.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Space Above and Beyond Mod (a.k.a Space 2063) (http://forum.shrapnelgames.com/showthread.php?t=10393)

userx September 23rd, 2003 06:55 AM

Space Above and Beyond Mod (a.k.a Space 2063)
 
Would anyone be interested in collaborating on a "Space Above and Beyond" mod? This was a kick *** show about human first contact and interstellar war in 2063 (United Earth vs. Chigs)! It was on for one season of Fox (mid 90s). Best Sci-Fi fighters ...Hammer Heads. It would be a two player mod, Humans against the Chigs. I would need help with the shipset as I'm not a 3D artist. The mod would really focus on the space carrier battle group and planet capture (WWII pacific).

A better question, would anyone be interested in playing such a mod if done right???
More about the show here

SAAB Homeworld Mod

What IMDB says about the show

I did a mod for SAAB for Civ II back in the day and it was fun. Would love to take on the Chigs in the SEIV engine.

Any takers? I have this series on tape and it still rocks!!! We lose the war in the final episode...

Joachim September 23rd, 2003 07:08 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
I think my Avatar might give me away....

Hell yeah, fantastic show for pure space opera, Humans versus bugs stuff.

My artisitc ability extends to stick figures (just).. so I am no use on the art. But happy to help with concepts, ideas, playtest etc.

Atrocities September 23rd, 2003 12:23 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Ya it was a great show. I know nothing about modding, kinda muddle through it, but I would like to help if I can.

General Woundwort September 23rd, 2003 05:48 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
One word of warning - any mod must have 20 (not 2) major races in its "races" folder, or it will do goofy things (like run duplicates). Any two player games would probably have to be set up manually.

Puke September 23rd, 2003 06:51 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Quote:

Originally posted by Erax:
Yes, great show. "I know that group, we studied them in my History of the Arts class. I think they were called The Pink Floyd."

I only saw 5 or 6 episodes, but I liked them. I say, go for it !

<font size="2" face="Verdana, Helvetica, sans-serif">wasnt that actually a Ramone's song that they were playing? Hey-Ho, Lets Go!

geoschmo September 23rd, 2003 06:58 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Quote:

Originally posted by General Woundwort:
One word of warning - any mod must have 20 (not 2) major races in its "races" folder, or it will do goofy things (like run duplicates). Any two player games would probably have to be set up manually.
<font size="2" face="Verdana, Helvetica, sans-serif">You can avoid the problems this causes by including the stock race folders in the mod races folder. You don't need the files in the race folders, except for your new races and any files in the stock races you want to change. Just the empty race folders is enough to let SE4 point back to the stock races for what it needs.

Erax September 23rd, 2003 08:34 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Puke : Yes, the CD was playing Bitzkrieg Bop by the Ramones. That's what makes the line funny. http://forum.shrapnelgames.com/images/icons/icon7.gif

Puke September 23rd, 2003 10:42 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
yep. one of my favorite shows. many a good episode, and a nicely contained plot.

i'll play the mod.

QuarianRex September 23rd, 2003 10:43 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Quote:

Originally posted by General Woundwort:
One word of warning - any mod must have 20 (not 2) major races in its "races" folder, or it will do goofy things (like run duplicates). Any two player games would probably have to be set up manually.
<font size="2" face="Verdana, Helvetica, sans-serif">Nah... just change the min. and max. number of computer players for low, medium and high settings in Settings.txt to 1.

Erax September 24th, 2003 01:17 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Yes, great show. "I know that group, we studied them in my History of the Arts class. I think they were called The Pink Floyd."

I only saw 5 or 6 episodes, but I liked them. I say, go for it !

userx September 24th, 2003 03:20 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Well, so far so good.

One of the things that the show focused on was the need to escort cargo vessels heading back to Earth with their valuable cargo. This is one aspect that SE doesn't really touch on and that's a shame. Supplies back to your homeworld is so abstract. I really envision a mod that is very tactical... where one enemy ship behind the lines could cause havick to your supplies.

I have two ideas but I think they would benefit (or hinder) the human player.

Idea One: Do away with human colony ships (or make them extremly expensive). In the show, Earth had two civilian colonies, Telus and Vesta, both were invaded in the pilot. But, Earth had lots of off world resource production (and to a lesser extent, military outpost).

This could be duplicated in the game by focusing on resource minning ships. That ok for the human player but I understand this might be a problem for the computer player? Any thoughts? They would have to be protected or risk capture or destruction.

