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Fantasy Empires Mod Discussion
Tired of bLasting your enemies with Phased Polaron Beams? Drain their souls instead!
Fantasy Empires mod v1.01 is ready for play. This is a full conVersion, multiplayer-only mod for SE4Gold v1.91. Here's what you get: Three races to choose from with eight distinct characters for each race. Examples: - Elves: Pixies, Elves, Rangers, Centaurs - Orcs: Imps, Goblins, Ogres, Trolls - Undead: Ghouls, Banshees, Vampires, Liches Completely new research tree with over 100 areas to research. Examples: - Magic: Runecraft, Elemental Mastery, Circle Theory, Dark Arts, Metamagic - Skills: Armorcraft, Tactics, Willpower, - Infrastructure: Temples, Fortifications, Mercenary Guilds All new art, mostly from Wizards of the Coast's Magic: The Gathering cards. Check it out -- I'll be starting a game on PBW soon if people are interested! Download it here: http://imagemodserver.mine.nu/SE4sub...EmpiresMod.zip (The mod is also available for download from the PBW mod files library - named Fantasy Empires Mod v1.00 (3 files)) The Version 1.01 patch is also located in the PBW mod library Any feedback is more than welcome - you can post it here or send it to me directly. Thanks! edit: added v1.01 info [ July 16, 2004, 23:58: Message edited by: spoon ] |
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Sounds excellent!
Could this be the mod that kills Adamant? Better get working Fyron you've got competition in the realm of magical mods now. |
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i wanna play it!
but i've got to much going on already. http://forum.shrapnelgames.com/images/icons/icon9.gif |
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Sign me up! One caveat - I want the DWARVES.
BARUK KHAZAD!! KHAZAD AIELIMU!! (translation - "Axes of the Dwarves! The Dwarves are upon you!" - ancient Dwarf battle cry) [ March 17, 2004, 10:27: Message edited by: General Woundwort ] |
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i don't see any dwarves.
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This mod and Adamant are of entirely different approaches. I doubt either would be able to kill the other off. Not that either Spoon or myself want to kill off any mods, mind you.
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It does look like an intriguing concept, and I like what I have seen so far. Please count me in if you set up a game on PBW with this mod. http://forum.shrapnelgames.com/images/icons/icon12.gif (As an Elf kin, or something along these lines)
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bah--the only 2 fantasy type mods are styled for MP play-- wish i could not work-- have a family etc--so i can play em--lol
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You only need to play a turn once each day, or every other day, for most PBW games. It is not a huge time commitment all at once, but spread out over many months. http://forum.shrapnelgames.com/images/icons/icon12.gif
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I'd be interested...
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Great, what race type would you like to play, orcs, elves, or undead?
There are 3 shipssets for each race, so the game can support up to nine players. Anyone else interested? I think if you like any of the following, you'd really enjoy this mod: - fantasy rpgs - hex-and-counter fantasy wargames - reliving your early SE4 days, discovering all the new research areas. Give it a look! |
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I would like to join a PBW game ! http://forum.shrapnelgames.com/images/icons/icon7.gif
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heck i tested your mod against the AI (just to get what your mod is about)
This mod is great ! IMHO its the first total conVersion of SE4. You changed almost everything !! I tired the fallen shipset, and it looks really nice. I have to admit i only designed a skeleton, but the idea behind your mod is great ! I hope you will develope it further, maybe another 2-3 races http://forum.shrapnelgames.com/images/icons/icon12.gif ? ! looking forward for the PBW game !! |
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I'll play as elves... I've been playing a lot of "The Wind Waker" lately on the Gamecube so I could easily get into ruling the kingdom of Hyrule http://forum.shrapnelgames.com/images/icons/icon12.gif
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Ok, I put in the request to have the mod setup on pbw... As soon as that's done, I'll create the game and we can start signing up.
