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-   -   suggestions for fun mods? (http://forum.shrapnelgames.com/showthread.php?t=10054)

Merry Jolkar August 3rd, 2003 09:36 PM

suggestions for fun mods?
 
I am in the middle of a wonderful vanilla multi-player game with a bunch of personal friends (our first big game). I'm beginning to think about the next game, and would like to give it a twist by using a mod. I'm wondering if people could please make suggestions about which mods you have found really fun to play. Back in VGA Planets days, I actually wrote code to create special galaxies etc. but this is beyond me now in my old age... http://forum.shrapnelgames.com/images/icons/tongue.gif

Thanks!
Merry

Arkcon August 3rd, 2003 10:03 PM

Re: suggestions for fun mods?
 
Two suggestions:

1). FQM Deluxe. Just don't take Ancient race and spoil the fun of exploration. The galaxy will never fail to suprise.

2). P&N. I've just gotten interested in it again myself. Watch for my half baked story detailing what happens, arriving soon.

Merry Jolkar August 3rd, 2003 10:22 PM

Re: suggestions for fun mods?
 
Quote:

Originally posted by Arkcon:
Two suggestions:

1). FQM Deluxe. Just don't take Ancient race and spoil the fun of exploration. The galaxy will never fail to suprise

2). P&N. I've just gotten interested in it again myself. Watch for my half baked story detailing what happens, arriving soon.

<font size="2" face="Verdana, Helvetica, sans-serif">Could you tell me the full names and where to find out more about them?
Thanks!
Merry

Merry Jolkar August 3rd, 2003 10:23 PM

Re: suggestions for fun mods?
 
I've heard about the Proportions Mod and the Adamant Mod. I've looked at Proportions and seems like quite a different style of play. Does anyone have experience with these two? Are they playable and fun? How does play turn out to differ from vanilla SEIV?

Thanks,
Merry

[ August 03, 2003, 21:48: Message edited by: Merry Jolkar ]

Arkcon August 3rd, 2003 11:10 PM

Re: suggestions for fun mods?
 
Quote:

Originally posted by Merry Jolkar:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Arkcon:
Two suggestions:

1). FQM Deluxe. Just don't take Ancient race and spoil the fun of exploration. The galaxy will never fail to suprise

2). P&N. I've just gotten interested in it again myself. Watch for my half baked story detailing what happens, arriving soon.

<font size="2" face="Verdana, Helvetica, sans-serif">Could you tell me the full names and where to find out more about them?
Thanks!
Merry
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Sorry 'bout that. O.K. Fyrons Quadrant Mod Deluxe can be found here web page

Suicide Junkie's Pirates and Nomads Mod can be found here web page

Also at SJ's site is the Image Mod, a collection of new images for components and planets. Both mods need it for proper display. I hope you have high speed download.

Fyron August 4th, 2003 03:27 AM

Re: suggestions for fun mods?
 
Quote:

Originally posted by Merry Jolkar:
I've heard about the Proportions Mod and the Adamant Mod. I've looked at Proportions and seems like quite a different style of play. Does anyone have experience with these two? Are they playable and fun? How does play turn out to differ from vanilla SEIV?

Thanks,
Merry

<font size="2" face="Verdana, Helvetica, sans-serif">Proportions makes the game really slow (as the whole point is to get the game in more realistic proportions). If your group does not mind the game taking 3-400 turns, you can try a normal-type Proportions game. Or, you could try a small galaxy with 10 homeworlds for a much quicker pace.

I have just a little bit of experience with Adamant Mod. The only thing missing from Adamant Mod at this point is the customized weapons. Currently, all 3 race types use the default weapons. All other aspects of the races are finished (unless I missed some minor things, which is more than likely http://forum.shrapnelgames.com/images/icons/icon12.gif ), except images of course. There is no AI support at this point, but as this will be a MP game, that does not matter. http://forum.shrapnelgames.com/images/icons/icon7.gif If your group decides to go with Adamant Mod (which I highly recommend http://forum.shrapnelgames.com/images/icons/icon12.gif ), I suggest that you try to get a roughly equal number of players playing as Physical, Magic and Organic races. Also, please feel free to send any errors, suggestions, comments, criticisms, etc. you have my way.

If using Adamant, you should probably copy the Depleted Uranium Cannon from the stock SE4 data files back into it, as I forgot to reinclude it when I removed the Projectile Weapons tech grid. I have added it to the comps file and uploaded it for you here: components.zip. Have all the players install the latest Adamant Mod, and then overwrite the comps file in it with this one.

Out of curiousity, how did you hear about Adamant Mod?

One more thing: You can combine FQM Deluxe with other mods, as per the guidelines in the included Help documentation in the mod (in the Help folder). Adamant already has it built-in. Devnull Mod has an old Version (1.13) of FQM Standard built-in. I believe both the AST and Star Trek mods have it built-in as well. I do not think any other major mods do (Tesco's Sweet Mod does, but it is not really a full mod, just a compilation of various tweaks and such).

[ August 04, 2003, 02:43: Message edited by: Imperator Fyron ]

Baron Grazic August 4th, 2003 03:53 AM

Re: suggestions for fun mods?
 
