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"The Miner\'s Guild" Mod discussion thread.
Mods, mods, mods,.. I guess you are all sick of mods but I just had to try my hand at modding.
"The Miner's Guild" mod is a modded Version of the DevNull Mod v1.70. (which I guess makes this a Mod-Mod) this from the modinfo file... Name: The Miner's Guild Version: v1.701c Author: D. Gervais Built on the Devnull Mod Gold v1.70 (Thanks Geoschmo, Rollo and the DevNull team.) summary of changes in "The Miner's Guild" * New Spelunker race added * New Advanced Traits (positive and negative) * New Player 'Culture' (Miners) * New Modified Shipset (Thanks Atrocities) * New colored Asteroids in keeping with the theme of this mod. * New Splash Screen (Please convert the .jpg to a .bmp before running the Mod.) * New graphics for the 128x128 robo-miners * New "Standard Eden Class" Quadrant map (recomended for playing this mod.) Based on the 'Standard Mid-Life FQM' map. (with more asteroids) * Gameplay balanced to make Asteroid mining a crucial (even critical) part of the game. (AI may suffer, but play with 'Computer Player Bonus' set to HIGH and it should still be a challange.) IMPORTANT! Be sure to convert the intro.jpg to intro.bmp before running the mod. (I only provided a 1024x768 Version, if you play in 800x600 then feel free to rescale the image to fit.) The link below is a temporary link provided by Rollo (Thanks Buddy) If you can/would like to host this mod, feel free to do so. (I thank you in advance) The Miner's Guild Mod Final Note: This mod Is a major departure from the standard mode of play. I cannot stress the importance of robo-mining. Have fun, and please feel free to post your comments here. I would love to hear your feedback. Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif Edit: The Miner's Guild Mod now available in .rar format here.. Miner's Guild Mod (rar) Smaller size too,. 4.6meg. (Thanks SJ) [ February 13, 2004, 15:57: Message edited by: David E. Gervais ] |
Re: "The Miner\'s Guild" Mod discussion thread.
Looks like it will be a fun mod, David. I don't have time to start a game with it now but just looking at the splash screen is amazing enough to me. Excellent work! Having you working on parts of SEV and your abilities as an artist is truely exciting!
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Re: "The Miner\'s Guild" Mod discussion thread.
How do you go about "rescaling" the picture to 600x800? I'll be glad to check this mod out, but I'm not sure what you mean about reformatting the photo for the smaller scale.
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Yeah, what he said, but if you have problems doing that I could be persuaded to make an 800x600 one for you.
Curious,.. is there a reason you don't play in 1024x768? Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif |
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[ February 11, 2004, 20:59: Message edited by: gregebowman ] |
Re: "The Miner\'s Guild" Mod discussion thread.
EDIT: Oh for woah is me, my mod appears to be getting the cold shoulder. http://forum.shrapnelgames.com/images/icons/icon9.gif
I understand, I have a 14" monitor (13" viewable) but It's a very good one .24 dot pitch and the text is very easy to read at 1024x768. I'll be getting a new 17" in about a week or so. I can't wait. Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif [ February 13, 2004, 13:23: Message edited by: David E. Gervais ] |
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well, i barely play SE anymore. but i did read the thread.
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Oh fine, just because you whined, I'll download the mod and if I find time before SEV comes out, I may even play it. http://forum.shrapnelgames.com/images/icons/icon7.gif
I liked remote mining a lot anyway. None of my trade partners are gonna get MY asteroid resources! |
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Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Pretty nifty new graphics. When I try to start a new game, it can't access the empire files by the default folder.
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Are you using the ModLauncher to run the game? It should set up the paths for you. If not, get it off the se4:Gold CD. It's worth it. (you can have several mods installed at the same time.) Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif |
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You know what would be just grand? If there were a way to have SEIV span multiple monitors. I've got 4 monitors hooked up to my XP machine, and I play SE on one, do email on the other, surf on the third, etc....BUT I would love to be able to span all four with SEIVG...I presume the graphics, in this regard at least, is hard coded into the SEIV code...but if anyone know of a way to do it, let me know!
thanks, Alarik Quote:
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Re: "The Miner\'s Guild" Mod discussion thread.
Wow... so if I ever decide to get into a game using this mod, I'll have to stare at a loadscreen practically right out of SE5... IT'S NOT FAIR!!! http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: "The Miner\'s Guild" Mod discussion thread.
I like this mod - I always liked the idea of mining asteroids, and this mod really brings that concept to the fore. One quibble though - it requires that you have to research one (expensive)level of satellites before you get one large enough to put a remote miner on - was this intentional?
