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-   -   Massive Mod under construction (http://forum.shrapnelgames.com/showthread.php?t=23457)

wake_of_angels April 9th, 2005 05:54 PM

Massive Mod under construction
 
Hi all!
I am building a HUGE Mod using ideas from some other ones, such as Star Trek, Star Wars, Proportions, Pirates-Nomads, and more. (Thanks to their creators, I hope they will allow me to do this http://forum.shrapnelgames.com/image...s/confused.gif)
Now, the mod counts hundreds of hull sizes of any class, more than 20 000 Comps and around 50 mounts, in addition to the 200 buildings available. Other thing, I have actually 32 aliens sciences from ruins. http://forum.shrapnelgames.com/images/smilies/eek.gif
Most of hulls use a generic picture that prevent of similarity in all ship classes.
Are you interessed to get it?
(I have not allready finished it http://forum.shrapnelgames.com/images/smilies/rant.gif, so I don't attach it.)

Renegade 13 April 9th, 2005 06:04 PM

Re: Massive Mod under construction
 
Holy ****!! That's huge! I might be interested.

Ragnarok-X April 9th, 2005 06:33 PM

Re: Massive Mod under construction
 
No offense, but thats hardly believeable at all. Not unless you have a second nick named Fyron or Atrocities http://forum.shrapnelgames.com/images/smilies/wink.gif

Looking forward to hear from it.

Fyron April 9th, 2005 06:49 PM

Re: Massive Mod under construction
 
Interesting. How are you planning to combine these mods? They have very different play styles. How are Nomads going to coeexist with Proportions-style homeworlds? In Proportions, it takes quite some time to make colonies be productive, so the lack of colonies for Nomads wouldn't seem to be much of a penatly for them.

spoon April 9th, 2005 08:35 PM

Re: Massive Mod under construction
 
He said he was combining elements of the mods, not just pasting them together. Who knows what this frankenmod might turn out looking like? Could be cool, could be crazy, could be a mess... but if he wants to give it a go, more power to him.

That said, I hope Wake has lots of spare time, this sounds like a very time consuming endeavor...

Urendi Maleldil April 9th, 2005 08:38 PM

Re: Massive Mod under construction
 
That's a lot of work, but it is possible to combine the mods. You just have to edit and make compromises.

Or you could just copy and paste the entire data files together and assign racial traits to each mod. That way anyone who wants to play a particular style can just choose those traits, but it would make the data files huge.

Fyron April 9th, 2005 09:10 PM

Re: Massive Mod under construction *DELETED*
 
Post deleted by Imperator Fyron

narf poit chez BOOM April 9th, 2005 09:23 PM

Re: Massive Mod under construction
 
Well, I imagine he'll start at the beginning and go on to the end. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Good luck, hope you don't get burnt out on something so massive. http://forum.shrapnelgames.com/images/smilies/happy.gif

Are you using a data generator?

Gandalf Parker April 9th, 2005 10:45 PM

Re: Massive Mod under construction
 
I still think we should sell a CD with a FrankenMod crammed with as much map, planets, tech, races as possible for SEIV Gold.

What is the biggest list of work-together mods possible?

Mines called XperiMental and has 5 I think though I forget what I put in it

mac5732 April 9th, 2005 11:16 PM

Re: Massive Mod under construction
 
the mods are all good and I would be interested in this one, howeveer, I would like to see an AI that defends wormholes with bases, mines, sats and ships,

Ragnarok-X April 10th, 2005 06:35 AM

Re: Massive Mod under construction
 
Impossible...

Slick April 10th, 2005 01:34 PM

Re: Massive Mod under construction
 
Impossible in SEIV, unfortunately due to hard coding. I shudder to think what a TDM race with high difficulty and bonus would do to me. But SEIII had it and we are told that SEV AI will also protect warp points. I can't wait to get killed by the SEV AI.

Suicide Junkie April 10th, 2005 02:30 PM

Re: Massive Mod under construction
 
The hardest part of a megamod will be finding balance.
Good luck, and be sure to not fall into the trap of "oooh shiney ubertech!"

NullAshton April 10th, 2005 05:39 PM

Re: Massive Mod under construction
 
Ubertech is fun if balanced correctly...

Atrocities April 10th, 2005 05:57 PM

Re: Massive Mod under construction
 
If you want to spend the time on it, I say go for it and good luck. Feel free to use what you need from the STM so long as you include credit where credit is do. http://forum.shrapnelgames.com/images/smilies/happy.gif

Renegade 13 April 10th, 2005 06:24 PM

Re: Massive Mod under construction
 
Quote:

NullAshton said:
Ubertech is fun if balanced correctly...

...but if it's balanced correctly, it isn't ubertech...

Ron_Lugge April 10th, 2005 06:35 PM

Re: Massive Mod under construction
 
sounds interesting...

