.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   ExMod 1.12has arived (http://forum.shrapnelgames.com/showthread.php?t=12228)

The Frenchmen June 9th, 2004 12:58 AM

ExMod 1.12has arived
 
Download ExMod

This mod requires

image mod pack
(planet mod pack, comp mod pack, facility mod pack)

plz, tell me what you think http://forum.shrapnelgames.com/images/icons/icon7.gif

(btw, play on high technology cost and it KILLS the 'tech race')

I'm sure this isn't as good as the adamant mod, and i did rip of many ideas from other mods (if you want me to take them out, just ask me) but its my own little mod and i lie it =P. Please tell me what you think =)

[ June 29, 2004, 23:07: Message edited by: The Frenchmen ]

Atrocities June 9th, 2004 01:03 AM

Re: ExMod 1.09 has arived
 
I just downloaded it and will give it a spin but from what I see it looks like it will be a interesting and fun mod to play.

The Frenchmen June 9th, 2004 02:05 AM

Re: ExMod 1.09 has arived
 
i thought i should add, remote mining is a major part of this mod =)

Atrocities June 9th, 2004 02:29 AM

Re: ExMod 1.09 has arived
 
So far so good. http://forum.shrapnelgames.com/images/icons/icon7.gif Very nice work here TF. http://forum.shrapnelgames.com/images/icons/icon7.gif Very nice indeed.

JLS June 9th, 2004 02:37 AM

Re: ExMod 1.09 has arived
 
If I am not mistaken, the zip file is set to overwrite the main se4 Data files, you may want the MOD to have its own folder TF. Then a PATH.txt to take us there. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 09, 2004, 01:48: Message edited by: JLS ]

Atrocities June 9th, 2004 02:53 AM

Re: ExMod 1.09 has arived
 
I unzipped it into a seperate folder so this did not effect me. But good point.

JLS June 9th, 2004 03:01 AM

Re: ExMod 1.09 has arived
 
As did I; however, TF you will need to add some more folders to your future directory; otherwise, se4 may error…

[ June 09, 2004, 15:23: Message edited by: JLS ]

Paul1980au June 9th, 2004 08:49 AM

Re: ExMod 1.09 has arived
 
Good work though you may want to make modifications (expand the mines tech tree) to say 8 levels.

JLS June 9th, 2004 04:09 PM

Re: ExMod 1.09 has arived
 
Frenchmen, this is a fun mod. Nice job.

Fyron June 9th, 2004 08:21 PM

Re: ExMod 1.09 has arived
 
What would you like your mod's entry on SE4 Mods List to say?

The Frenchmen June 10th, 2004 01:56 AM

Re: ExMod 1.09 has arived
 
Quote:

Originally posted by Paul1980au:
Good work though you may want to make modifications (expand the mines tech tree) to say 8 levels.
<font size="2" face="sans-serif, arial, verdana">Done and done! =) This is what i want, tell me what to add, after working on a mod for a while i find my ideas tend to get a bit stale, thanks! =)

(also, if anything is overpowered, tell me)

oh, and you may or may not of noticed, but i added a few runin techs =)

Quote:

Originally posted by Imperator Fyron:
What would you like your mod's entry on SE4 Mods List to say?

<font size="2" face="sans-serif, arial, verdana">hmm...

Incorporates severl ideas from other mods and adds many new ruin techs, regular techs, ship sizes, and plants.

[ June 10, 2004, 00:58: Message edited by: The Frenchmen ]

Atrocities June 10th, 2004 05:26 AM

Re: ExMod 1.09 has arived
 
So far I have not noticed any bugs with your mod, I am about 55 turns into my game and all is going well.

The Frenchmen June 26th, 2004 09:56 AM

Re: ExMod 1.09 has arived
 
ExMod 1.03 is out, and remember, i'm always open to criticism =)

ExMod now has a website!
http://24.82.179.178/exmod/exmod.html
or if you dont mind popup adds
www.SpaceEmpirsExMod.tk

Download ExMod 1.03!

