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-   -   "Expanded Mod" Updated 01/06 (http://forum.shrapnelgames.com/showthread.php?t=25394)

Atrocities August 12th, 2005 07:42 PM

\"Expanded Mod\" Updated 01/06
 
Offical Forum

The Expanded Mod is a hybrid combination of several popular mods. The game has only been modifed slightly to accomodate some minor additions to stock game play such as the inclusion of neo-standard ships.

This mod combines the FQM v1.23, USM, DNA File, and AI files from the TDM Mod with the stock game into an Expanded version of Space Empires IV. The mod also Features custom files from Captain Kwok, Atrocities, and Fyron and supports neo-standard ship sets.

The Space Empires IV Expanded Mod (eX-Mod) Version 1.1 Released 8-12-2005 - UPDATED to Version 1.1 8-18-2005
Expanded Mod Patch 1 Version 1.1 Released 8-18-2005 (Will update 1.0 to 1.1)

narf poit chez BOOM August 12th, 2005 08:58 PM

Re: \"eX Mod\" Released
 
Sounds good. Bit of a weird name, though - Why not 'ExpandMod'?

Fyron August 12th, 2005 11:21 PM

Re: \"eX Mod\" Released
 
There is already a mod named Exmod, so you probably don't want to use that short form. SEnet is down, so I can't point it out, however...

Colonel August 13th, 2005 12:00 AM

Re: \"eX Mod\" Released
 
Sounds cool skimmed the mod real quick some intresting things I noticed.

Atrocities August 13th, 2005 12:28 AM

Re: \"eX Mod\" Released
 
The name is Expanded. As In Space Empires IV Expanded. I chose eX-Mod because I knew Exmod or whatever it was had been taken.

EDIT:

Follow up, at the time that this thread was posted I did not know about the Extra Mod, I knew of the Exmod as in that was its name, but not that it was called the ExMod as in Extra Mod. For this I apologize. The name of the Expanded mod will now just be the Expanded Mod.

Fyron August 13th, 2005 02:53 AM

Re: \"eX Mod\" Released
 
ex-mod is too similar in my opinion. It may well lead to confusion.

Atrocities August 13th, 2005 04:06 AM

Re: \"eX Mod\" Released
 
Then it is the Expanded mod. http://forum.shrapnelgames.com/images/smilies/happy.gif

Strategia_In_Ultima August 13th, 2005 08:06 AM

Re: \"eX Mod\" Released
 
ExpaMod!

Or, shuffled:

SpandexMod!

Ermmm..... *ducks*

narf poit chez BOOM August 13th, 2005 12:36 PM

Re: \"eX Mod\" Released
 
* Throws rotten tomato.

Strategia_In_Ultima August 13th, 2005 04:15 PM

Re: \"eX Mod\" Released
 
*rolls a 7 and evades [Projectile:RottenTomato]. Probability dice lands on 20 and [Projectile:RottenTomato] makes a perfect curve and hits [NPC:WhiteMouse] head-on.*

NullAshton August 13th, 2005 07:17 PM

Re: \"eX Mod\" Released
 
Ashton plugs up an improbability drive, and the rotten tomato promptly turns into a rubber chicken.

Fyron August 13th, 2005 09:46 PM

Re: \"eX Mod\" Released
 
Lets keep this on topic guys...

Atrocities August 13th, 2005 11:31 PM

Re: \"eX Mod\" Released
 
So your all saying the mod is a rotten tomato? Most profoundly insulted and hurt. http://forum.shrapnelgames.com/images/smilies/frown.gif

narf poit chez BOOM August 13th, 2005 11:40 PM

Re: \"eX Mod\" Released
 
No...I was throwing it at Strategia, for the awfull joke.

Never intended it to mean anything. Sorry. http://forum.shrapnelgames.com/images/smilies/frown.gif

Atrocities August 14th, 2005 12:16 AM

Re: \"eX Mod\" Released
 
I know. http://forum.shrapnelgames.com/images/smilies/laugh.gif Gottcha! Ha ha

David E. Gervais August 14th, 2005 08:07 AM

Re: \"eX Mod\" Released
 
Want a unique name? "DistendedMod", or "TitanMod", or "ShroomMod", or "GrowthMod", or ________Mod.