Idea 2: Allow the human player to create cheap freighters at is colonies, then, these ships would travel back to Earth and be scraped. Earth would have a facility that would increase the scrap value by 500% or something... just thinking out loud. Any thoughts?

The rest of the game is well suited for a SAAB mod. With carriers, troops, fighters...

I have a few question that some of the mod veterns may be able to answer.

1. How about having AI exclusivly focuss on planet capture? Is it just a matter of making troops available from the start and including more troop capable ships in the AI construction vehicles file?

2. How about having the AI focus on ship capture for transports (and other easy targets)?

3. Can fighters carry cargo, specificaly troops?

Still need someone how could help with modeling if I decide to go forward.

Any comments welcomed.

P.S. For those of you who believe Atrocities claim below that he knows nothing about modding (haha), you need to try his star trek mod... it rocks

Loser September 24th, 2003 03:23 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Units cannot have Cargo.

The rest sound pretty intriguing.

But anywhere that can build something can also scrap it.

[ September 24, 2003, 02:23: Message edited by: Loser ]

Captain Kwok September 24th, 2003 03:30 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
I remember the show vaguely, but I don't think there is really enough stuff there to create a mod from unless you add additional items/races in the 'spirit' of the series!

E3 September 24th, 2003 03:31 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Having seen the show, unfortunately a dozen or so episodes.... I would suggest the Highliner mod.

That mod makes only a few starship sizes, but they are all carriers which can launch the smaller vessles as fighters and drop ships.

As well, the Pirates and Nomads mod might be a good idea to check out. The one homeworld requiring lots of supplies to ships is the focus of this mod. We well, rather than scrapping the colonization idea, why not just make colony modules expensive so colonization is a rare occurance?

For a 2 player mod, you might actualy want to set the maximum and minimum AI players to 0. If you are playing 2 humans at least. Unless you get the AI's in (I dont mean SE4 AI, I mean the AI "race" from Space; Above and Beyond).

I would definately love to play a mod like this, and am supprised no one tried it earlier.

Ed Kolis September 24th, 2003 04:27 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
The "homeworld is supreme" idea is from Proportions, not P&N. And sorry, I don't think the "500% scrap value at homeworld" will work, at least not without the potential for cheating... who's to say you can't build stuff at the homeworld then immediately scrap it for mundo resources! http://forum.shrapnelgames.com/images/icons/icon12.gif

narf poit chez BOOM September 24th, 2003 05:38 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
this and the two topics above it used to all be at 14 Posts.

userx September 24th, 2003 09:43 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Quote:

Originally posted by Ed Kolis:
I don't think the "500% scrap value at homeworld" will work, at least not without the potential for cheating... who's to say you can't build stuff at the homeworld then immediately scrap it for mundo resources! http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Well, my thought is that if one was to spend "time" building assets at there homeworld to scrap, they would be using up valuable time needed to build Earth forces like expensive Capital ships and troops.

We are just thinking out loud.

Atrocities September 24th, 2003 10:47 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
This mod should be carrier based with a strong emphesis on fighters and ground combat.

For the other 18 races you can do "Colony" world races. Varations of the 2 major races.

E3 September 24th, 2003 02:07 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
But unless we can stipulate that specific races are always allies/enemies, that wont work Atrocities.

This is something I've looked into trying for other mods.

Fyron September 25th, 2003 01:27 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Quote:

Originally posted by QuarianRex:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by General Woundwort:
One word of warning - any mod must have 20 (not 2) major races in its "races" folder, or it will do goofy things (like run duplicates). Any two player games would probably have to be set up manually.

<font size="2" face="Verdana, Helvetica, sans-serif">Nah... just change the min. and max. number of computer players for low, medium and high settings in Settings.txt to 1.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">That does not get around the problem. There must be at least 20 race folders in a mod folder, or 0. Go test this yourself. If you have less, you will get empires with a random shipset and a random set of AI files (Norak ships using Phong files, for example).

Quote:

Originally posted by E3:
But unless we can stipulate that specific races are always allies/enemies, that wont work Atrocities.

This is something I've looked into trying for other mods.

<font size="2" face="Verdana, Helvetica, sans-serif">Who is to say that colonies can not rebel and form independant nations? http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 25, 2003, 00:30: Message edited by: Imperator Fyron ]

openair September 25th, 2003 02:23 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
the 20 races thing only plays a problem if u want random generated AI races... like with only 2 (maybe 4 races) how hard is it to set em up ur self, and turn off the generator?

the mod sounds like a great idea, and i'd be interested in helping out...

