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The Future of Space Empires IV
The amount of people playing SE IV has dropped off dramatically over the last two years to the point that the game is for all intents and purposes, dead. It has been milked for every last cent that it can produce and unless Aaron is willing to revisit the game and fix some of the glaring remaining bugs, so thing that he is not likely going to do, then its a safe bet to say that SE IV is past its prime and now on its last days if not already dead.
So why not get Aaron to release the source code for SE IV and let the modding community have at it? I mean the games earning potential is all but extinct at this point so why not toss the fans a much needed meaty bone and give up the source code so that they can "fix" the remaining issues and perhaps even expand the game some? The game is after all nearly eight years old and 100% of games that old have either already released the source codes or have gone completely from the memories of players. The programing of SE IV cannot be that "secret" that after eight years its still of prized value and all. The likelihood of an expansion pack for SE IV coming from SFI is about as likely as finding humanoid life in the core of the moon a week from last Tuesday. (In other words not gonna ever happen.) SE IV is past its prime and its time to let the fans have it completely. |
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What's all that now?
I've found things are picking up for CBmod. |
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Really? Well that is indeed very welcome news. I have been advertising the game all over the place trying to get people interested in them. But still, it would be nice if Aaron released the source code. http://forum.shrapnelgames.com/images/smilies/happy.gif
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The one overriding constant over the years has been AT's doom and gloom!
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I agree. But the best way for Aaron to release the source code is to promote SE6, whenever it might come out. Or at least to sustain the modding community for SE5.
That said, I'm still working hard on the massive Advanced SE4 mod. I just discovered a few ancient quadrant mods, so I'll have to retool the Advanced Quadrants mod when I get the chance. Right now I'm working on the hugest components.txt file ever. |
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You could argue that releasing the SE4 source code and the subsequent free user compiled versions would hurt sales of any future Space Empires title. So I could see some reluctance on MM's part if it might threaten his financial security.
It might make more sense for MM to open up parts of the SE6 engine to modding as the AI was opened up in SE5. |
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Atro, what does it mean to you that a game is "dead"? It seems like a very meaningless yet negative kind of thing to say.
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there are quite a few of us the STILL play SE IV (I for one still bug ya all for any update to mods)
There has been alot of us that are playing SE V now that is alot of fun to play but we still go back and play a few more turns just to remember what we were doing before and apply the same strats to SE5 |
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I'm still playing and modding. I like this more then SEV.
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The magic of tech gridding is that you don't see the similar ones unless you take a different path to your techs. They're all useful to somebody tho, so the components are not redundant except in specific instances of a game.
It also changes your tech tree into an orchard http://forum.shrapnelgames.com/images/smilies/happy.gif |
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That said, I will have to say I predicted this, and have seen a dramatic drop-off in general activity as well, CBmod not withstanding. I've been working my a$$ off on a few shipsets, and trying my hand at a Mod as well, but it honestly seems that other than <font color="red">AT</font> or <font color="blue">Urendi Maleldil</font> all the better-known personages who once contributed strongly to SE4 have left it by the wayside, except for occasional games. No one else seems to be seriously adding to or developing anything else for it. So, to reiterate <font color="red">AT</font> question - <font color="green">Why not get Aaron to release the source code for SE IV and let the modding community have at it?</font> As <font color="red">AT</font> pointed out, it can't really be making any more money. To me the only real reason for holding out at this point seems to be to prevent any possible loss of interest in SE5. IMHO http://forum.shrapnelgames.com/images/smilies/cool.gif |
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Well, one factor is that Aaron sold the series to Strat as I understand it, so he doesn't have the only say in that.
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At this price, you have to wonder how much they're making on SE5?
http://store.purplus.net/spaceempiresv.html I'd say that the problems with SE5 has severly hurt the series. |
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I am still trying to decide which version of the STM I want to play. After playing the demo of SEV I decided to stay with SEIV. For me, SEIV is far from dead. |
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SE5 has serious usability problems. Not only that, but the eye candy that makes it so hard to use looks circa 1999.