[ June 26, 2004, 09:02: Message edited by: The Frenchmen ]

Abdiel June 26th, 2004 12:13 PM

Re: ExMod 1.09 has arived
 
Hey hope i'm not nitpicking here. Just happened to notice a few typos, like "invisable" mine and "Acient Worldship"

When I was creating a new game there were a few errors, sometimes multiple times, probably the AI trying to pick the Lucky trait. I copy:

-Unknown value "Lucky" for Race Opt 3 Adv Trait 3 in record "Toltayan"
Same thing happened to the Fazrah race.

I like the Huge trait http://forum.shrapnelgames.com/images/icons/tongue.gif amazing home planet http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron June 26th, 2004 06:08 PM

Re: ExMod 1.09 has arived
 
Please include appropriate credits information for FQM in your mod download. Thanks.

Also, there is no credit information for the Space Monsters. Credit should be given to Rollo.

"Poor Bastards" trait states that it doubles chance for bad events, but it only increases the chance by 50%, not 100%.

Are you aware that a player could take both Advanced Storage Techniques and TIny Race, thus leading to 90% more space on their planets?

[ June 26, 2004, 17:11: Message edited by: Imperator Fyron ]

Ragnarok-X June 26th, 2004 09:31 PM

Re: ExMod 1.09 has arived
 
im interested in this mod, unfortunally both this thread and the homepage does not contain ANY info at all. You should at least write up a small summary imho.

The Frenchmen June 27th, 2004 12:09 AM

Re: ExMod 1.09 has arived
 
Quote:

Originally posted by Imperator Fyron:
Please include appropriate credits information for FQM in your mod download. Thanks.

Also, there is no credit information for the Space Monsters. Credit should be given to Rollo.

"Poor Bastards" trait states that it doubles chance for bad events, but it only increases the chance by 50%, not 100%.

Are you aware that a player could take both Advanced Storage Techniques and TIny Race, thus leading to 90% more space on their planets?

<font size="2" face="sans-serif, arial, verdana">All done/fixed/changed

Thanks, I’m sure there’s going to be tons of little things like this, its my first mod afterall =P

Quote:

Originally posted by Ragnarok-X:
im interested in this mod, unfortunally both this thread and the homepage does not contain ANY info at all. You should at least write up a small summary imho.
<font size="2" face="sans-serif, arial, verdana">I added a info thing to my web site, you can check in out in my sig or just click Here

Quote:

Originally posted by Abdiel:
Hey hope i'm not nitpicking here. Just happened to notice a few typos, like "invisable" mine and "Acient Worldship"

When I was creating a new game there were a few errors, sometimes multiple times, probably the AI trying to pick the Lucky trait. I copy:

-Unknown value "Lucky" for Race Opt 3 Adv Trait 3 in record "Toltayan"
Same thing happened to the Fazrah race.

I like the Huge trait http://forum.shrapnelgames.com/images/icons/tongue.gif amazing home planet http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Of corse your not nitpicking Abdiel! Fixed the typos, and I’m working on the new AI files for lucky. Huge trait? The tiny race one that fyron typed about? I changed that a bit =P


Thanks for the criticism! I’m trying to make this mod as good as it can be, any suggestions/comments are welcome, and I’ll try to get back to you as soon as I can =) thanks!

Abdiel June 27th, 2004 01:59 AM

Re: ExMod 1.09 has arived
 
Hey, a few more things I noticed in your mod.

-On High Tech level, Gas Colo is still incomplete at level 1.
-The Base Space Yards components have 7000kT mass, they can't be fitted on any bases without a scale mount, and I don't see any.
- The Base Space Yards, on right clicking, have an image to them but in the Components Available panel they're just red-outlined squares with I, II, III, IV, V in each of their boxes.
- Adding more than one hull, I get the error "Only 1 component of type (first hull added) is allowed per vehicle." when it should say only one hull is allowed.
- In the Abilities box, all the ships from Cruiser to Dreadnought are abbreviated as SD, which I presume refers to the Super Dreadnought immediately following.
- Maybe you could use more racestyles, for such a good new mod we want some new faces! (hehe)
- The default races are still trying to select "Lucky" trait instead of your "Lucky bastards" trait which generates an error on creation.
- [edit] I edited out the sound error, thinking it was only my settings, but apparently not. Every window button (things like load game, etc) creates a Windows error beep, I've flipped Classic sound effects on and off but it's not resolving the problem.
- [edit] Maybe you could have your own savegame folder. It's defaulting to the SEIV one.

