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Eclipse Mod 1.0 Full
Eclipse is finally finished and can be downloaded from spaceempires.net or from my website. Use the link below in my sig.
It took a long time, especially with only 2 testers besides myself. But it certainly has paid off. Now it has functional AI for the main Eclipse races and also for the Star Trek races. It features many new images for combat, planets, stars, warppoints, events, and components. You will need both Image and Sound mods. Make sure to backup the original sound files as a few UI sounds will be overwritten in the main sound directory. I'm not great at balancing things (I hate math) so any advice is most welcome. If you encounter any problems or glitches regarding gameplay or AI make sure to let me know so I can add them to a patch list. |
Re: Eclipse Mod 1.0 Full
Wait, if the imagemod is required, why is the download 80 megs? http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Eclipse Mod 1.0 Full
Eclipse doesn't use most of the planets from ImageMod. it uses mostly the components and facilities. Nearly all of the planets are new. I submitted them to ImageMod a couple times but SJ hasn't gotten around to it yet. Also some of the new nebula contribute to the size.
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Re: Eclipse Mod 1.0 Full
Oh yeah, that's right, this is the mod with all the funky planets! http://forum.shrapnelgames.com/images/smilies/laugh.gif Anyone wanna start a PBW game?
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Re: Eclipse Mod 1.0 Full
Aaah yes, another mod to play trough, and goot timing too ! right after my exams.
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Re: Eclipse Mod 1.0 Full
I cant get this mod to work. When I press "End Turn" I get error "File not found".
I have tested with AI and without AI. Game just stop working when I try end turn. |
Re: Eclipse Mod 1.0 Full
Some people have an issue where the eclipse mod folder becomes read-only. If you take take it off of read-only it should correct the problem.
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Re: Eclipse Mod 1.0 Full
Cant get it work. SEIV change it back to read-only.
I am using WinXP Pro |
Re: Eclipse Mod 1.0 Full
What is the name of the file not found?
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Re: Eclipse Mod 1.0 Full
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And SEIV don't change that read-only, WinXp do that. I mean changing it back automatically. Spotted that when I tried to change it. |
Re: Eclipse Mod 1.0 Full
I spotted that all other mods I have are read-only. Why Eclipse are different?
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Re: Eclipse Mod 1.0 Full
OK. I found it. What purpose is History-folder? I deleted it and I had no problems. Spotted that other mods don't have it.
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Re: Eclipse Mod 1.0 Full
I added the empty history folder to prevent a lockup that some people have if it isn't present. It doesn't happen to everyone.
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Re: Eclipse Mod 1.0 Full
Any comments? Suggestions? Problems?
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Re: Eclipse Mod 1.0 Full
ya time! i put it from 10 to 1 it just took tttooooo long
System Ship Movement Delay Milliseconds := 1 |
Re: Eclipse Mod 1.0 Full - Crashing Win98
Similar to Adamant Mod (which I haven't figured out why it does this either) - creation of a game and race goes well then when I try to load or start the game (Gold 1.91) it crashes.
Aaarrgh. http://forum.shrapnelgames.com/images/smilies/fear.gif |
Re: Eclipse Mod 1.0 Full - Crashing Win98
ironman: i usually set my options to not display ship movement. i completely forgot about that setting. but why would 10 milliseconds be a long time? I wouldn't think that would make any difference. http://forum.shrapnelgames.com/image...s/confused.gif
wildcard: i have seen a problem similar to this but it always involved read-only files in the history, empires, and savegame folders. Just to be safe it would be a good idea to take the entire mod folder off of read-only. I dont have 98 so if this isn't the cause perhaps someone else here can come up with a solution. http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: Eclipse Mod 1.0 Full - Crashing Win98
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Re: Eclipse Mod 1.0 Full - Crashing Win98
but i like watching the ship move [img]/threads/images/Graemlins/icon10.gif[/img] http://forum.shrapnelgames.com/images/smilies/cool.gif
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Re: Eclipse Mod 1.0 Full - Crashing Win98
Fyron, do you have a gamer-in-distress radar or something? http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Eclipse Mod 1.0 Full - Crashing Win98
I have some problems when I take "Sparse Maze" type quadrant.
All systems have same type nebula. No stars and only planets are homeworlds. Nebula properties are "LV 1 advanced scanning required to see in this nebula. |
Re: Eclipse Mod 1.0 Full - Crashing Win98
Is it me or are ships designed to move very fast!?
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Re: Eclipse Mod 1.0 Full - Crashing Win98
I made traveling easier and faster. Of course you cant go too fast without burning out your supplies. I wanted the distance you can go to be based largely on your supply limit rather than engine speed. However I've had a hard time trying to balance out the speed vs supply burn ratio. Newer engines are supposed to be faster and more effecient but i dont want them overpowered. At least not until the end. I plan on doing some revisions to the engines in the next patch.
[EDIT] Oh, and I have no clue about the map problem. I ported over Fyrons quadrants so I didn't make them. I have yet to try a maze map myself. |
Re: Eclipse Mod 1.0 Full
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Number of System Types := 1 to Number of System Types := 117 |
Re: Eclipse Mod 1.0 Full - Crashing Win98
Well, I've done most of the files, but haven't finished reformatting the planets yet, which will take some time. I'll let you know if this works. If it does, I might send it all back to you to update files for Win98 folks.
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Re: Eclipse Mod 1.0 Full
I have started a list for changes to the next patch.
Done: 1. Research Lab effeciency reduced. 2. Rune of Detonation availability and self destruct added. 3. Tweaked many rsearch costs. 4. Fixed the Chaos Generator. 5. Allowed Stellar Sails on drones. 6. Increased ancient facilities build costs. 7. Improved many combat images. 8. Repaired a few typos and incorrect discriptions. 9. Interceptor Missile now targets units. 10. Added Terran speech file. Waiting to be done: 1. Mana Force AI 2. Replace stars with bad masking and cut off. Please contribute to this list. http://forum.shrapnelgames.com/images/smilies/wink.gif |
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Re: Eclipse Mod 1.0 Full
It is a bug in the latest released version.
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Re: Eclipse Mod 1.0 Full
Okay, here is a revised list for the 1.01 patch. Any bugs or suggestions you have please let me know. I'll add them to the list.
Done: 1. Research Lab effectiveness reduced. 2. Rune of Detonation availability and self destruct added. 3. Tweaked many research costs. 4. Fixed the Chaos Generator. 5. Allowed Stellar Sails on drones. 6. Increased ancient facilities build costs. 7. Improved many combat images. 8. Repaired a few typos and incorrect discriptions. 9. Interceptor Missile now targets units. 10. Added Terran speech file. 11. Most fighter weapons now target missiles. 12. Significantly increased missile damage resistance. 13. Increased Point Defense damage potential. 14. E-Field Pulseshot will act as point defense. 15. Several new event images. 16. Reworked intelligence projects. 17. Adjusted engines and power generators. 18. Updated facilities to use new images. 19. Added factory expansion facilities 20. Added resource improvement facilities. Planned: 1. Mana Force AI 2. Replace stars with bad masking and cut off. 3. Reduce primary RAR file size and create partial files. 4. Add the missing Devastator Cannon component. |
Re: Eclipse Mod 1.0 Full
I hate to bump this but I'm getting a "divide-by-zero" error dropping troops against a planet that rebelled. I had troops of the same type on the planet, is this the cause?
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Re: Eclipse Mod 1.0 Full
Divide by zero error? Never heard of it. Anybody have any idea what this means?
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Re: Eclipse Mod 1.0 Full
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Since you CAN'T divide by zero, that leads to crashes.. |
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