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-   -   Magic Mod (http://forum.shrapnelgames.com/showthread.php?t=6665)

geoschmo July 18th, 2002 10:36 PM

Re: Magic Mod
 
Well, if you are going to allow the creation of "cities" from whatever you are calling asteroids, you will have to have a star, or an equivalent. There is a hard code restriction that will not allow planets to be made if there is no sun in the system. But I guess that falls under stellar manipulation, so technically you are correct.

Geoschmo

[ July 18, 2002, 21:37: Message edited by: geoschmo ]

Pax July 18th, 2002 11:49 PM

Re: Magic Mod
 
Quote:

Originally posted by Imperator Fyron:
[QB]3) All cities there from the beginning. The asteroids would be farm sites and mines, and the cities are very unproductive in organics and minerals production. They would be where you build the mana nodes (better name needed) to get mana from .[qb]
<font size="2" face="Verdana, Helvetica, sans-serif">Temples ... ? Shrines ... ? http://forum.shrapnelgames.com/images/icons/icon7.gif

I rather like this option, myself. Means resource-gathering will be a very different matter.

If you can go with a difference between in-system and out-system movement (in SF-genre terms), you can allow units that can only move about on their native world ... not move to other Planes, which would be the domain of Wizards / Acolytes / Adepts / etc.

Taera July 19th, 2002 07:43 AM

Re: Magic Mod
 
I do like the Number 3 option yet the #1 sounds good too. Still #3 would make much different economy management.

As for art, sorry but my weak spot is the characters so i wont be able to draw wizards and those would have to be used from other sources.

Fyron July 19th, 2002 09:06 AM

Re: Magic Mod
 
Puke:
That is already a part of it. http://forum.shrapnelgames.com/images/icons/icon12.gif

Pax:
ie: Fighters.

That option would certainly screw the AI over. But, since we are going to ignore the AI, that isn't too much of a problem. http://forum.shrapnelgames.com/images/icons/icon12.gif

Taera:
Ok, no problem. The original plan was to steal everything needed from other sources.

Another idea:
Not all systems will be Planets. Some will be other types of planes, like the 4 Elemental planes. There will be special "planets" in them that will make very poor colonies, with 1 mil pop and 1 facility. The system will have a lot of stars in it, so that one Mana Shrine (or whatever) makes a huge amount of mana (the Elemental Planes are raw magical energy, after all). Colonizing the planet(s) will yeild special technology (spells) that is related to the plane. Like the Plane of Fire could give Improved Fire Balls, or something.

Technologies are going to represent both actual technologies and spells.

No "Normal Planets" will have ruins. There may be special planets called Wizard Towers or something that have ruins on them that give a tech. But they will have 1 facility slot, and 1 mil population.

I think that 1 M population might be better viewed as 1,000 instead of 1,000,000. Then, it could represent the labor force that is loyal to your empire, or something.

Taera July 19th, 2002 09:29 PM

Re: Magic Mod
 
So, is there anything going on?

I'd like to say that i like the system where the stars are "mana nodes", and actually that makes sense to me.

Fyron July 19th, 2002 09:34 PM

Re: Magic Mod
 
What do you mean "is there anything going on"? This is in the planning stage right now. I can code the stuff in no time at all once it gets planned out. I was hoping for more suggestions than I have received so far. http://forum.shrapnelgames.com/images/icons/icon12.gif

Oh and btw... come to the #se4 channel on the gamesnet.net IRC server. http://forum.shrapnelgames.com/images/icons/icon7.gif I can be found there often.

[ July 19, 2002, 21:23: Message edited by: Imperator Fyron ]

Gandalph July 23rd, 2002 02:02 AM

Re: Magic Mod
 
I threw this together to see if anyone might be interested in changing the mod to this point. This is a rough only, just so you get the idea.
Screenshot

Lord Kodos July 23rd, 2002 11:11 PM

Re: Magic Mod
 
ill make some graphics see how you like them.Dogscoff the first TC was my PI mod witch is going public this weekend in a nuetered beta-demo Version

Fyron July 24th, 2002 12:06 AM

Re: Magic Mod
 
I've laid some groundwork tech areas and revised a bit of the vehicle sizes. Here are the modded files thus far:

Components.txt
TechArea.txt
VehicleSize.txt

Lord Kodos July 24th, 2002 12:21 AM

Re: Magic Mod
 
Heh lol maybe put in a sort of Seductress female wizard thing that specializes in converting enemy units.Beuty taming the beast sort of thing


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