Ehehe. I feel bad for adding work on you first thing in the morning http://forum.shrapnelgames.com/images/icons/tongue.gif Breakfast time!

Abdiel

[ June 27, 2004, 01:04: Message edited by: Abdiel ]

Phoenix-D June 27th, 2004 02:15 AM

Re: ExMod 1.09 has arived
 
The "only one X allowed" thing is not modable unfortunately. MM didn't anticipate modders doing that particular trick (amoung many others!)

The Frenchmen June 27th, 2004 03:15 AM

Re: ExMod 1.09 has arived
 
Quote:

Originally posted by Abdiel:
Hey, a few more things I noticed in your mod.

-On High Tech level, Gas Colo is still incomplete at level 1.
-The Base Space Yards components have 7000kT mass, they can't be fitted on any bases without a scale mount, and I don't see any.
- The Base Space Yards, on right clicking, have an image to them but in the Components Available panel they're just red-outlined squares with I, II, III, IV, V in each of their boxes.
- Adding more than one hull, I get the error "Only 1 component of type (first hull added) is allowed per vehicle." when it should say only one hull is allowed.
- In the Abilities box, all the ships from Cruiser to Dreadnought are abbreviated as SD, which I presume refers to the Super Dreadnought immediately following.
- Maybe you could use more racestyles, for such a good new mod we want some new faces! (hehe)
- The default races are still trying to select "Lucky" trait instead of your "Lucky bastards" trait which generates an error on creation.
- [edit] I edited out the sound error, thinking it was only my settings, but apparently not. Every window button (things like load game, etc) creates a Windows error beep, I've flipped Classic sound effects on and off but it's not resolving the problem.
- [edit] Maybe you could have your own savegame folder. It's defaulting to the SEIV one.

Ehehe. I feel bad for adding work on you first thing in the morning http://forum.shrapnelgames.com/images/icons/tongue.gif Breakfast time!

Abdiel

<font size="2" face="sans-serif, arial, verdana">The BSY does work, but only with the Moonbase. It builds so fast so i made it HUGE.

I just had the same problem with the windows error sound, and i found the problem. Your using a mod directory, and there are only two sounds in the sounds file. It doesn't have any of the original SE4 sounds...you have to copy them in or copy my sounds folder into your SE4 root.

That lucky trait is gunna take some work =P it should be fixed in 1.05 or 1.06

The BSY image shouldn't be messed up if you have the latest image mod pack, but just in case I’ll send some pics for it in the next patch.

I'd love to add the entire race folder I’ve got on my comp, but not only are they other people’s races but it would add to the file size of the mod. I am going to do a few originals just for the mod, but you can add as many races as you want to your own game =)

Abdiel June 27th, 2004 03:28 AM

Re: ExMod 1.09 has arived
 
Hmmmm. I thought my ImageMod was up to date. Nevermind I'll go download it again http://forum.shrapnelgames.com/images/icons/icon7.gif

Maybe you could put the racepacks on your website? A simple credit acknowledgement would probably suffice http://forum.shrapnelgames.com/images/icons/icon7.gif

Abdiel

Abdiel June 27th, 2004 09:04 AM

Re: ExMod 1.09 has arived
 
Okay I've got the newest ImageMod packs... I think. http://forum.shrapnelgames.com/images/icons/tongue.gif

Still, I've got a couple of errors. As of now:

- Unable to load bitmap c:\...\pictures\systems\1024x768\nebulae9.bmp
- I recall it asked to load blackhole3.bmp once before, which I didn't have, too
- Oh. in the empire creation part, "fuedal" should be "feudal" http://forum.shrapnelgames.com/images/icons/tongue.gif
- Small Arms and Heavy Infantry Weapons I (at least for now) have 100kT damage resistance. Isn't this way too high? Nobody would be able to use troops once I build 50 of these, for a paltry cost indeed.
- Another typo: "...verry rare, massive, ship on this planet..."