El_Phil April 11th, 2005 06:57 AM

Re: Massive Mod under construction
 
Yes shiny weapons are a problem. I spent ages trying to balance mounted railguns in a mod. On the one hand they were clearly far too powerful at the high end, on the other hand I wanted them to uber and shiny just because it sounded cool.

A dreadnought mounting 16" railguns blasting huge ship killer rails! BLAM!!

Urendi Maleldil April 11th, 2005 03:27 PM

Re: Massive Mod under construction
 
Quote:

mac5732 said:
the mods are all good and I would be interested in this one, howeveer, I would like to see an AI that defends wormholes with bases, mines, sats and ships,

Actually it is possible if you mod in a few satellites that are the size of space stations, and give the AI sat layer components big enough to hold them.

That's what I was trying to do with the Defense Platforms in the Pointer Mod, but I just haven't written the AI for it, and there are still some conflicts with the standard Satellites.

Suicide Junkie April 11th, 2005 03:35 PM

Re: Massive Mod under construction
 
Regarding mounts:

- Do Not try to use a stock-like mount system. You'll get uber-ed into the ground. IMO stock is a bit more fun if you simply delete the mounts.
- Have some tradeoffs. Give the bigger guns a bit more damage/kt, but decrease their accuracy and increase the price/kt. Increase range, at the cost of damage. Decrease damage for a significant price drop.
- Don't forget missiles. Although you can't change the actual missile's stats or range, you can make the launcher pre-fire missiles by extending its range, or hold-fire by decreasing range so the enemy can't run away after the missile is launched.
- Mounts are not just for weapons anymore! Component quality mounts can give you some variety in your internals hitpoints/cost/size. Supply use can be adjusted on your engines and cloaking devices. Use mounts to make fighter bays cheaper on carrier hulls. Make cargo components smaller/cheaper on transport hulls. Make colony modules smaller/cheaper on colony ships.

Hunpecked April 11th, 2005 03:41 PM

TDM AIs and Warp Points
 
TDM AIs put mines or sats on their warp points; I don't recall seeing both on one point, though. Sometimes they'll re-mine a warp point after I've broken through it; I've swept some warp points two and three times.

Emperor's Child April 11th, 2005 04:03 PM

Re: Massive Mod under construction
 
Quote:

Suicide Junkie said:
The hardest part of a megamod will be finding balance.
Good luck, and be sure to not fall into the trap of "oooh shiney ubertech!"

Exactly my thoughts. Also, it is very likely the AI's won't work without Major editing.

Emperor's Child April 11th, 2005 04:07 PM

Re: Massive Mod under construction
 
And another thought: Why make a major SEIV mod when SEV is just around the corner? You will get this thing all tweaked out and working just right about the time is is unexecutable when the new game rolls out.

Fyron April 11th, 2005 05:24 PM

Re: Massive Mod under construction
 
It should be a fairly simple process to upgrade a mod from SE4 to SE5. Getting the foundation for a mod worked out now can be good, as all you need to do for SE5 is convert it to the new formats. Make sure to save all of the formulas you use for calculating values for levels of components, since MM said in the chats that there would be formulas in the data files in SE5.

Ron_Lugge April 12th, 2005 03:39 PM

Re: Massive Mod under construction
 
Cross-compatable mods? http://forum.shrapnelgames.com/images/smilies/eek.gif

wake_of_angels April 13th, 2005 08:55 AM

Re: Massive Mod under construction
 
hi everyone!
thank you foryour answers, and sorry for being waited.
I have already a prewiev version that I'll soon post here.

I simulated the different ways to get science results with similar comps series, such as three scales of emissive armors. Now it is possible to loose is orientation to items, as in reality.
I also tried to create "lateral effects" which are prototypes, working like ruins items but with a lower efficience. As an exemple, a "X Boarder" giving 1 point of boarding offense for 25kT and 500 of each resources.

I changed the stellar construction system, making more classes of comps required, and thoose are only bringable 1kT by 1, on sats (and on mines maybe).

I don't know what tool to use to mod quickly the AI research files.

Suicide Junkie April 13th, 2005 09:02 AM

Re: Massive Mod under construction
 
Interesting idea with the constructed world plating/cables placable on satellites.
You will probably need to double or triple the requirements in order to compensate for the fact that will be much easier to deploy.

wake_of_angels April 13th, 2005 12:24 PM

Re: Massive Mod under construction
 
In fact, I added water generator and ground viabilisation systems, computering devices, and such other things to the different worlds.
These can be three sizes of ringworlds, three of sphereworlds and a UAW (stands for universal atmosphere world) which has the same capacity when domed or not!

Ron_Lugge April 13th, 2005 12:27 PM

Re: Massive Mod under construction
 
UAW doesn't sound very workable...

