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-   -   Omni Mod (http://forum.shrapnelgames.com/showthread.php?t=5855)

Lord Kodos May 2nd, 2002 09:54 PM

Omni Mod
 
The newest title for the Vectorian Mod

Peeps here me out

SJ please join the development team we would be honered...You too devnull and other vets

BTW if its big enough i may do what Hadrian did and ask MM if i can charge for it or at least have them host it its gonna be WAY to big.here are a SMALL list of features:

Missions with a coherent storyline
Thousends of new components and planet types
over 30 ship sizes.
Omnipotent beigns,pre industrials,Antimatter beings and many many more specilized races.

Suicide Junkie May 2nd, 2002 11:41 PM

Re: Omni Mod
 
"Missions with a coherent storyline"

I'm wondering what you mean by this...
Would it be a sort of "Choose your own adventure" type thing where you have a long sequence of very short scenarios?
Ie:
"Lead Task Force Alpha in a raid against the starsystem of Tyrik. Capture as many enemy ships as you can and return them to the Starbase in Al Anz by the end of the year."

...Later...

"If you managed to capture and retrieve zero ships, load scenario #032."
"if you managed to capture and retrieve one to three ships, load scenario #054"
"if you managed to capture and retrieve four or more ships, load scenario #082"

PS: A more specific name would be good for the mod, I'm sure.
Pick a feature that separates your mod from the rest, and relate it to that. From what I see, that would be the scenario / storyline part. The other things don't sound as new and/or different.

[ 02 May 2002: Message edited by: Suicide Junkie ]</p>

disabled May 3rd, 2002 03:41 AM

Re: Omni Mod
 
I just love how Kodos is ripping everyone elses ideas. Of course, other people around here do it to an even worse extent.

[ June 14, 2003, 18:39: Message edited by: General Talashar ]

ZeroAdunn May 3rd, 2002 08:21 AM

Re: Omni Mod
 
What ideas is he ripping?

disabled May 3rd, 2002 02:47 PM

Re: Omni Mod
 
The question is what hasn't been ripped off. I see parts of everything from the UM2 to MM's site to SE2 in there.

[ June 14, 2003, 18:40: Message edited by: General Talashar ]

geoschmo May 3rd, 2002 03:15 PM

Re: Omni Mod
 
Well, let's hope he gives credit where credit is due.

On the other hand maybe it will be a good thing if it gives you an incentive to actually finish the heavily publicized, much anticipated, way overdue UM2. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Geoschmo

Suicide Junkie May 3rd, 2002 03:38 PM

Re: Omni Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Missions with a coherent storyline<hr></blockquote> <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>...an epic story spanning 15 billion years...<hr></blockquote>Well, those sound different enough. It seems (to me) to be the difference between a (potentially) interactive focus on one or few races, fighting for them through dark times, or somesuch, and a vast background story for the universe(s).

SE4 is pretty short on scenarios at the moment, so we could use any we can get.

A bit of clarification would be nice.

Lord Kodos May 3rd, 2002 08:43 PM

Re: Omni Mod
 
HEY i a[ologized hadrian AND get over it check the old Boards this mod under the Vectorian mod name was started i beleive before UM1 was even completed!The malfadorians are not in it it is all my orginial ideas.I understand you dont want anyone using your ideas so i didint.All ideas i did use i have aksed and received permission and givin credit in the massive credits section.So sorry hadrian and besides i said keep the neoverse as is ok?

Possum May 3rd, 2002 09:00 PM

Re: Omni Mod
 
Hey, without getting in the middle of this lovely little pissing match here, (/me looks cautiously both ways), can I get some more info on the scenarios mentioned here?

I've played SE4 off and on since the demo days back before it was originally released, but I've been away for 6 months or so. (I was kidnapped and drugged and forced to play an MMORPG all day every day for 6 months).

I remember looking into scenarios very closely way back when, and concluding that they were more or less useless for much of anything I wanted to do with them.

Has additional functionality been added in recent patches, or were my original conclusions erroneous, or what's the deal here?

The only example of an SE4 scenario I've ever seen was the tutorial. Do there exist more? Is it still a "cobble your own together by hand" situation, or do editors now exist?