Will edit as I find more stuff. I wonder if most of it is happening to me only.

Abdiel

[ June 27, 2004, 08:11: Message edited by: Abdiel ]

Fyron June 27th, 2004 09:17 AM

Re: ExMod 1.09 has arived
 
Quote:

- Unable to load bitmap c:\...\pictures\systems\1024x768\nebulae9.bmp
<font size="2" face="sans-serif, arial, verdana">You need to get FQM Deluxe from http://fqm.spaceempires.net/ . Install it, then move the files in the FQM Deluxe\Pictures\System folders to the stock Pictures\System folders, with the possible exception of Starmap.bmp (you may or may not prefer the stock one to the one in FQM Deluxe).

Abdiel June 27th, 2004 09:23 AM

Re: ExMod 1.09 has arived
 
Ahhhh. Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

I've got Adamant FQM so I'll just copy those over. Should work, I presume?

But where to get generic_portrait_infantry.bmp?

The Frenchmen June 27th, 2004 11:19 AM

Re: ExMod 1.09 has arived
 
Quote:

Originally posted by Abdiel:
Okay I've got the newest ImageMod packs... I think. http://forum.shrapnelgames.com/images/icons/tongue.gif

Still, I've got a couple of errors. As of now:

- Unable to load bitmap c:\...\pictures\systems\1024x768\nebulae9.bmp
- I recall it asked to load blackhole3.bmp once before, which I didn't have, too
- Oh. in the empire creation part, "fuedal" should be "feudal" http://forum.shrapnelgames.com/images/icons/tongue.gif
- Small Arms and Heavy Infantry Weapons I (at least for now) have 100kT damage resistance. Isn't this way too high? Nobody would be able to use troops once I build 50 of these, for a paltry cost indeed.
- Another typo: "...verry rare, massive, ship on this planet..."

Will edit as I find more stuff. I wonder if most of it is happening to me only.

Abdiel

<font size="2" face="sans-serif, arial, verdana">Fixed the troop weapons, i never noticed that =/ thanks!

fixed the typo =P


I'm sorry, i dont know what your referring to when you say empire creation part

Now i gota start working on a race pack =)

Abdiel June 27th, 2004 11:38 AM

Re: ExMod 1.09 has arived
 
I'm referring to either the Empire Name or the other...

Oh oops. I just checked, it's the Emperor Title. "Fuedal King" and "Fuedal Lord", should be "Feudal" rather http://forum.shrapnelgames.com/images/icons/icon7.gif

Whoo! Great to see you're working on the mod http://forum.shrapnelgames.com/images/icons/icon7.gif I only play mods with people still working on them, hehe. Bugs and massive imbalances ruin the game for me, even if I can take advantage of them... purist me http://forum.shrapnelgames.com/images/icons/tongue.gif

Abdiel

Fyron June 27th, 2004 05:53 PM

Re: ExMod 1.09 has arived
 
Quote:

Originally posted by Abdiel:
Ahhhh. Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

I've got Adamant FQM so I'll just copy those over. Should work, I presume?

<font size="2" face="sans-serif, arial, verdana">Yep.

Quote:

But where to get generic_portrait_infantry.bmp?
<font size="2" face="sans-serif, arial, verdana">Adamant has such a file in its Pictures\Race Generic folder. I believe it is different from the one in Proportions.

The Frenchmen June 27th, 2004 06:46 PM

Re: ExMod 1.09 has arived
 
Quote:

Originally posted by Abdiel:
I'm referring to either the Empire Name or the other...