To avoid shipset conflicts, it might help if you post what race and which shipset you'd like to use. They are: Elves: - Drow - Farseer - Kelborn Orcs: - Bloodfist - Eyebiter - Iron Claw Undead: - Demonlord - Fallen - Sorrow Thanks! Hopefully we'll be up and running soon! |
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i for one will choose the undead - fallen. I hope we get the game full. Just in case we dont get enough players for all shipsets, and someone else wants to take an undead race i could as well just switch to another race (just to keep the game interesting not like 3 undeads and no orc or something like that)
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Elves - Farseer for me!
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Suicide Junkie has kindly offered to host the mod, so you can now download it as a single file from here:
http://imagemodserver.mine.nu/SE4sub...EmpiresMod.zip Still waiting for the mod to be hooked up on PBW, but that should happen soon, I hope! |
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All right, the mod is finally set up to run on PBW, and I've set up the first game. It's called, "Fantasy Empires - First Game".
If you want to see any specific settings, let me know. You can check the settings at the bottom of this post. So come on and sign up! And if you have any questions, just ask. Thanks! ----- Starting resources: 20000 Starting planets: 1 Home planet value: Good Score display: all Technology level: Low Racial points: 2000 Quadrant size: TBD Event frequency: Low Event severity: Medium Technology cost: Medium Victory conditions: Last Man Standing Maximum units: 20,000 Maximum ships: 20,000 Computer players: None Neutral empires: None |
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C'mon, I thought there were more than 2 people interested in this game! http://forum.shrapnelgames.com/images/icons/icon9.gif
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Well, like me, they may not have time.
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The Iron Claw Pack has arrived in the realm.
Surrender or die ! Warlord Stryke |
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Welcome Stryke!
We are up to five players now (including myself) I was hoping to get at least six, but whatever the case, I say we start next Monday (Apr 26). So if you were wanting to join in on the fun, do it now before it's too late! |
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whatever you say spoon, im with you !
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Hey all, I just loaded my empire and I chose the elves with the drow shipset. If anyone has already claimed this let me know and I will change it.
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I did choose to take this shipset at the beginning of the game, but I didn't confirm this choice later on, so. And I gather you joined the game before I did, so you should have the priority.
What are the other free shipsets for now? |
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I took Farseer, but I think there's one elf set left... or you could be Orcs or Undead... say, Elves/Orcs/Undead, do I detect a Warcraft 3 influence here? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon12.gif
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Here's what we have so far:
Elves: - Drow - Ddaavvee72 - Farseer - Ed Kolis - Kelborn - Alneyan Orcs: - Bloodfist - OPEN - Eyebiter - OPEN - Iron Claw - Stryke Undead: - Demonlord - OPEN - Fallen - Ragnarok-X - Sorrow - OPEN I'll play whatever race has the fewest members when we start. edit: added Alneyan [ April 23, 2004, 18:08: Message edited by: spoon ] |
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Stryke has been pouring over the data files, and has discovered some bugs (thanks Stryke!!!). A few minor ones, and a couple of major ones. Here is the list:
1) Cannot create ChaosSpawn (drones) (missing "bridge" component) 2) Temple of Light II should require Temple Construction 2 (currently is 1). 3) Mana Matrix III should require Mana Storage 3 (currently is 4) 4) Missing component -- Gargoyle Ward (this makes gargoyles (fighters) nigh invincible, which is bad! 5) Additionally, I want to add "Fighter" as an acceptable target for most spells and weapons. 6) Rune of Gargoyle Control II and III should each require Runecraft I (currently is 3 and 5). This is in addition to the Gargoyle Creation requirements (which are correct) 7) Unused Tech Area - Circle of Cancellation (need to delete it - it was replaced by Unsummon). The major ones, in my mind, are bugs 1 and 4. The first makes it impossible to use Chaos Spawn (Drones). And the fourth makes gargoyles (fighters) unstoppable. Our options are: 1) Go ahead and play anyway! 2) Fix the bugs first! If we go with Option 1, we'll just exclude Drones and Fighters. If we go with option 2, the game may be delayed (or maybe not -- it shouldn't take more than an hour or two to fix, but it might take some time to get it working on PBW (hopefully faster than Last time, though!)). Maybe a week delay? Finally, the fix will come in a "patch" form, so you won't have to download the whole mod again, just a few data files (1 Meg, approx). Opinions??? [ April 23, 2004, 20:32: Message edited by: spoon ] |
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I will take the other Elven shipset then.