Cylapse May 3rd, 2002 09:05 PM

Re: Omni Mod
 
*shields his eyes from that punctuation nightmare* Viewer off. Engines to full reverse! Take us the hell outta this thread. *lmao*

Karras Barrens May 3rd, 2002 09:50 PM

Re: Omni Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Possum:
[QB]Hey, without getting in the middle of this lovely little pissing match here, (/me looks cautiously both ways), can I get some more info on the scenarios mentioned here?

I've played SE4 off and on since the demo days back before it was originally released, but I've been away for 6 months or so. (I was kidnapped and drugged and forced to play an MMORPG all day every day for 6 months).[QB]<hr></blockquote>

Dark Age of Camelot?

Lord Kodos May 3rd, 2002 10:33 PM

Re: Omni Mod
 
heh for the scenario if i cant hack the editor or find a way to modify it to how i want it i will just make it cobbled together.....this is not a P/O contest Hadrian i admire you for putting up with me and i simply wanna be freinds again.I do however have different views and wont change them.I understnd it was wrong of me to try to change yours so buddies again? http://forum.shrapnelgames.com/images/icons/icon12.gif


Some More features:

Temporal Distortions
Pulsars
Quasars
Supernovea
Habitable ASTEROIDS!
Sun dwellers
Mobile planets(sorta)
Palaces(Sorta)
Flagships
Crew types
Ghost Fleets
Assasins
AND MUCH MUCH MORE

Lord Kodos May 3rd, 2002 10:59 PM

Re: Omni Mod
 
as far as names go hmmm Alpha mod is that taken?Storyline:

Well this is basically still iun development lets say it starts when a artifact on a terren world emits something ominous.....

The Mod also has

Wormholes http://forum.shrapnelgames.com/images/icons/icon10.gif ifferent then warp points you will see how...

Ether Gates:Artificial Ra'Shrkil gates leading to the ether.

Ether Warps:They are natueral warps to the ether they flicker on and off.

Worldship:world-like ships

Planetoids:Ship-like worlds

Omnipotent Beings:Gods roaming the ether they comprise of usually One single God(a massive massive ship) Who can summon angels,demons whatever(Fighters).

Pre Industrials:Now this is se they are feral cavemen.As they develop you will go through all stages until eventually you reach empire status.

Lord Kodos May 4th, 2002 02:15 AM

Re: Omni Mod
 
so please join!

disabled May 4th, 2002 08:01 AM

Re: Omni Mod
 
I don't think so.

Anyways, I head someone where the UM was started during the original SE4 beta test? can smeone confirm that?

[ June 14, 2003, 18:42: Message edited by: General Talashar ]

Lord Kodos May 4th, 2002 06:05 PM

Re: Omni Mod
 
sure we can be buddies again i know it! http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

anyhow more crud from my lil mod

Nanotechnology:like organic but weaker,and you research it normally its not a racial trait.

Temporal stuff is not a racial trait anymore

capnq May 4th, 2002 09:37 PM

Re: Omni Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> The only example of an SE4 scenario I've ever seen was the tutorial. Do there exist more? Is it still a "cobble your own together by hand" situation, or do editors now exist? <hr></blockquote> The Extras folder on the Gold CD includes a three-pack of scenarios by Geoschmo. Still no editor, though.

[ Edit ] Suicide Junkie made a scenario from one of his solo Pirates & Nomads savegames, called HomeComing.

[ 04 May 2002: Message edited by: capnq ]</p>

Possum May 4th, 2002 10:20 PM

Re: Omni Mod
 
The MMORPG in question was AO, Anarchy Online.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>
a artifact on a terren world emits something ominous.....
<hr></blockquote>

Sounds like me after a can of Dennison's chili...

Possum May 4th, 2002 10:23 PM

Re: Omni Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>
The Extras folder on the Gold CD includes a three-pack of scenarios by Geoschmo. Still no editor, though
<hr></blockquote>

I'm not buying Gold. I bought the game once. I'm not buying a second copy, just to get the stuff that was supposed to be in the original Version.

I've heard all the lectures about supporting Shrapnel, yadda yadda yadda. But I'm still not buying it.

capnq May 4th, 2002 10:45 PM

Re: Omni Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> I'm not buying Gold. <hr></blockquote>Two of Geo's scenarios were adapted from pre-Gold Versions, which are still available in the Old Mod Archives.

Now that I've found the thread about SJ's scenario that I couldn't remember the name of, that was pre-Gold, as well. [ Edit ] It's still available on Shrapnel's New Scenario/Mod Archive.