Oh oops. I just checked, it's the Emperor Title. "Fuedal King" and "Fuedal Lord", should be "Feudal" rather http://forum.shrapnelgames.com/images/icons/icon7.gif

Whoo! Great to see you're working on the mod http://forum.shrapnelgames.com/images/icons/icon7.gif I only play mods with people still working on them, hehe. Bugs and massive imbalances ruin the game for me, even if I can take advantage of them... purist me http://forum.shrapnelgames.com/images/icons/tongue.gif

Abdiel

<font size="2" face="sans-serif, arial, verdana">Ah, thanks! fixed

The Frenchmen June 27th, 2004 08:31 PM

Re: ExMod 1.09 has arived
 
ok, exmod 1.06 is out =)

tell me whats wrong with it =P

Abdiel June 28th, 2004 07:15 AM

Re: ExMod 1.09 has arived
 
Here goes nitpicking. http://forum.shrapnelgames.com/images/icons/tongue.gif

- Emperor Titles - Queen Augustus has a period after the name
- I notice only 4 race types available, I assume you're working on the rest http://forum.shrapnelgames.com/images/icons/icon12.gif
- Please update history in readme, makes our lives easier http://forum.shrapnelgames.com/images/icons/icon7.gif
- You might want to consider raising the cost of Infantry. On my HomeWorld on the first turn I can build 330 of them, I don't know if you think that's too high or too low, but for me it's just a little high, given they affect planet happiness as well... Perhaps make them slightly more powerful in damage resistance but at a significantly higher cost. Or raise the number of troops / happiness, but that's well... radical. WOOOOH! Happiness from Happy to Jubilant in 1 turn. http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif
- Racial trait +2 movement points is a little overpowered. I see your engines generate .5 movements each, so were you thinking of 2 points = 1 real movement? At 1000 points that's one trait i'm always gonna take, great for all situations including combat =P
- Hmm on all AI options being strong, they spend their first turn on an escort, then 62 (!) satellites, just a little overkill? Perhaps you could tweak them to build less, and newer Versions more.
- typo: An unfortunate accident resulted in a plethora of radioactive "materails" being spread about the planet...
- typo: Our empire has "herd" rumors of an ancient alien city on this planet.
- ERrrr oh no. My new colony with 4M population has only 80 80 80 construction rate? 47.5 years to build a space port.
- Bug: On high technology, your homeworld colo tech starts at level 1, but the other techs are already at 3.
- Are there a lot of alien ruins, or is it just my imagination? on a medium map I'm counting no less than 50 (!).

Okay that's all for now. Need to get back to studying http://forum.shrapnelgames.com/images/icons/tongue.gif

Addicted Abdiel

Abdiel June 29th, 2004 03:54 AM

Re: ExMod 1.09 has arived
 
(newbie speaking). Why's the topic of this thread changed, yet it doesn't show up with a red pin?

And i'm looking forward to the next instalment! http://forum.shrapnelgames.com/images/icons/icon7.gif

Abd.

Abdiel June 29th, 2004 07:07 AM

Re: ExMod 1.09 has arived
 
Here I go...

