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Stellar Manipulation Mods
I took the time to put all of the stellar manipulations into their own tech areas. Warp point, storm etc... now have their own removable areas. The "stellar manipulation" tech area no longer exists, it has been divided into 8 tech areas including "multiple resource production" for the Monolith Facility. I also renamed the stellar manipulation components. For example, Gravitational Condenser is now "close warp point," making it easier to identify components.
I created the new tech areas because my co-workers do not like to play with warp point manipulation, but they still like storm manipulation. You may want to modify tech area costs, I didn't mess with that. |
Re: Stellar Manipulation Mods
Oops, I didn't attach the file. The file was created with winzip.
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Re: Stellar Manipulation Mods
You might want to post this in the MOD forum/
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Re: Stellar Manipulation Mods
Umm, Kimball. You shouldn't have made new topic in mod forum. Moderators have tendency to delete them. You should put it INSIDE SE4 topic (the one created by Richard).
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Re: Stellar Manipulation Mods
My bad. I am new to the forum, won't happen again!
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Re: Stellar Manipulation Mods
Thats a pretty cool mod, man. I wanted to do that a while back to stop warp point abuse, thats totally cool. Thanks!
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Re: Stellar Manipulation Mods
You're welcome. When we play at work we take everything buy storm manipulation out, and that just wasn't possible the way the game was set up. I am glad that someone besides me finds the mod useful.
Since we don't use anything but Storm Manipulation at work (where I spend the most time playing), I didn't spend anytime adjusting tech levels or costs for anything but storm manipulation. You may want to tweek those a bit. |
Re: Stellar Manipulation Mods
Sorry to report, but I found a problem with my mod. When I changed the default_AI_research.txt file, I didn't realize I had to change all of the other "races"AI_research.txt file. I apologize for the inconvenience, but I will fix the problem as soon as possible. If anyone else finds bugs, please let me know. Once again, sorry.
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Re: Stellar Manipulation Mods
Here is the fix. All I did was add Stellar Manipulation back into the techarea.txt file. There are not any components linked to the Stellar Manipulation tech area, as far as I know, but this will prevent any Messages generated by the AI not being able to find Stellar Manipulation in the _AI_research.txt file. Eventually, I will fix all the AI files so that they can have the same stellar manipulation abilities as human players. Once again, I apologize for not finding this sooner.
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Re: Stellar Manipulation Mods
Thanks. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif This is great to have. Perhaps you should send it to MM so they can incorperate it into the next patch.
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Re: Stellar Manipulation Mods
I took your advice and sent it to MM. It still needs tweeking, but there are a lot of people out there that know a lot more about this game than me. I just wanted to get the ball rolling.
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Re: Stellar Manipulation Mods
There's a "Stop Star Destroyer" ability in the game, but it's not included in the System Gravitational Shield facility. Depending on your sense of good balance, you might want to add this ability to that facility as I did, or create 1 facility of each of the three System Stellar Manipulations preventing abilities. The Planetary Gravitational Shield stops planet destroyers, of course.
[This message has been edited by Baron Munchausen (edited 23 December 2000).] |
Re: Stellar Manipulation Mods
I had no idea! I am still quite new to SE IV and mods, if you have any suggestions that would be great. How about "stop warp point?" Is that possible? Anyway, thank you for the info.
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