I would rather fix the mod before starting the game, to save future hassle. However, you wouldn't need to alter the Empire files, as long as neither the Culture file (I ought to check this one, since it may not be the case. *Curses faulty memory*) nor the Advanced Trait file are altered. These two invalidate any Empire file when they are altered, and likely the min/max/threshold in the settings. (Changing the costs for the actual characteristics do not invalidate Empires however) Unless it happens when you update a game which has yet to be started on PBW. |
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Let's fix it, I like working mods too http://forum.shrapnelgames.com/images/icons/icon12.gif
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The Iron Claws are contempt to wait until they are unleashed. The axes will be sharpened even more and the soldiers will have some bloodlust after listening to the war drums for a bit longer.
Warlord Stryke |
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Allright, fix it I will. And THEN, there will be much suffering!
(on a side note, if any of you had any ideas for other stuff to add/delete/tweak, now would be a good time to bring it up!) |
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Hey Spoon,
any news on the progress with updating those files...? The Iron Claws are a bit impatient by now. They want to collect a few Undead heads and elven ears.... Warlord Stryke |
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Not yet http://forum.shrapnelgames.com/images/icons/icon9.gif (If you can believe it, I haven't had more than an hour's free time since Last Friday. (Well, free time that coincided with access to a computer! (Well, not counting that hour that I spent playing my turns for the too-many SE4 games that I am in... http://forum.shrapnelgames.com/images/icons/icon7.gif )))
My hope is to make the changes tonight, and get them tested and uploaded by tomorrow... Last thing I want to do is have an under-fed, over-eager Orc on my hands! [ April 28, 2004, 23:55: Message edited by: spoon ] |
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Finally finished the patch -- you can download it from the PBW mods library for now (named Fantasy Empires Mod Patch v1.01). I'll put in a request to have this Version supported on PBW, then we can start. Sorry for all the delays - and thanks for being patient!
The zip file is small (57k) and should be extracted to your Space Empires IV Gold folder. There are 6 files in it (facilities, TechArea, Components, VehicleSize, Readme, and ModInfo) that will replace your existing files (so click Yes to overwrite). If you have any questions, lemme know! |
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Great work spoon !
The Iron Claws are ready to conquer the realm. Warlord Stryke |
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is intrigued and wonders how the game goes
[ June 23, 2004, 00:06: Message edited by: Rasorow ] |
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Month 13. The treacherous demon eared elves to the East have began spreading like vermin, threatening our way of life by protecting the forests we like to burn. And to the North, the foul presence of an undead lich queen has us worried. One of our rogue imps burned out the zombie infestation in Vaulttower, and we are expecting retaliation even as we begs and asks for forgiveness.
- Warmaster Stench of the Foot Clan goblinhorde (In other words, it's pretty early in the game, but it is shaping up to be fun!) |
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"The Tales of the Alabaster Tower Nestled in the Evergreen Valley by the Sea Side, or ALastara in short.