-Empire name: "Army of steel". "Steel" would be a facelift http://forum.shrapnelgames.com/images/icons/icon7.gif Hope you don't mind this really small detail.
-Similarly, "Barren realms elite", "Biomenac biomenace", "Blank" (?), "Comander88's Space Dock" should be "Commander88", "Common knowledge", "Crystal caves", "Dueling starships", "Empire of darkness", "Endless horror", Fates of twinion", "Fire and ice", "Global domination", "Governmental control", "Knights of xentar", "Machine nation", "Metal marines", "Selkis lii(?)", "Speices 8472" should be "Species", "Star crusaders", "Stardef star defence", "Stellar conquest", "Techno freak"?. WOW! You added a lot of nice names!
-I suppose you mean "Elerian Elevators from hell" the way it is?
-"Elvis-n-Space" supposed to be "in"? "The Maquis" supposed to be The Marquis? or not.
- Emperor Title: "Judex Surpreme" should be "Supreme", "Regeant" should be "Regent", "Superintendant" should be "Superintendent".
- WHEW, facelifts part over!
- Hmmm Culture Modifiers have been changed to a range of -20 to +40. Wow. But it's your choice http://forum.shrapnelgames.com/images/icons/icon7.gif
- Racial Traits: Efficiency freaks. "Freaks". Advanced Storage and Tiny both give you 130% but Tiny, according to the description (i don't read code =P), gives the same bonus. Perhaps tone Storage down to 120% or raise Tiny to 140%?
- Why are there 3 Moody's? typo under Suicidal: "loses" should be "losses". ROFL I love suicidal!
- Typo in Demeanor: "Sleezy" should be "Sleazy", "Venegful" should be "Vengeful".
- Game starts... http://forum.shrapnelgames.com/images/icons/tongue.gif
- Why is the reason for Basic Bridge? why does it come after the normal one?
- "We are reciving an automated message from this planet."
- "We have reason to belive there is alien technolegy on this planet."
- The "Burger King" description should have "engraved" instead of "ingraved".
- The description of the ship the size of an entire moon gets truncated at "imperial marki"...
- The description for the buried resupply base should read "bases" instead of "base".
- Space port costs 38kT? holy. Resupply, Space Yards, 12k and 20k? Oh goodness me.
- My Homeworld has 0% reproduction at Indifferent happiness. Something's not right... 12/16B at this stage.
- Advanced Power Conservation is quite cheap at 1000...
- Colo Tech at High Tech Level is still bugged. I get lvl 1 tech instead of 3 for homeworld type tech. Does the game allow this to be modded?
- Typo? "Multy-Pumped Quantum Engine I".
- Hey are you serious about the high level hulls having such incredible damage resistance? Combat won't finish in 30 rounds, by my guess... Haven't got around to testing that... And the hulls are way cheap!
- Small typo in Large Fighter Bay. "fighter" should be "fighters".
- Have you tested whether Research from ships gets back to the Empire without a Spaceport in that system?
- The Continuous Anti-Proton Beam states in its description +65% to hit, but isn't in the Abilities. Is it for real?
- "___ Laser Turret" has a typo "powerfull".
- "Kazar Beam Cannons" has typo "streems".
- "Negitive Ion beams"? Or "Negative"? same thing in description, so i don't know.
- PD missiles! WOW! Maybe could add some Rad cost.
- Hydrogen Bombs have higher levels?
- 1M reasearch points for Colo Tech Level 2.. high?

Gotta go! http://forum.shrapnelgames.com/images/icons/tongue.gif

Abdiel.

The Frenchmen June 29th, 2004 07:17 AM

Re: ExMod 1.09 has arived
 
Ok, ExMod 1.07 is out with a few changes/fixes... 1.08 on the way =)

Queen Augustus fixed

race types?

oops, I forgot the history in 1.06 =/, its in 1.07

removed troop happiness modifiers

+2 movement was too much, but I didn't want to change it into only +1...its almost like taking something out of the mod =P, so I split it into two different race traits.

I spose 62 sats may be overkill, but think of it as compensation for a stupid AI...its a price to pay for playing hard... anyways, the AI is soooo easy, I thought it might add some spice =)

Fixed the 'materials' typo, it'll be in the next release (after 1.07)

Its true, a population of 4mill wont build very fast. You have to bring more people to the planet, this is done for 2 reasons... 1) you cant just get a bunch of colonies with 4mill people set up and producing in under 1year, and 2) you might think twice before glassing that enemy planet and capture it for yourself =)

going to change the rune tech placement in 1.08

The Frenchmen June 29th, 2004 09:06 AM

Re: ExMod 1.09 has arived
 
sorry, i started working on that Last post in the morning, went out, came back, and finnished it at 11:00pm =/ (i kept the window open and didn't refresh)

so this is a reply to your new post...