A fun mod could be Puke's "Junk Yard Mod", for a Mad Max feel. It doesn't allow any research, you gain technology by colonising planets which all contain ruins.
I'm not sure if it has been upgraded to Gold however.
Ohter people could be interested if you deciede to go in this direction, me for 1. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron August 4th, 2003 04:35 AM

Re: suggestions for fun mods?
 
There is certainly a Gold Version. Look in the PBW file library.

Merry Jolkar August 4th, 2003 08:22 PM

Re: suggestions for fun mods?
 
[quote]
Quote:

Originally posted by Imperator Fyron:
Out of curiousity, how did you hear about Adamant Mod?[/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">I saw it mentioned here on the Boards. It sounds like a fun alternative. Where can I download it?
Thanks!
Merry

Fyron August 4th, 2003 08:23 PM

Re: suggestions for fun mods?
 
Check my sig to go to the Adamant Mod web site.

tesco samoa August 4th, 2003 09:08 PM

Re: suggestions for fun mods?
 
Check out the star trek mod or the ast mod.

very good mods

Devnull is interesting....

Proportions on a small map would be a great game with a multi planet start...

sweet mod if you want different weapons coming at you

Baron Grazic August 5th, 2003 01:13 AM

Re: suggestions for fun mods?
 
[quote]
Quote:

Originally posted by Imperator Fyron:
There is certainly a Gold Version. Look in the PBW file library[/QB]
Good one, I'll check right now. http://forum.shrapnelgames.com/images/icons/icon10.gif

Ack August 6th, 2003 02:21 AM

Re: suggestions for fun mods?
 
FQM is what I play most. While I like to play other mods, they just seem sort of empty without the system variety in FQM.

My only complaint (whine) is that there are no other mods built on FQM. So there is little of the gameplay/technology variations that I like about other mods such as P&N. It doesn't look too difficult to combine FQM and P&N, but I just haven't gotten to it yet.

Fyron August 6th, 2003 03:07 AM

Re: suggestions for fun mods?
 
Actually, Devnull has FQM Standard 1.13 built into it. AST and the Star Trek Mod both have FQM Deluxe built into them. The Peace Station Mod does as well. http://forum.shrapnelgames.com/images/icons/icon12.gif

Captain Kwok August 6th, 2003 03:08 AM

Re: suggestions for fun mods?
 
Quote:

Originally posted by Ack:
FQM is what I play most. While I like to play other mods, they just seem sort of empty without the system variety in FQM.

My only complaint (whine) is that there are no other mods built on FQM. So there is little of the gameplay/technology variations that I like about other mods such as P&N. It doesn't look too difficult to combine FQM and P&N, but I just haven't gotten to it yet.

<font size="2" face="Verdana, Helvetica, sans-serif">You could always generate a map with FQM standard and save it, then load the map while playing another mod.

Edit: Added standard before Fyron posted again and corrected me...

[ August 06, 2003, 02:10: Message edited by: Captain Kwok ]

Merry Jolkar August 13th, 2003 05:11 PM

Re: suggestions for fun mods?
 
Is the system variability in FQM functional, or graphical? Qualitatively, how does it alter the game experience? And, if I create a map with FQM, but want to, e.g., play Pirates and Nomads on PBW, how can I create the game in the first place? Aren't the race modifications for Pirates and Nomads needed when I create the game? Or, is there some way to import a map made in FQM as the map I start with in my P*N game? Sorry to be so ignorant -- I am trying want to make sure that when I set up my next game, I know what I'm doing so the players won't mutiny! http://forum.shrapnelgames.com/images/icons/icon7.gif
Thanks!
Merry

Suicide Junkie August 13th, 2003 06:36 PM

Re: suggestions for fun mods?
 
Quote:

Originally posted by Merry Jolkar:
Is the system variability in FQM functional, or graphical? Qualitatively, how does it alter the game experience? And, if I create a map with FQM, but want to, e.g., play Pirates and Nomads on PBW, how can I create the game in the first place? Aren't the race modifications for Pirates and Nomads needed when I create the game? Or, is there some way to import a map made in FQM as the map I start with in my P*N game? Sorry to be so ignorant -- I am trying want to make sure that when I set up my next game, I know what I'm doing so the players won't mutiny! http://forum.shrapnelgames.com/images/icons/icon7.gif
Thanks!
Merry

<font size="2" face="Verdana, Helvetica, sans-serif">Just run FQM Standard, and Press the "generate map now". When you get one that looks good, save it. Cancel out of SE4

Then copy the map to P&N.

Run P&N, and hit load map. Presto. Add your races, and play.

Fyron August 13th, 2003 08:40 PM

Re: suggestions for fun mods?
 
Quote:

Is the system variability in FQM functional, or graphical?
<font size="2" face="Verdana, Helvetica, sans-serif">Both. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Qualitatively, how does it alter the game experience?
<font size="2" face="Verdana, Helvetica, sans-serif">You will probably end up having larger empires, as there are more "planets" around (lots of moons). Also, with all the asteroid belts, you can get insane numbers of planets with Stellar Manipulation. This may or may not be a bad thing. I personally prefer SM to be off, as even in stock, whoever gets it first can get such a huge lead (esp. with long range WP openers and WP closers to send fleets deep within enemy territory) that they can devastate the enemy.

Also, the large numbers of asteroids mean you can do lots more Remote Mining, which is very good for the Pirates and Nomads. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ August 13, 2003, 19:41: Message edited by: Imperator Fyron ]


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