Very little happened during the Last two cycles, and the newly-founded Alliance has yet to encounter any resistance. There have been rumours of other sapient life, roaming in the lands; beings called... orcs are said to dwell near our cities. Let it be known that there is no such thing as sapience lying therein. Any proper life form would have expressed interest in knowning about the Elvi'Thna, or at least polite curiosity; instead, these... things have expressed naught but contempt towards our people, and all that we hold dear in our hearts. Let no doubt shroud your beliefs; saying that those orcs are primitive would be a marvel of understatement. The most courteous conversation we had with these creatures have been so enlightening that words fail me, for the meaning of "Scrumph, Gropmp, Trer" are hard to convey with mere sentences alone. All the richness of such a statement speaks figures about the cultural development of these beings, and for a surety it explains why they have no interest in establishing formal relationships with the Elvi'Thnis. As of yet, their... diplomacy remained a mixture of threats, greetings and despite. One of us have been held prisoner for a couple of cycles, and served as translator. How craven one has to be for accepting slavery in the midst of those barbarians; taking his own life, and a few of his captors with them, was the path a proper Elvi'Thna was to follow. Nonetheless, we shall not delve into such matters. So, this renegade served as interpreter, or so we believe, for his knowledge of his own mothertongue was far from being irreproachable. After having received one insult too many, the Elvi'Thnis have withdrawn from any formal negociation with such lifeforms. Ignoring was the most diplomatic answer at our disposal, and fate itself helped us by... removing the turncoat. Rumour has it that he overheard secrets belonging to the Elvi'Thnis; such is only gossip, and does not the slightest grain of truth in it. Likewise, a few dissidents consider that those orcs do not belong to the same group; some of them are said to follow one leader, while the other ones belong to another pack. Idle speculation regarding any creature shall not be tolerated; all mountains may be different from one another, but they remain mountains for all relevant purposes. Lastly, a word of warning to all wardens of the Elvi'Thnis: treachery does not require civilization. Therefore, all soldiers are to remain ready to defend their city at a moment's notice. We shall not take any chance when dealing with these savage hordes, lest carelessness should herald the end of the days of the Elvi'Thnis. Weaver Shahrizai, for the Elvi'Thna Alliance." Now without all the propaganda from these arrogant, isolationist and sneaky Elves: we are at turn 20 or so, and two Orc tribes have already been encountered (one to the north, and the other one to the south). The current focus has been colonization, but a small standing army is being built for now. Besides this, not much is going on, save for the... ahem... tense relationships on the border between Elves and Orcs. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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First, neat mod. And where can I find that patch?
Next are some patchables I noticed. No results/useless: Chaos Rift Item Creation Alchemy 4 & 5 Weaponcraft (for Undead) Undead ferocity Easy fixes: Name := Ghost Tonnage := 2900 Name := Wizard Name := Mage Name := Archmage Ability 2 Descr := A wizard never travels without a shield spell: [%ShieldPointsGenerated] phased shield points. Name := Mobility I Restrictions := One Per Vehicle Name := Vampire (Dire) Tech Level Req 1 := 2 High commander Commander General Sorcerer General Pic Num := 10 "Family" issues: Fear is an armor like Undead Tenacity? Family := 2222 Gringotts Vault & Mana Matrix's Facility Family := 9 Cavalry Stables & Crossbowman Barracks Family := 1304 Name := Conjurer's Tower I & II Name := Dark Tower I & II Name := Celestial Tower I & II Family := 1306 Is it an engine? What is supposed to do?: Name := Resistance I Number of Abilities := 1 Ability 1 Type := Standard Ship Movement Ability 1 Descr := Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Inconsistent/Incomplete: Name := Caravan I Tonnage Space Taken := 4 Tonnage Structure := 40 Name := Caravan II Tonnage Space Taken := 20 Tonnage Structure := 20 Name := Caravan III Tonnage Space Taken := 20 Tonnage Structure := 20 Play balance: Early game "trade kings" with "Marketplace cities" are decidely more advantageous than those waiting on long leadtime Miners/Farmers/Mana Guild researchers. The Marketplace with 1500 total resource generation rivals the long leadtime Capitol City Resources. Undead seem...not-so-dead: Things don't seem riht unless, "Undead" are actually necromatic humans. The undead have no cheap "Medical Bay." Since Undead do not have specialized facilities, how about every undead "ship" has built in medical bay? Also, some inherent "Boarding Defense" ability. Too bad an undead killing cleric "bridge" isn't possible. |
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The current patch is 1.1, but a 1.2 patch is in the plannings (some of the bugs you mentioned will be corrected; others slipped past my attention though, such as the size of the Caravan, not to mention the Ghost problem)
Mobility is the ship equivalent of Afterburners in the stock game, and not a proper engine (Movement is). So it is, and should indeed, be limited to one per vehicle. The Resistance component works as an "armour" against Runes of Petrification (Engine Damage) and the various fear weapons (Weapon Damage). Resistance has a very high structure, which makes it much more likely to be hit when these special weapons make an appearance. But since it is also an engine, every Resistance component you put will lower your maximum speed; so you cannot use this component to become completely immune to Engine/Weapon damage, or to gain "cheap" hitpoints. |
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