Oops, did I just start a contest? lol

Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif

Strategia_In_Ultima August 14th, 2005 08:39 AM

Re: \"eX Mod\" Released
 
"The ModPilation" (from "compilation")
"UltiMod"
"SE:X" (as in "Space Empires: eXpanded"..... duh! http://forum.shrapnelgames.com/image...ies/tongue.gif )
"AddOn Mod"
"Apple Mod" (no reason, just looking at the apple trees in front of my window)

narf poit chez BOOM August 15th, 2005 11:48 AM

Re: \"eX Mod\" Released
 
Quote:

Atrocities said:
I know. http://forum.shrapnelgames.com/images/smilies/laugh.gif Gottcha! Ha ha

[img]/threads/images/Graemlins/Bomb.gif[/img] [img]/threads/images/Graemlins/Grenade.gif[/img] http://forum.shrapnelgames.com/image...ies/stupid.gif

Makinus August 18th, 2005 08:51 AM

Re: \"eX Mod\" Released
 
After playing around your mod i found some bugs/features:

1. The scout hull, if you do not add a Crew Quarters component (it is not required in design screen) have only half the movement points that it should have.

2. Some warp points appear with the ability "TEST" in them.

3. The Aikenan AI have an error in the "Political Savy" characteristic, every time the game select it as a random AI it gives an error message.

BTW: very good mod, i´m playing around it now andreally enjoying it!

PsychoTechFreak August 18th, 2005 02:35 PM

Re: \"eX Mod\" Released
 
Interesting. Forgive my ignorance, I must have missed a lot, what is "DA mod"?

Fyron August 18th, 2005 02:56 PM

Re: \"eX Mod\" Released
 
He may have meant "DNA" instead of DA.

Atrocities August 18th, 2005 05:18 PM

Re: \"eX Mod\" Released
 
Thanks for the bug report, I will get those fixes today. http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:

2. Some warp points appear with the ability "TEST" in them.

This would be an FQM Standard issue. Perhaps Fyron can shed some light on it.

Fyron August 18th, 2005 05:22 PM

Re: \"eX Mod\" Released
 
That issue has been addressed in FQM. Check the web site.

Atrocities August 18th, 2005 05:48 PM

Re: \"eX Mod\" Released
 
Expanded Mod Patch 1 Version 1.1 Released 8-18-2005 (Will update 1.0 to 1.1)

Offical Forum

The Frenchmen August 18th, 2005 11:53 PM

Re: \"eX Mod\" Released
 
Yeh dude, its kinda close to my 'ExMod'
And its kinda even the same idea, basicly I just put in as much as I could, or, expanded it =P

ExMod Homepage

But I haven't really been maintaining it lately, so if its important to you...

Atrocities August 19th, 2005 04:23 AM

Re: \"eX Mod\" Released
 
To be honest with you I have never heard of your mod, prior to posting the thread and Fyron enlightened me. I do apologize for the name, it just sounded cool as an aberration and it never occurred to me that it would be plagiarizing another mods name. This will make twice now that I have accidentally used another mods name and I do sincerely apologize to you over my transgression.

Expanded is the name I am going with and not ExMod (Extra Mod) as yours is named.

Honestly I am not out to steal your thunder or mod name. It is just a very freak and bizarre coincidence.

Your mod and this one, albeit very close in name, are really two different mods. This mod is just an enhanced version of stock utilizing the best of FQM Standard with the TDM AI and new events coupled with the ship hull sizes for Neo-standard.

Your mod makes changes to the game play that alters the game significantly enough to classify it as a full-fledged mod. http://forum.shrapnelgames.com/images/smilies/happy.gif Reading your description about the ExMod peeks my curiosity as to why you did not keep it current. It really sounds like a *****en mod.

Any ways I have changed the name to just Expanded. As In Space Empires Expanded, which fits the concept for this mod. I do hope that this is ok, and I will also, in the next version, incorporate a link to your site in the credits.