[ 04 May 2002: Message edited by: capnq ]

[ 04 May 2002: Message edited by: capnq ]

[ 07 May 2002: Message edited by: capnq ]

[ 07 May 2002: Message edited by: capnq ]</p>

jimbob May 4th, 2002 10:57 PM

Re: Omni Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Nanotechnology:like organic but weaker,and you research it normally its not a racial trait.<hr></blockquote>

Nanotech - yah. By "like organic but weaker" do you mean that there will autorepair? I'm guessing that it won't directly mirror the organic tech tree. I'd also guess that it would use a lot of radioactives (energy for processing) vs. using a lot of organics. The nanotech tree could definitely affect the society as well - enter the "arms-or-butter" thing. Maybe make miniaturization/nanotech a requirement for the advanced resource gathering (it's described as small robots gathering resources more efficiently after all!).

Perhaps miniaturization could be a precursor technology to nanotech and allow the small weapons for fighters, sort of stretch out the tree a little. Perhaps put a little automation branch in there also (droids, automated factories, more efficient astroid miners, automated repair a la organics but weaker, etc.) Again, I'd really like to see the non-military applications in balance with the military applications... gives the players more options.

Just my .02 $Cdn (.016 USD)

Edit - I can't spell

[ 04 May 2002: Message edited by: jimbob ]</p>

Lord Kodos May 5th, 2002 02:45 AM

Re: Omni Mod
 
?? never heard of it.The terren artifact in question is actually the face on mars.

disabled May 5th, 2002 04:00 AM

Re: Omni Mod
 
I hope people buy the UM, it's a great mod. As for the Omni mod, that's if and when it's ever made.

[ June 14, 2003, 18:43: Message edited by: General Talashar ]

Fyron May 5th, 2002 04:52 AM

Re: Omni Mod
 
If you have to pay for them, I doubt that it will change his mind.

Lord Kodos May 5th, 2002 06:03 AM

Re: Omni Mod
 
im hoping mine will be free if someone will give me the space to host it will otherwise i will charge for it and money will go to me to support paying to make it free eventually,or just to pay for me making and sending out the cds http://forum.shrapnelgames.com/images/icons/tongue.gif

the FOM is not the only artifact that is changing as the story will show PLEASE JOIN THE DEVELOPMENT TEAM!

Gil Hamilton May 5th, 2002 07:34 AM

Re: Omni Mod
 
JimBob,

Actually, I think you have the exchange rate reversed... .02$Cdn is about $.0012US. http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ 05 May 2002: Message edited by: Gil Hamilton ]

[ 05 May 2002: Message edited by: Gil Hamilton ] http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon12.gif Man, this thing won't let me put the smilies where I want. Oh well, money is all relative to what you can get, where you're at. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ 05 May 2002: Message edited by: Gil Hamilton ]</p>

Lord Kodos May 6th, 2002 01:56 AM

Re: Omni Mod
 
heh i havent even set out a cost yet....and mm still needs to lk it and i still need to finish the damn mod.here are some more uhmm stuff

Different types of cloaking.
Different types of mines,and shipyards,organic,temporal.
Infantry
Mechs
Different crew types
new steller areas Temporal distortions,habitable asteroids,pulsars,quasars,white dwarfs,supernovea,debris fields,and much much more.
Also changes like now im trieng to make escorts cloack in a asteroid field due to their small size they can hide

Also not that my rp community will use a odified versdion of the mod with all the races pre built in al0ong with charecters and wonders.

Suicide Junkie May 6th, 2002 02:28 AM

Re: Omni Mod
 
I can host, but although I have lots of space and unlimited transfer, that is paid for by lower bandwidth, and more downtime.

Tnarg May 6th, 2002 03:09 AM

Re: Omni Mod
 
This is a shot in the dark idea if your interested. A stellar ability that flings asteroids out of orbit and turns them into drones that can bombard planets. Of course you would need an asteroid belt in the system you're attacking, and probably a cloaked ship so that a fleet can't find the culprit right off the bat. But basically a limitless supply of asteroids to fling at planets. The higher the tech level, the more asteroids you can fling in one turn.

Just an idea, if it is feasable.