AeroTech and the AIs could make for 2 more races as well... AIs could be P/Ns, AeroTech would be like earth more... maybe have access to some Chig Tech...

[ September 25, 2003, 01:26: Message edited by: openair ]

TNZ September 25th, 2003 06:37 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
The idea that there must be at least 20 races in a mod does not make much sense to me. I was wondering if the problem could be caused by setting the number of computer players in the settings data file too high. The point being that if you have 10 races in your mod the number of computer players should be set to 9. In other words, number of races in mod minus the race you select to play as. This is just a theory. http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ September 25th, 2003 08:09 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Some images I found that might be useful. http://forum.shrapnelgames.com/images/icons/icon7.gif
1064469885.zip

Images in folder one are from
http://www.space-readyroom.de/

Images in folder Two are from http://www.swooh.com/peon/diamondgeezer/index.htm

Erax September 25th, 2003 06:39 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Just use modded stock races to fill out the 20-race requirement. Maybe the Eee and the Fazrah and all the rest of the crew were out there in the SAAB universe and just didn't get a chance to appear before the show was cancelled.

E3 September 25th, 2003 10:18 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Ok wait....
say that we go with 3 races.
(the humans, the AI, the Chig)

We edit the settings.txt to have at least 1 AI, at most 2 AI's.

Do we still need 20 race folders?
Or since the game can only use 3 maximum, wont 3 do?

Puke September 25th, 2003 10:40 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Quote:

Originally posted by Captain Kwok:
[QBNo, that won't help. This is an error that MM has acknowledge. I just hope it gets fixed in that hoped-for final patch for SE:IV.[/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">im more hoping all the effort goes into sev. i found a bug in the tech requirements for small graviton beams, but im not inclined to report it - since id much rather have se5 than one more patch. the game is running pretty smoothly as it is.

QuarianRex September 25th, 2003 11:29 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Quote:

Originally posted by Imperator Fyron:
That does not get around the problem. There must be at least 20 race folders in a mod folder, or 0. Go test this yourself. If you have less, you will get empires with a random shipset and a random set of AI files (Norak ships using Phong files, for example).
<font size="2" face="Verdana, Helvetica, sans-serif">To make absolutely sure I just ran a test. Created a mod folder containing stock data files, race folders for Terrans, Piundon, and Xiati (only 3 races in the race folder), and an emp. file for each (all placed in the propper spot of course). I changed the min. and max. number of computer players for low, medium and high settings in settings.txt all to 2 (except for low which I kept as a minimum of 1, and left neutrals as-is).

I started several new games, at varying AI# settings, with and without neurtals. The results were the expected number of AIs and of the apropriate race, with intact AI files (or at least the AI_general file was being used properly).

I repeat, if you properly edit settings.txt to include no more AIs than are in the mod, there is no duplication, no AI conflict, no problem.

Indeed I have seen the duplication problem but I have only seen it when the settings.txt has not been properly edited to take into account the new maximum number of AIs.

Captain Kwok September 26th, 2003 01:32 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
Quote:

Originally posted by TNZ:
The idea that there must be at least 20 races in a mod does not make much sense to me. I was wondering if the problem could be caused by setting the number of computer players in the settings data file too high. The point being that if you have 10 races in your mod the number of computer players should be set to 9. In other words, number of races in mod minus the race you select to play as. This is just a theory. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">No, that won't help. This is an error that MM has acknowledge. I just hope it gets fixed in that hoped-for final patch for SE:IV.

Fyron September 28th, 2003 09:00 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
QR, you must have encountered a fluke, as dozens of people have noticed the bug, AND MM has acknowledged the existence of the bug... the Star Trek Mod for one had to be changed to include more races because of the bug.

Quote:

Originally posted by E3:
Do we still need 20 race folders?
Or since the game can only use 3 maximum, wont 3 do?

<font size="2" face="sans-serif, arial, verdana">No, 3 will not do at all. You must have 20 to avoid the bug.

[ September 28, 2003, 20:01: Message edited by: Imperator Fyron ]

Jake Monroe September 29th, 2003 05:14 AM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
How could he encounter a fluke on multiple games?

And I just ran a similar test, and got the same results that he did. I set it to 2 races, and changed the settings.txt to make the computer players only be 1 for each setting(low med high) and both races always got their shipset, on multiple tries.

[ September 29, 2003, 05:07: Message edited by: Jake Monroe ]

Fyron September 29th, 2003 11:45 PM

Re: Space Above and Beyond Mod (a.k.a Space 2063)
 
It must be an odd bug then...


All times are GMT -4. The time now is 02:04 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.