You can see fixs/changed at the ExMod History Page

The basic brige is for transports or colony ships, anything non-combat

1.08 is out! =)

got another list of things to fix? or ideas for components?

oh, and i added you to the modinfo file, hope you dont mind =P

[ June 29, 2004, 08:14: Message edited by: The Frenchmen ]

Abdiel June 29th, 2004 09:45 AM

Re: ExMod 1.09 has arived
 
LOL I'm flattered. Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

No, nothing yet http://forum.shrapnelgames.com/images/icons/icon12.gif Once a day is by far enough http://forum.shrapnelgames.com/images/icons/icon7.gif Perhaps later, if I can find enough time out of my revision. Test week, this.

Abd.

Abdiel June 29th, 2004 10:10 AM

Re: ExMod 1.09 has arived
 
Hmmm. I got tempted.

-Error during Galaxy creation: Stellar Ability Types Data Files Errors: c:\...\space empires iv gold\exmod 1.08\data\stellarabilitytypes.txt
and in the box below: Could not find field "Ability 68 Chance" in record 1.
- But a galaxy did get created, don't know what difference it makes, though.
- You missed out some capitalizations in Empire Names.
- Add a +Space Combat stats kind of racial trait?
- Could all the names with special characters be removed/changed? On machines running different language packs simultaneously, as would people from all over the world, some names get garbled into undecipherable things.
- Space ports, Resupply Depots, and Space yards still have a prohibitive cost. I can't set up any colonies at any speed this way...
- I hope you tweaked the number of militia per population.... with Huge planets going up to 21B, troops are either going to be extremely powerful, or are going to become obsolete. You'd need way too many troop ships to even consider a war capturing colonies.

Okay. Time to resist the temptation to test. Wave http://forum.shrapnelgames.com/images/icons/icon7.gif

Abd.

The Frenchmen June 30th, 2004 12:05 AM

Re: ExMod 1.09 has arived
 
Well, 1.09 is available for download

I'm not sure if you can add a +space combat stat racial trait =(

I could only find one or two missing caps in the names text files, feel free to tell me what i missed =)

Working the the diffrent charactors

The idea around the space ports is that their massive structures, and therefore take a long time to build if you don’t have millions and millions of people (350million and on emergency build it takes 6 turns...with out any race modifiers)

A huge planet with 21B people, I wouldn't try to take it over right away... I'd kill some pople off first then drop my troops. But smaller planets with less then 1billion people should fall rather easily. But remember, it takes a LONG time to get a planet with 21billion people, exept if its a homeworld or sompthing.

Abdiel June 30th, 2004 07:28 AM

Re: ExMod 1.09 has arived
 
Hmm my concern about space ports was that it made the game go too slow, way too slow. The stock game itself is slow enough already on a large map, and that's with me taking every single planet effortlessly.

And there's no way to transport some 340M people onto a colony, unless I lose a lot of engines. And well, personally, I hate slow games, slow ships... Oh yeah. So I'll take natural merchants, save myself a few years! http://forum.shrapnelgames.com/images/icons/icon7.gif

Kill some population first? But that'd also mean destroying a whole load of facilities, cargo, etc... then i might as well not take it over.. Perhaps a solution would be to make facilities Last longer by having a lower chance of being hit, or killing more population per damage point... I'm sure something can be done.

Abd.

And no, haven't tested 1.09. Too tired today http://forum.shrapnelgames.com/images/icons/icon7.gif

The Frenchmen June 30th, 2004 08:41 AM

Re: ExMod 1.09 has arived
 
A transport with starting tech gets 330mill on it, the colony ship gets 34mill (with one cargo bay) thats 364million. After you turn emergency build on it takes 0.6years - not so bad if you ask me =P. The other way is natural merchants... no space port needed =)

Also, theres a neutron bomb that only kills population for that planet with 21billion =)

Abdiel June 30th, 2004 11:29 AM

Re: ExMod 1.09 has arived
 
Ahh yes. I thought of the transport soon after I posted http://forum.shrapnelgames.com/images/icons/tongue.gif But still that'd set my colonization and land grab far back, by half since a transport takes about as much time as a colonizer. Then again, everyone's set back as much... true. Good point =) Does your AI know to build transports to send population?