Lord Kodos May 7th, 2002 01:12 AM

Re: Omni Mod
 
hmm good idea ill see about it it should theoraticly work.

race types

Ghost Fleets
Necromancy(Bone techs)
Energy Beings
Gasous Beings
Sun dwellers
Anti-Matter Beings
Pirates
Nomads
Mercanaries
Monsters
Ethareals
Ra'Shrakil Descendents
Terrestial
Machinoids
Symbiotes
Corparations

ENJOY!

TerranC May 7th, 2002 02:01 AM

Re: Omni Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Lord Kodos:
Ghost Fleets
Necromancy(Bone techs)
Energy Beings
Gasous Beings
Sun dwellers
Anti-Matter Beings
Pirates
Nomads
Mercanaries
Monsters
Ethareals
Ra'Shrakil Descendents
Terrestial
Machinoids
Symbiotes
Corparations
<hr></blockquote>

Just One thing... Don't mean to nitpick as I couldn't do a single thing what you are proposing:

Ghost Fleets and Necromancy seem pretty alike, same with Ethereal and Gaseous beings and Energy Beings with Sun Dwellers, and Mercenaries and Pirates.

And some Spelling Mistakes (everybody makes mistakes once in a while)

Gasous - Gaseous
Mercanaries - Mercenaries
Ethareals - Ethereals
Corparations - Corperations

http://forum.shrapnelgames.com/images/icons/icon7.gif I hope that helps or being put into consideration.

Lord Kodos May 7th, 2002 02:12 AM

Re: Omni Mod
 
ethereals are omnipotent species it just sounds better so they are not alike.Gaseous is somewhat similer to Energy except they have unique differences.Energy beings can skip shields,they are pretty darn close to omnipotence in fact more or less here is the way your empire goes in game terms

Preindustrial-Empire-Energy-Omnipotent,IE given enough time you will evolve into a Energy race.Mercanaries unlike pirates generate NO money.Their ships have 0 maintnence costs however.The idea is that they lend their services out in exchange for money.
Ghost Fleets are just that ghosts pretty similer to a nomadic Version of energy but with anceint tech.Necromancy is bone stuff like Bone-Armor,Bone catapault,Bone Missles etc etc.Energy races have these advantages among others

Boarding parties skip shields
0kt bridge and crew quarts
Different facilites
Better energy weapons
All ships have supirior ramming skills
Pop quarters are very small
Population is easily tranferred via email(okay this idea is from Fang Tsu he yelled at me saying lithians can do this..if when i piss people off they give me ideas i have to be more obnoxious!)\
and more

Enjoy and remember the Omnimod contains no soy!

disabled May 7th, 2002 04:50 AM

Re: Omni Mod
 
Oh, never mind....

[ June 14, 2003, 18:43: Message edited by: General Talashar ]

capnq May 7th, 2002 06:16 AM

Re: Omni Mod
 
&lt; BUMP &gt; I've found the pre-Gold scenarios I mentioned, and edited my earlier post in this thread to add the links.

TerranC May 7th, 2002 06:42 AM

Re: Omni Mod
 
Uhh... Capnq and Geo; your Voyager Scenario works for Gold, although a bit stranger.

Hmm...

Lord Kodos May 7th, 2002 11:19 PM

Re: Omni Mod
 
naw i dont even know who they are.and again they where back in the odl vectorian mod ideas thread just they where part of organics but i liked them so much they get their own http://forum.shrapnelgames.com/images/icons/icon12.gif

Lord Kodos May 8th, 2002 12:30 AM

Re: Omni Mod
 
mmm stuff

the mod comes with Extras such as additional programs,artwork,Games like SE1,

capnq May 8th, 2002 12:46 AM

Re: Omni Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Capnq and Geo; your Voyager Scenario works for Gold, although a bit stranger. <hr></blockquote>Just to keep the credit clear, that's entirely Geo's scenario. I merely remembered that these scenarios exist and located the links for them.

Lord Kodos May 8th, 2002 02:49 AM

Re: Omni Mod
 
AIIEEE more newness!

Energy beings have more stuff i never mentioned

Lifespan is indefinate populas decreses very slowly

Populas is transferaable instantly!

and changes to the game:

Now some asteroids are colonizable and all cloack certain ships due to their small size

White Dwarfs:intense gravity pull ships in fast and dont let them out.
Black holes are alot alot alot alot alot alot alot alot alot alot MEANER!

Time rifts are fun they suck you in and ewither kill you,send you to the future and return you with advanced tech,return you in the future,spit you out somewhere else in the galaxy,give you something or more more more!

so do you like?