Atrocities August 29th, 2005 12:22 PM

Re: \"Expanded Mod\" Updated 8/18
 
1 Attachment(s)
Well the Aikenian are kicking my butt in this test game I am playing. In the next version I will add another 10 or so neutral races to the mix so that there are not so many duplicates.

Take a look at how things are going for me. I admit I am not really concentrating on the game as well as I should.

Atrocities August 29th, 2005 01:36 PM

Re: \"Expanded Mod\" Updated 8/18
 
Man I cannot believe how bad the AI for the Aikenian are whipping my butt! Now they are landing troops and taking my planets. First they attacked my fleets in three systems, desimating them repeatedly.

I like the AI for the Aikenian.

The Imperial AI sucks. This will need to be addressed. The Starwolf and Solops AI's are also somewhat weak and will need to be tweaked.

The game is becoming interesting. The Aikenian are pressing their attack and that is good.

Atrocities November 18th, 2005 07:18 AM

Re: \"Expanded Mod\" Updated 8/18
 
1 Attachment(s)
Click the Attachment to see one hell of a space battle. 100 Caspian ships against 125 Imperial Star Destroyers.... guess who won?

Atrocities November 18th, 2005 08:55 AM

Re: \"Expanded Mod\" Updated 8/18
 
1 Attachment(s)
Well talk about an exciting battle. I attacked the Imperial fleet of 110 ships with my own fleet of over 160 ships. The battle last 26 or so turns with the Empire eventually decimating my fleet.

I set it to auto combat - LEARNED A VERY VALUEABLE RULE - When you click Resolve Combat, you loose your turn.... in this case it cost me the battle. http://forum.shrapnelgames.com/images/smilies/frown.gif BUG

As I watched the combat unfold Monica - You Should've Told me was playing in the back ground and the beat of that song matched the combat precisely.. Very very cool. I had a combat sound track.... http://forum.shrapnelgames.com/images/smilies/happy.gif I saved the combat file so later on after the Expanded Deluxe Patch is out people can replay the combat video.... and hopefully listen to Monica in the back ground... Very cool. See this is why we need exportable video for SEIV... so we can make our own combat music videos.

Hunpecked November 18th, 2005 04:38 PM

Re: \"Expanded Mod\" Updated 8/18
 
AT, was that song "You Should Have Told Me" by Monifah?

geoschmo November 18th, 2005 05:04 PM

Re: \"Expanded Mod\" Updated 8/18
 
Quote:

Atrocities said:
I set it to auto combat - LEARNED A VERY VALUEABLE RULE - When you click Resolve Combat, you loose your turn.... in this case it cost me the battle. http://forum.shrapnelgames.com/images/smilies/frown.gif BUG


My guess is that if you had done that turns ship orders and then hit end turn you would have been fine. It isn't really that you lose your turn, it's just that the AI doesn't take over till the turn following when you give it the command to resolve combat. I believe the same thing happens out of combat if you go in and set your empire to AI control. The AI doesn't do anything to your current turn, but once it process the next turn will take over control and start giving your ships and planets orders.

Wolfman77 November 18th, 2005 06:04 PM

Re: \"Expanded Mod\" Updated 8/18
 
It's the same if you just turn the AI on in the middle of combat, and click end turn each turn. The AI takes over after the end of the turn it was turned on in. On the other end, if you turn off the AI in the middle of combat you won't be able to move untill the next turn. Since resolve combat just turns the AI on and ends each turn for you they behave the same way, except you can't turn off resolve combat. I never thought of it as a bug, but I suppose it kind of is. I always just thought we were missing a button to make the AI move and fire, without ending the turn.

Atrocities November 21st, 2005 07:54 PM

Re: \"Expanded Mod\" Updated 8/18
 
The point is, you should MAKE ALL YOUR MOVES before turning on the AI because once do, theres no going back and the AI won't do a damn thing until the next turn... resulting you loosing a turn and getting your arss kicked.

Atrocities January 1st, 2006 04:20 AM

Re: \"Expanded Mod\" Updated 8/18
 
The Space Empires IV
Expanded Mod Version 1.3 Released 1-1-2006

Expanded Mod Patch 2 Version 1.3 Released 1-1-2006 (Will update from version 1.0 & 1.1 to 1.3)


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