Oh yes. I didn't think of the neutron bomb. Eheheheheh. Now there's a thought. *evil laugh*

Abd.

Abdiel June 30th, 2004 11:32 AM

Re: ExMod 1.09 has arived
 
Oh wait. Still, could you lower the costs somewhat? 6 months on emergency build leaves little time for any development, and the slow time would absolutely kill... The gameplay would slow to a crawl.

If you could bring it down to 6 months on normal build AFTER you transport population, now that would be just about balanced. The player is glad that his strategy of transporting population has worked somewhat. And you do have a point, that it is far more realistic that way. (put it in the mod desc!)

Oh yeah. Want me to write a modinfo?

Abd.

dogscoff June 30th, 2004 03:14 PM

Re: ExMod 1.09 has arived
 
Quote:

But where to get generic_portrait_infantry.bmp?

.../...

Adamant has such a file in its Pictures\Race Generic folder. I believe it is different from the one in Proportions.
<font size="2" face="sans-serif, arial, verdana">Or, you culd leave the file out of your mod and just instruct ppl to download the neo-expansion pack from my website. It contains a generic infantry pic, as well as infantry and other neostandard pics for numerous stock races.

The Frenchmen July 1st, 2004 02:41 AM

Re: ExMod 1.09 has arived
 
Yeh, I gess it does take too long to build a space port, hehe, Its changed.

Also, I need your opinion

http://24.82.179.178/exmod/banners.html

what banner looks the best?

and sure, write mod info =) any help is good

[ July 01, 2004, 01:44: Message edited by: The Frenchmen ]

Abdiel July 1st, 2004 05:20 AM

Re: ExMod 1.09 has arived
 
LOL all very nice! Except for some of the dark-red-on-black-background ones, everything looks good and clear.

Use them all! just set it to choose a different one to show each time http://forum.shrapnelgames.com/images/icons/tongue.gif no idea how though, just know it can be done.

Can't test today. Last test tomorrow, big history. http://forum.shrapnelgames.com/images/icons/icon9.gif *shudder*

Abd.

narf poit chez BOOM July 1st, 2004 07:01 PM

Re: ExMod 1.09 has arived
 
I like this one:

http://24.82.179.178/exmod/images/red.jpg

But we all know which one of us is the artist, don't we? http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 01, 2004, 18:04: Message edited by: narf poit chez BOOM ]

David E. Gervais July 2nd, 2004 01:06 AM

Re: ExMod 1.09 has arived
 
I like this one..

http://24.82.179.178/exmod/images/grad1.jpg

But they are all good. Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

The Frenchmen July 2nd, 2004 08:28 AM

Re: ExMod 1.09 has arived
 
Quote:

Originally posted by Abdiel:
LOL all very nice! Except for some of the dark-red-on-black-background ones, everything looks good and clear.

Use them all! just set it to choose a different one to show each time http://forum.shrapnelgames.com/images/icons/tongue.gif no idea how though, just know it can be done.

Can't test today. Last test tomorrow, big history. http://forum.shrapnelgames.com/images/icons/icon9.gif *shudder*

Abd.

<font size="2" face="sans-serif, arial, verdana">Last test? leaving =P

and thanks for your opinions on the banners, i think i'm going to use a rotating script or sompthing

The Frenchmen September 3rd, 2004 10:20 PM

Re: ExMod 1.09 has arived
 
The ExMod homepage has moved to

ExMod Homepage

Thanks for your patience =)

Fyron October 10th, 2004 05:09 PM

Re: ExMod 1.09 has arived
 
The link to download the mod on the web site is broken.

The Frenchmen November 12th, 2004 06:28 PM

Re: ExMod 1.10has arived
 
ExMod 1.10 is out! download your copy today http://forum.shrapnelgames.com/images/smilies/happy.gif


All times are GMT -4. The time now is 01:18 PM.

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