Lord Kodos May 8th, 2002 02:55 AM

Re: Omni Mod
 
AIIEEE more newness!

Energy beings have more stuff i never mentioned

Lifespan is indefinate populas decreses very slowly

Populas is transferaable instantly!

and changes to the game:

Now some asteroids are colonizable and all cloack certain ships due to their small size

White Dwarfs:intense gravity pull ships in fast and dont let them out.
Black holes are alot alot alot alot alot alot alot alot alot alot MEANER!

Time rifts are fun they suck you in and ewither kill you,send you to the future and return you with advanced tech,return you in the future,spit you out somewhere else in the galaxy,give you something or more more more!

so do you like?

ZeroAdunn May 8th, 2002 03:35 AM

Re: Omni Mod
 
Ummm, Kodos, how do you intend to implement all of this? I mean how will these ships from the future with high tech work?

What do you mean by populations instantly transferable?

How do you intend to have populatoins evolve? Will it be through the scenerios or will they actually evolve in game? If so how is this possible?

It just seems you are offering more than is possible with SEIV.

Derek May 8th, 2002 03:42 AM

Re: Omni Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>
so do you like?

<hr></blockquote>

Yes. And no.


Yes, I like the inventiveness of the ideas, even if some of them came from other people (there is nothing wrong with this, as long as credit is given where credit is due)

No, I don't think most of this is possible using the SEIV model. I've done some extensive modding, both recently and back in the day when SEIV first came out. Some people have done some things I never thought possible. However, a majority of what you are trying is just not possible in SEIV, even in my wildest imagination. You are basically re-writing the entire game, including the hard code. If you have the computer skills to do that, it would be easier to write your own game and market it under a different name. Of course, if you have the level of skills implied by all of that, I think MM might want to talk to you about SE Five, or maybe go look into working on MOO3, or MOO4

Regardless, good luck.

Derek

disabled May 8th, 2002 03:56 AM

Re: Omni Mod
 
How is the Omni mod gonna differ from the UM2? From what I've heard, everything you're putting in is already released in the UM2

[ June 14, 2003, 18:44: Message edited by: General Talashar ]

Lord Kodos May 8th, 2002 04:02 AM

Re: Omni Mod
 
heh fairly easy most of my ideas realy its just so obvious no one thinks of them LOL

The pop transfer is done by making how do you say invisible colony ships that cost nothing and are 1 kt with prebuilt colony support.This represents an email.now it moves REAL fast so that pop is transferred almost instantaniously.

the future i dont know if it will work or not i have to see i am not starting redoing the mod since my HD erases in november until someone helpe me out and joins.The future in theory will work that i will try to trick the game into thinking the sector is a planet with a ruin but with no colonization needed.The population doesent evolve you do.everytime X number of techs is researched you gain a new evolution level.when ALL techs is researched you reach omnipotence.of course with all the new techs this takes a long time.trust me even if half my ideas wont work it will still be something to remember

Lord Kodos May 8th, 2002 04:04 AM

Re: Omni Mod
 
about the asteroids they are merely no atmosphere tiny planets with the pic of a asteroid!you asked you got.the sun stuff is easy.Sun dwellers only colony tech is Sun colony witch counts as a ringworld in game terms and makes a huge sized colony.and they have gas giant colony things.

Lord Kodos May 8th, 2002 09:28 PM

Re: Omni Mod
 
so do you understand

Lord Kodos May 8th, 2002 11:28 PM

Re: Omni Mod
 
HMMMMM MORE SHTUFF AND SME QUESTIONS

questions how csan i add music or treaty types to the game?is that even possible?

disabled May 9th, 2002 04:19 PM

Re: Omni Mod
 
I thought it was John Beech at USy that invented the sun colonization.... I have his mod right here...

Captain Kwok May 9th, 2002 05:54 PM

Re: Omni Mod
 
Kodos,

You can't add new treaty types to the game nor can you add new music. The best you can do is mix up the tracks for different events...

You seem quite ambitious and enthusiastic, when can we expect to get a preview of the mod?

Lord Kodos May 9th, 2002 08:03 PM

Re: Omni Mod
 
again i did not take johns idea check the old v3ectorian mod Posts,if anything he took my idea.second okay i just thought music was addable since se.org has their own section for music.and third again im not starting any major work until some people join and help me out,that and im waiting for my gold Version to come


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