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-   -   mods? (http://forum.shrapnelgames.com/showthread.php?t=25729)

I_DONT_CARE September 2nd, 2005 02:42 AM

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.

Captain Kwok September 2nd, 2005 03:42 AM

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...

Puke September 2nd, 2005 05:12 AM

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.

Atrocities September 2nd, 2005 06:14 AM

Re: mods?
 
Also visit www.spaceempires.net

Strategia_In_Ultima September 2nd, 2005 12:56 PM

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.

Fyron September 2nd, 2005 01:34 PM

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!

Captain Kwok September 2nd, 2005 02:11 PM

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.

I_DONT_CARE September 2nd, 2005 03:38 PM

Re: mods?
 
thanks everone

I_DONT_CARE September 2nd, 2005 04:40 PM

Re: mods?
 
puke i cant seem to get the armor to work

I_DONT_CARE September 2nd, 2005 04:43 PM

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

Puke September 2nd, 2005 04:57 PM

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

I_DONT_CARE September 2nd, 2005 05:06 PM

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?

Ed Kolis September 2nd, 2005 05:48 PM

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.)

Puke September 2nd, 2005 06:00 PM

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.

I_DONT_CARE September 2nd, 2005 07:11 PM

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

I_DONT_CARE September 2nd, 2005 07:16 PM

Re: mods?
 
thanks Ed Kolis for the emmissive armor tip i would have a lot of Trouble trying to make my weapon platform thing

Puke September 2nd, 2005 07:17 PM

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.

I_DONT_CARE September 2nd, 2005 07:18 PM

Re: mods?
 
cool all try them

Ed Kolis September 2nd, 2005 08:24 PM

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

I_DONT_CARE September 2nd, 2005 08:53 PM

Re: mods?
 
it was worth a try

Atrocities September 2nd, 2005 10:03 PM

Re: mods?
 
Quote:

-Atrocities' Star Trek Mod (AST). I don't know what the other ST mod is exactly.

The Atrocities Star Trek Mod is no longer supported. The "other" star trek mod is the Star Trek Mod or STM. It is a complete, as much as we can do it, conversion of SEIV into a Star Trek like game. From over 20 unique races with thier own star trek ship sets, to 20 neutral races with solid single player AI.

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.

Fyron September 2nd, 2005 10:03 PM

Re: mods?
 
Most facility and component abilities do not work in StellarAbilityTypes.txt.

Atrocities September 2nd, 2005 10:05 PM

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.

Strategia_In_Ultima September 3rd, 2005 06:33 AM

Re: mods?
 
Quote:

Atrocities said:
Quote:

-Atrocities' Star Trek Mod (AST). I don't know what the other ST mod is exactly.

The Atrocities Star Trek Mod is no longer supported. The "other" star trek mod is the Star Trek Mod or STM. It is a complete, as much as we can do it, conversion of SEIV into a Star Trek like game. From over 20 unique races with thier own star trek ship sets, to 20 neutral races with solid single player AI.

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.

Ah, to be honest, that was the one I meant. I believe people make that mistake often.

Atrocities September 3rd, 2005 07:14 AM

Re: mods?
 
Tis way the AST is nolonger supported. http://forum.shrapnelgames.com/images/smilies/happy.gif

Intimidator September 4th, 2005 10:42 AM

Re: mods?
 
Quote:

Strategia_In_Ultima said:

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)



`


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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