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-   -   CyberSpace Empires Mod (http://forum.shrapnelgames.com/showthread.php?t=26574)

Ed Kolis October 26th, 2005 04:29 PM

CyberSpace Empires Mod
 
OK, so Captain Kwok's got Space Food Empires, and Spoon has Fantasy Empires, so why can't I do a total conversion mod of SE4 too, huh? Maybe if I have an original* idea, I'd be more motivated to finish the mod? http://forum.shrapnelgames.com/image...ies/tongue.gif

What I have right now is just some bare-bones ideas:
-Galaxy = a computer's filesystem
-Systems = directories (the SystemNames.txt would contain stuff like "C:\", "Windows", "System", "McAfee", "Program Files", etc. (or maybe "/", "var", "usr", "gimp", etc. for the open source systems http://forum.shrapnelgames.com/image...ies/tongue.gif)
-Planets = files (Text planets are the best! http://forum.shrapnelgames.com/images/smilies/wink.gif) They could be represented with various program icons with comical descriptions relevant to the specific program http://forum.shrapnelgames.com/images/smilies/wink.gif
-Warp points = shortcuts / symlinks
-Stars = FAT entries / inodes (nuke the star = erase the FAT entry http://forum.shrapnelgames.com/images/smilies/wink.gif)
-Minerals = text
-Organics = CPU time (think GritEcon "workers" or MOO3/GalCiv "money", used to make the other resources "useful")
-Radioactives = binary data
-Ships = programs
-Empires = hackers / programmers (with "White Hat" and "Black Hat" racial traits - what about Grey Hat and Red Hat though? http://forum.shrapnelgames.com/image...ies/tongue.gif)
-Storms/nebulas = viruses (White Hat hackers could get storm destroying components while Black Hat hackers could get storm creating components)
-Spaceyards = constructors / initializers
-Repair bays = Cyclic Redundancy Checks (White Hat only)
-Fighters = subprocesses
-Troops = file loaders
-Mines/Satellites = spyware (Black Hat only)
-Weapons = destructors / deinitializers
...etc...

*well not really, I kinda was inspired by "Operation Inner Space", a shareware game from the mid-1990s http://forum.shrapnelgames.com/image...ies/tongue.gif

narf poit chez BOOM October 26th, 2005 04:56 PM

Re: CyberSpace Empires Mod
 
Whacky, but interesting. I like it.

Starhawk October 26th, 2005 06:28 PM

Re: CyberSpace Empires Mod
 
I wouldna play it but it sounds interesting for someone who likes that sort of stuff.

Now give me a game that lets me hunt down and TORTURE the hacker and I'll be happy http://forum.shrapnelgames.com/images/smilies/happy.gif (see my latest thread for reason)

Captain Kwok October 26th, 2005 07:24 PM

Re: CyberSpace Empires Mod
 
Another mod I've wanted to do is one "Space Cell Empires" complete with a variety of cells, bacteria, and viruses!

Suicide Junkie October 26th, 2005 07:48 PM

Re: CyberSpace Empires Mod
 
On a slightly higher scale, you could make:
System = System
Warppoint = Modem
Galaxy = Internet
Stars = CPUs (Oooh, a dual processor system!)
Planets = Hard Drive Partitions (research NTFS colonization tech?)

Wolfman77 October 27th, 2005 10:08 AM

Re: CyberSpace Empires Mod
 
I've been piecing together a rough draft of a Middle Earth mod the last month or so but I am having a heck of a time finding pictures to use. I've got workable comp, facility, vehicle, reaserch and comp enhancement mostly done. I got DOGA L3 monday and metasequoia(sp) yesterday, so I think I can make some decent armies. I don't know if it will get much bast a beta version in SEIV, but hopefully I can transfer most of it to SEV when it comes out.

Strategia_In_Ultima October 27th, 2005 03:48 PM

Re: CyberSpace Empires Mod
 
Ooh, looks nice..... I'd be willing to lend a hand if you want. I've got SE4Modder still working, so that'll probably yield some nice results, and I've got pretty much enough free time on my hands http://forum.shrapnelgames.com/images/smilies/happy.gif it's just that I'm not motivated enough to start full-out working on the End of GC mod again for the moment, but this seems interesting enough!

Suicide Junkie October 27th, 2005 03:56 PM

Re: CyberSpace Empires Mod
 
I suggest changing supplies into "CPU cycles"...
when you run out, you slow way down http://forum.shrapnelgames.com/images/smilies/happy.gif

Ed Kolis October 27th, 2005 04:00 PM

Re: CyberSpace Empires Mod
 
Well, I started on the tech areas, and I've got some system names and colony types... they're on my computer at home so I can't show them to you right now though http://forum.shrapnelgames.com/image...ies/tongue.gif
Strategia, if you'd like to help, I'd be glad, though I was planning on using my latest version of the templatizer to generate the components and facilities... that is, the one that uses XML as input - have you seen that one yet? Not very functional at this point (darn it, I forgot to put in a rounding function, so the division is pretty much useless http://forum.shrapnelgames.com/image...ies/tongue.gif) but you might want to check it out...

bearclaw October 27th, 2005 07:40 PM

Re: CyberSpace Empires Mod
 
At least with this mod, the AI will act appropriately for a computer system.


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