But who cares, sounds fun http://forum.shrapnelgames.com/images/smilies/happy.gif

Nodachi April 13th, 2005 05:30 PM

Re: Massive Mod under construction
 
The UAW would be easy to mod and sounds like something to add to a "newbie mod." http://forum.shrapnelgames.com/images/smilies/happy.gif

Ron_Lugge April 15th, 2005 12:42 PM

Re: Massive Mod under construction
 
Workable as in balance, not doablility.

wake_of_angels April 16th, 2005 02:35 AM

Re: Massive Mod under construction
 
The UAW has many comps requierment that make fun to build.

wake_of_angels April 26th, 2005 06:57 AM

Re: Massive Mod under construction
 
I have a big problem with the comps families, which I must fully remake to get results!

tesco samoa April 26th, 2005 11:07 AM

Re: Massive Mod under construction
 
hey you can put in the canon canon to take on the non star trek races http://forum.shrapnelgames.com/images/smilies/happy.gif

Or the ever instant classic !

Thanks Puke

Name := Sci-Fi Canon
Description := Uses accepted principals of science fiction to systematicly dismantle non-canon elements of SEIV and eleminate them from the game.
Pic Num := 220
Tonnage Space Taken := 300
Tonnage Structure := 3000
Cost Minerals := 5000
Cost Organics := 5000
Cost Radioactives := 5000
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 6666
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Applied Science Fiction Lore
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000
Weapon Damage Type := Skips Shields And Armor
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 14
Weapon Modifier := 200
Weapon Sound := tractor.wav
Weapon Family := 666

wake_of_angels May 3rd, 2005 11:18 AM

Re: Massive Mod under construction
 
I agree with you, but what is the requirement for Applied Science Fiction Lore.
However, I think it is a good idea!

Suicide Junkie May 3rd, 2005 11:31 AM

Re: Massive Mod under construction
 
You need to know the principles of sci-fi, and what is canon before you can design a weapon to destroy everything that dosent fit http://forum.shrapnelgames.com/images/smilies/wink.gif

wake_of_angels June 7th, 2005 08:33 AM

Re: Massive Mod under construction
 
1 Attachment(s)
It's done!
Here is in attachement the data package.
No AI included!

wake_of_angels June 7th, 2005 08:44 AM

Re: Massive Mod under construction
 
1 Attachment(s)
here are the facility

wake_of_angels June 7th, 2005 08:53 AM

Re: Massive Mod under construction
 
1 Attachment(s)
now the plantes.

wake_of_angels June 7th, 2005 08:55 AM

Re: Massive Mod under construction
 
Yet the generic race, which allows all races to have the benefits of the numerous ship sizes.

wake_of_angels June 7th, 2005 08:58 AM

Re: Massive Mod under construction
 
1 Attachment(s)
Sorry, just an error.

wake_of_angels June 7th, 2005 09:18 AM

Re: Massive Mod under construction
 
1 Attachment(s)
Finally, the comps .bmp
I made an error three post sooner: it's not "plantes", but, "planets"!

Fyron June 7th, 2005 02:26 PM

Re: Massive Mod under construction
 
Any particular reason why you did not place everything in a single archive file?

wake_of_angels June 13th, 2005 10:24 AM

Re: Massive Mod under construction
 
First, because the single file is 68 mbytes and the site allow only 30.
Secondly, I can't find a best archive format.

Strategia_In_Ultima June 13th, 2005 03:30 PM

Re: Massive Mod under construction
 
Every computer (with WinXP at least) can compress to .zip format, and if you make a quick visit to rarlab.com you can download WinRAR and compress into much more efficient .rar format. Almost everybody on this forum has a RAR extractor, so you needn't worry there.

Fyron June 13th, 2005 06:39 PM

Re: Massive Mod under construction
 
You do not need to reupload the image mod files. Just point people to:
http://imagemodserver.mine.nu/other/MM/SE4/imagemod/
or here while imagemodserver is offline:
http://imagemod.spaceempires.net/

If you have a handful of extra images, you can just submit them to the image mod and save people from downloading everything twice.

This will cut a lot of download size out of the mod...

PTF June 14th, 2005 06:23 AM

Re: Massive Mod under construction
 
The best compression rate might be achieved by 7-zip:
http://www.7-zip.org

At least this is what I have seen for Morrowind mods. A former 140 MBytes zipped mod has been reduced to about 70-80 MBytes by 7-zip.
The best decompression tool that I could think of is, for all formats:
http://www.zipgenius.it/

Fyron June 14th, 2005 07:25 PM

Re: Massive Mod under construction
 
Even if you want to stick with ZIP files, you definitely want to get a professional archiving program (7-zip, Izarc, WinRAR, etc.). Pretty much everything makes far smaller ZIP archives than the XP utility and WinZip. Those are great examples of really poor software.

wake_of_angels June 22nd, 2005 04:31 AM

Re: Massive Mod under construction
 
Thank you for your advices, I will try now to make one archive file.

Atrocities June 22nd, 2005 04:37 AM

Re: Massive Mod under construction
 
WinRAR has my vote hands down. Great program.


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