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mods?
This is my first post (so if I put it in the wrong place just tell me) anyway I have a few questions about mods. First when I look for more Dramatic mods all i find are ones that aren't finished, So are there any web sites I can get some big mods from? Second any idea how I could make a mod for Massive Planetary armor (like Massive Planetary Shield Generator) there Wouldn�t Really be armor all over the planet but more in Strategic places (citys and Military stuff) anyway if you could help me out it would be great.
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Re: mods?
Welcome to the forum.
Try here: http://www.malfador.com/se4mods.html Some of the best 'finished' mods are TDM, Star Trek, Proportions, and so on... |
Re: mods?
mechanically, planetary shields work just like armor. Make a facility with the shield ability, and call it armor. It will work the same, i.e. take damage first. be sure to give it the phased shield ability, so phased weapons dont skip it.
The biggest finished mods are Pirates & Nomads, Devnullmod, Proportions, and the two Startrek Mods. There are many other derivative mods and in-progress mods. There are tons of smaller mods, many of which are better than the big ones. There are a couple mods that are even "bigger" than the ones that I listed, but I dont think they are as well polished. Some mods are made for single player with AI, some are multi player only (no working or good AI). It all depends on what you want. |
Re: mods?
Also visit www.spaceempires.net
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Re: mods?
Most Original Mods:
-Adamant Mod (continual work-in-progress, current version 0.15 (or o.16xx dev), but it'll work); adds Magic and Organic races, Energy and Machine races are in the works, completely redone propulsion and weapons. -Space Food Empires; still in early beta, but it will work IIRC. Command an empire of foodstuffs bent on boiling every other type of food. No bread. Good Add-Ons: -TDM-Modpack; makes the AI a helluva lot better. -Cultures & Demeanors Mod: My only finished project, adds around 30 cultures, doubles the amount of demeanors, adds a happiness type and has several other small changes. Largest Changes: -Eclipse Mod; massive overhaul of stock game. Viewed by most people as a great mod IIRC. -Dark Nova Mod (DN4); adds a slew of ship and unit sizes. Good for people who like to play with large fleets with mixed hull sizes. Sci-Fi Mods: -Atrocities' Star Trek Mod (AST). I don't know what the other ST mod is exactly. -Babylon 5 Mod; notorious for two things, which are A.) having the longest thread currently in existence on the forums (over 5000 posts) and B.) never having produced a well-playable version in all its years of development. -Star Wars Mod; MIA. Intimidator's working on one, but nobody's heard from him in quite a while. -Red Dwarf Mod; Eeeh? (note: the Red Dwarf Mod doesn't exist) And all the other mods mentioned here, of course. |
Re: mods?
Puke said:
There are a couple mods that are even "bigger" than the ones that I listed, but I dont think they are as well polished. If you don't think Adamant is well polished, then I say bah to you! http://forum.shrapnelgames.com/images/smilies/wink.gif Really, Adamant could have been called 1.0 a long time ago, but there was just always something more around the corner, so I never bothered. The mod is quite playable in multiplayer (visit http://seiv.pbw.cc/ for multiplayer gaming galore). It also plays fine in single player, at least until you become experienced with the game and the AI inadequacies shine through... But then, the rest of SE4 is like this as well. Multiplayer is where its at! |
Re: mods?
The Space Food Empires I would say wasn't in 'early' beta, in fact, most of the game elements are in place and decently balanced. The AI is basic for a few more days and none of the custom graphics are in, so perhaps in a couple of weeks it will be better for solo play.
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Re: mods?
thanks everone
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Re: mods?
puke i cant seem to get the armor to work
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Re: mods?
Name := Massive Planetary armor
Description := Massive armor which protects civilian and military instillations during combat. Facility Group := armor Facility Family := 41 Roman Numeral := 0 Restrictions := None Pic Num := 377 Cost Minerals := 30000 Cost Organics := 1000 Cost Radioactives := 10000 Number of Tech Req := 1 Tech Area Req 1 := Massive Planetary Shielding Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := Emissive Armor Ability 1 Descr := Constructs 3000 pts of armor for the planet during combat. Ability 1 Val 1 := 3000 Ability 1 Val 2 := 0 |
Re: mods?
Try this ability instead:
Ability 1 Type := Planet - Shield Generation Ability 1 Descr := Constructs 3000 pts of armor for the planet during combat. Ability 1 Val 1 := 3000 |
Re: mods?
but if I do that wont I just get a shield on the planet (anti shield weapons and weapons that go through shields will still work) or am I missing something?
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Re: mods?
Hmm, emissive ability on a planet... that's clever! I wonder if it will work... that could be an an alternate way of making glassing a planet harder! http://forum.shrapnelgames.com/images/smilies/wink.gif
(I_DONT_CARE, emissive ability does not generate additional hitpoints, despite its description in Abilities.txt - it actually reduces the damage of each incoming attack by the specified number of points, so in your case the planet would be immune to anything doing 3000 damage or less, and an attack doing 4000 damage (good luck finding one http://forum.shrapnelgames.com/images/smilies/wink.gif) would actually do 1000 damage.) |
Re: mods?
i dont think emmissive or regular armor abilities work on planets. you can use either the shield or phased shield abilities. if you use phased shields, then shield-skipping weapons wont go through them.
sadly, this has the drawback of leaving them vulnerable to shield depleting weapons. otherwise, it is functionally the same as armor. Traditionally, if you just want to add alot of hitpoints to a planet, you can build weapon platforms with nothing but armor on them. Or perhaps design a special size of weapon platform that takes a special armor component that is too large for regular weapon platforms. If you want it to occupy facility space, you can always build cargo facilities on the planet to hold more weapon platforms. |
Re: mods?
I dont think you can use phased shield abilities on planets,
so i think all just have to use massive planetary shielding and weapon platforms... well we tried. Also i tried making a self destruct for planets wont work. on another note i think all try making a weapon platform that cost alot and has super armor so its like massive planetary armor. all try to make it fair |
Re: mods?
thanks Ed Kolis for the emmissive armor tip i would have a lot of Trouble trying to make my weapon platform thing
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Re: mods?
im pretty sure phased shields work. I think the Proportions mod uses them as a built in part of Cultural Centers, to represent the large size and distributed nature of a homeworlds industry.
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Re: mods?
cool all try them
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Re: mods?
I tested emissive on both facilities and planets (via StellarAbilityType.txt) - neither worked in the simulator http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: mods?
it was worth a try
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Re: mods?
Quote:
The mod is still supported and updates are posts as bugs and other items are addressed. www.astempire.net to view the web site for the Star Trek Mod. |
Re: mods?
Most facility and component abilities do not work in StellarAbilityTypes.txt.
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Re: mods?
The Expanded Mod is a new mod that combines TDM with FQM and incorperates changes that support Neo-standard ship sets. Neo-standard or a series of extra ship hull sizes.
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Re: mods?
Quote:
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Re: mods?
Tis way the AST is nolonger supported. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: mods?
Quote:
Don't worry, I'm still around and checking the forum on a dayly basis. About the mod, indeed It's still in construction. But my major problem right now is : Canon Star Wars map. Somebody is working on it, but encountered some problems resulting in a major delay. So (again), If someone posseses the Blackrose's Star Wars map, please send it to me or make it available somehow !!??!!?? (please) Intimidator, |
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