed - The Comp Family Requirement in CompEnhancement.txt is now a list.
6. Fixed - The Mount listing in the Vehicle Design Add window will only show
valid mounts for the current type and size of the vehicle.
7. Fixed - Normal components will now display the mount they are using on their
report window.
8. Fixed - Capturing Ships during combat was not restricted to nearby square.
9. Fixed - Drones were not changes their target when the target was hit by an
allegiance subverter.

Baron Munchausen June 27th, 2002 08:50 PM

Re: What is MM working on ?
 
There have been some reported problems with 1.73 though. Expect 1.74 before we have a public patch. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D June 27th, 2002 08:52 PM

Re: What is MM working on ?
 
"9. Fixed - Drones were not changes their target when the target was hit by an
allegiance subverter."

LOL! Oooops. I can imagine a few pissed off captains.. "Sir, the ship has defected!"
"Very well, re-target the drone."
"It won't break off!"
BOOOOM

Phoenix-D


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