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What eye candy makes SE5 hard to use? SE4 wastes as much screen space in its report screens as SE5 does (due to poor scaling to larger resolutions). Certainly the excessive clicking and poor button panel layouts harm usability, but that's not "eye candy."
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I'm referring to both the interface and the 3d hex-based map. Strategy 1st seriously needs to hire a usability expert.
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I didn't criticize anyone's efforts, nor did I imply they weren't valued. What I said was "No one else seems to be seriously adding to or developing anything else for it.", indicating that not much else NEW is being done, beyond occasionally updating existing Mods. Both <font color="red">AT</font> and <font color="blue">Urendi Maleldil</font> are, and seemingly have been solely, developing <font color="green">NEW</font> mods for SE4, not updates. While updates are terrific and always welcome, they do only improve on what's already has been done, and don't actually break any new ground. |
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Exactly.
Also there is a workaround for the square grid : diagonal movement should cost you not 1 point but 1.5 points (which is pretty close to sqrt(2)=1.44...). I wonder why Aaron never thought of it... Hexes are still better though. |
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There's also no point in the map being 3d, since all the movement is 2d anyway. It just makes you have to rotate and zoom for no reason.
As for hexes, I would prefer linear movement to hexes or squares. Hexes and squares are both too artificial and mess with perspective, especially in 3d. Hex maps were created to make movement in tabletop wargames more accurate, but SE4 is a computer game. There's plenty of computing power to calculate linear, or even arced paths based on gravitation. The hex grid just makes it seem as if Aaron was too lazy to program a proper movement system. |
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I've made this comment before and I still beleive it holds true. SE5 is orientated toward modding, rather then playing. It's a "dream come true" for all the modders out there and a "nightmare" for players. Overall, SE5 is NOT as well balanced on both sides as was SE4!!!
The game is playable, but not as playable as SE4. The game is easliy moddable as most of the text file structure is still intact from SE4. The 3D graphics have required new picture files which lost us some great ship sets. The GUI is all but smooth! It needs a lot of work and some total overhaul in areas. If you want to make the complexity level of a game better, you don't have to have "glitter and glitz" to do it. KISS http://forum.shrapnelgames.com/images/smilies/smirk.gif is the key word here! |
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Oi, not the game for modders argument again...
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Why not?
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Rehashing broken arguments is no fun?
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If I recall, aaron was unwilling to redo several features because of time constraints (you can't make money off an empty self), not many voices calling for the change, and a need to be more industry compliant in terms of appearance.
My biggest and still standing complaints for Se5 is the UI. Why can't I click'n'drag the map camera around? Why can't I drag'n'drop stuff? And so on. |
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Here's a new version of the Windowed SE4 tool, which provides protection against having to redo your PBW turn because you hit "upgrade facilities" or the "movement replay for all ships" when there are thousands of ships in the game http://forum.shrapnelgames.com/images/smilies/happy.gif
http://imagemodserver.mine.nu/other/...indowedSE4.zip |
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[/quote] Well said. This was the most frustating thing I noticed when I began playing around with the demo. Very quickly I decided: "This is far more trouble than it's worth." |
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All flags are 20% of their original area. The icons are lopped off, and replaced with "BSUP" (bases, ships, units, population) which is thin white letters on transparent. The flags are more than big enough to tell who it is at a glance, and don't block your view. As long as there aren't two races in the same hex, it looks good. (If there are two, the other race's flag is floating way up in the sky, but that happens even with normal flags) |
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I'm curious. What features from each of the previous Space Empires would you like to see in SE6?
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Usability of SE3 Modability of SE5 Damage model of SE3 Neutrals of SE2 Research model of SE3 |
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a self learning A.I. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Fool! Have you heard of Skynet?
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Speaking of Neutrals, I was debating doing some code to randomize the settings in neutrals. Has anyone done anything in that area?
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I think not, Gandalf.
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You should stop by the IRC channel more often http://forum.shrapnelgames.com/images/smilies/happy.gif
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Interesting.
Every once in awhile I try my copy of SEV again but so far it just hasnt hooked me. I probably need to check for mods again. |
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