(hmm, I wonder what a PBW with this mod would be like...) Also, those Guild Miners look familiar... [ February 16, 2004, 05:41: Message edited by: atari_eric ] |
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David, I have added your mod to SE.net here.
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Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif [ February 16, 2004, 11:02: Message edited by: David E. Gervais ] |
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Both the 'Prospector' and 'Mining Base Ship' have -90% Maintenance. So you be the judge. http://forum.shrapnelgames.com/images/icons/icon12.gif
Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif |
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If you would like to experience the Greatness yourself, go here.. Miner 2049'er and Bounty Bob Emulator I hope this explains everything to your satisfaction. Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: "The Miner\'s Guild" Mod discussion thread.
wow, neat. I used to love miner 2049er.
you know, its awfully easy to make profitable ships with this thing - ones that do not even require mining. the maintenance reduction is so high for some of the hulls, a little race bonus should put you over the top. |
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I think that the racial bonus and the vehicle ability stack multiplicitively, not stack linearly. So, you can not get lower than 0% maintenance unless the ship has a reduction of greater than 100, or you alter the settings so that you can take more than 100 points in maintenance reduction.
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Are you using the ModLauncher to run the game? It should set up the paths for you. If not, get it off the se4:Gold CD. It's worth it. (you can have several mods installed at the same time.) Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">David, i had the same problem the other day when I finally started to play this mod. I went to the existing races button, and nothing came up. My mod is in it's own folder, but for some reason the computer can't find your races folder. I had to create my own race. What can be done to fix this? |
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Let the game generate races randomly.
Then save their .EMP files. That's all. I have almost never added AIs by their EMP files, myself. Unknown aliens for an unknown universe. |
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Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod. As for the new Race, I added them to the 'Quick Start' races and you can choose their portrait/shipset in the new race selection. But never thought of creating .emp files for them, seeing that they meant to be a player race, not AI. I didn't see the point. Most if not all players prefer to create their own races anyway. I don't think I have ever played 'existing empires'. But I might be wrong.
Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif |
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*klonks David over the head with a Shovel. Since you added new racial traits, the old Devnull Mod Gold .emps won't work anymore. That's why you deleted them in the first place, remember? http://forum.shrapnelgames.com/images/icons/tongue.gif [ February 19, 2004, 20:45: Message edited by: Rollo ] |
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Wait, what Version is that again?
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*klonks David over the head with a Shovel. Since you added new racial traits, the old Devnull Mod Gold .emps won't work anymore. That's why you deleted them in the first place, remember? http://forum.shrapnelgames.com/images/icons/tongue.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Thanks Rollo, a good klonk always clears the head. I actually forgot about that. So yeah, create your own new .emp files, yeah, yeah that's the ticket. http://forum.shrapnelgames.com/images/icons/icon12.gif Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Hmm, bit of a problem.
I, naturally, played without remote mining, and I've survived to the third decade while building up an, IMO, decent economy. Just had my first fight with fighters, and well, the AI can't shoot at my fighters... It was a total slaughter. The PDCs only go after missiles... and the APBs are looking at 1% accuracy at best. Is there any hope for the AIs to develop anti-fighter weapons? |
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which AI was that?
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I think that 5% or so is the least you can pay in upkeep on a ship under any conditions. I often start with a few pre-created AI empires as well as random ones just to ensure I will play against the United Floral and the Space Monsters for example. The empires folder is empty and the devnull ones won't work as has been mentioned above. In quickstart (not that ANYONE EVER uses that,) the Spelunkers have a description identical to the Praetorians (which kind of seems to fit, but still.) I've converted the splash screen to a bitmap of the appropriate size, but can't see it (launching from modpicker.) That's probably just me doing something wrong like placing it in the wrong directory. For a mod that's nearly the size of Devnull (27Mb) I just expected more. Why don't you have someone create and playtest a few AI empires and add them to the next Version? Also, the menu buttons are a bit too flashy for my taste. It would probably be less jarring without that "shiny gloss" effect. Asteroid images fit the theme though, and it's frightening that they can go over 300% http://forum.shrapnelgames.com/images/icons/icon7.gif Three or four starbases can probably supply my entire empire for a while. |
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I like the buttons you did for the mod, but why not expand them to include the rest of the orders?
...and perhaps increase the "glow" for the activated ones. http://forum.shrapnelgames.com/images/icons/tongue.gif [ February 24, 2004, 22:09: Message edited by: Captain Kwok ] |
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