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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... |
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. |
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.
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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.
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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
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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. |
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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 ! |
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 |
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 ] |
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!
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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. |
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
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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.
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We are just thinking out loud. |
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. |
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. |
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[ September 25, 2003, 00:30: Message edited by: Imperator Fyron ] |
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 ] |
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
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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 |
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.
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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? |
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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. |
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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.
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[ September 28, 2003, 20:01: Message edited by: Imperator Fyron ] |
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 ] |
Re: Space Above and Beyond Mod (a.k.a Space 2063)
It must be an odd bug then...
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