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-   -   Eclipse Mod 1.0 Full (http://forum.shrapnelgames.com/showthread.php?t=22637)

Kevin Arisa February 3rd, 2005 11:19 PM

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.

Ed Kolis February 3rd, 2005 11:29 PM

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

Kevin Arisa February 3rd, 2005 11:34 PM

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.

Ed Kolis February 4th, 2005 12:23 AM

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?

boran_blok February 4th, 2005 08:18 AM

Re: Eclipse Mod 1.0 Full
 
Aaah yes, another mod to play trough, and goot timing too ! right after my exams.

Zaamon February 4th, 2005 09:57 AM

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.

Kevin Arisa February 4th, 2005 03:33 PM

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.

Zaamon February 4th, 2005 05:27 PM

Re: Eclipse Mod 1.0 Full
 
Cant get it work. SEIV change it back to read-only.
I am using WinXP Pro

Captain Kwok February 4th, 2005 05:47 PM

Re: Eclipse Mod 1.0 Full
 
What is the name of the file not found?

Zaamon February 4th, 2005 06:09 PM

Re: Eclipse Mod 1.0 Full
 
Quote:

Captain Kwok said:
What is the name of the file not found?

It don't say any name. Only "File not found".


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.

Zaamon February 4th, 2005 07:24 PM

Re: Eclipse Mod 1.0 Full
 
I spotted that all other mods I have are read-only. Why Eclipse are different?

Zaamon February 4th, 2005 07:34 PM

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.

Kevin Arisa February 4th, 2005 11:30 PM

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.

Kevin Arisa February 5th, 2005 07:58 PM

Re: Eclipse Mod 1.0 Full
 
Any comments? Suggestions? Problems?

ironman February 5th, 2005 11:03 PM

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

Caduceus February 5th, 2005 11:12 PM

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

Kevin Arisa February 5th, 2005 11:38 PM

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

Fyron February 6th, 2005 12:56 AM

Re: Eclipse Mod 1.0 Full - Crashing Win98
 
Quote:

wildcard06 said:
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.

You will want to run IrfanView and do a batch conversion of all images in the Adamant Mod, Eclipse Mod, and Pictures folders from Bitmap to Bitmap. There is a problem with the file headers that MS Paint puts in bitmaps on Windows 2000/XP which causes SE4 to be unable to read them on Windows 98/ME. This generally solves that problem.

ironman February 6th, 2005 03:31 AM

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

Kevin Arisa February 6th, 2005 04:07 AM

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

Zaamon February 6th, 2005 12:59 PM

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.

Captain Kwok February 6th, 2005 01:16 PM

Re: Eclipse Mod 1.0 Full - Crashing Win98
 
Is it me or are ships designed to move very fast!?

Kevin Arisa February 6th, 2005 02:49 PM

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.

Fyron February 6th, 2005 02:52 PM

Re: Eclipse Mod 1.0 Full
 
Quote:

Kevin Arisa said:
Fyron, do you have a gamer-in-distress radar or something? http://forum.shrapnelgames.com/images/smilies/wink.gif

It is a perpetually reoccuring issue. http://forum.shrapnelgames.com/images/smilies/wink.gif

Quote:

Zaamon said:
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.

Strange. Number of system types dropped to 1... Open Eclipse\Data\QuadrantTypes.txt, search for the Sparse Maze entry, and change

Number of System Types := 1

to

Number of System Types := 117

Caduceus February 7th, 2005 01:10 PM

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.

Kevin Arisa February 8th, 2005 11:55 PM

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

Suicide Junkie March 4th, 2005 12:19 PM

Re: Eclipse Mod 1.0 Full
 
Quote:

Kevin Arisa said:
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.

Which ones? Have you downloaded the latest version?

Strategia_In_Ultima March 4th, 2005 01:55 PM

Re: Eclipse Mod 1.0 Full
 
Quote:

Imperator Fyron said:
Quote:

Zaamon said:
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.

Strange. Number of system types dropped to 1... Open Eclipse\Data\QuadrantTypes.txt, search for the Sparse Maze entry, and change

Number of System Types := 1

to

Number of System Types := 117


This is an issue with all old versions of the FQM. It has been spotted several times before. I believe it has been fixed in the latest version... is it Fyron?

Fyron March 4th, 2005 03:43 PM

Re: Eclipse Mod 1.0 Full
 
It is a bug in the latest released version.

Kevin Arisa March 22nd, 2005 05:51 AM

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.

Moonsword May 5th, 2005 03:27 PM

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?

Kevin Arisa May 8th, 2005 06:53 PM

Re: Eclipse Mod 1.0 Full
 
Divide by zero error? Never heard of it. Anybody have any idea what this means?

Phoenix-D May 8th, 2005 07:03 PM

Re: Eclipse Mod 1.0 Full
 
Quote:

Kevin Arisa said:
Divide by zero error? Never heard of it. Anybody have any idea what this means?

Means exactly what it sounds like- somewhere something happened that caused SE4 to try and divde some number by zero.

Since you CAN'T divide by zero, that leads to crashes..


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