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-   -   Junkyard Mod (http://forum.shrapnelgames.com/showthread.php?t=7090)

Makinus August 20th, 2002 08:05 PM

Junkyard Mod
 
Anyone can tell me where i find a copy of the Junkyard Mod that wrosk with SEIV Gold 1.67/1.78?

Thanks

Puke August 20th, 2002 10:23 PM

Re: Junkyard Mod
 
there isnt one yet. im going to work on one, but i wanted to incorporate the techmod (or other tech tree expanding mod) into it as well, since the research tree seems to fill up pretty quickly. i guess i could just lower the yield on ruins, but i would rather introduce more variety through expanded tech trees.

if you just want a plain vanilla Version of the mod to work with gold, the modinfo.txt or the readme.txt describes all the files i changed, and how. some of those files can just be copied over into gold, and others (like the tech area file) can just have one or two lines changed.

Puke August 27th, 2002 10:19 PM

Re: Junkyard Mod
 
with thanks to Krsqk, we now have a Junkyard Mod for se4 gold v1.78, and you can find it here:

http://seiv.pbw.cc/Download/filelib/...Mod2.0gold.zip

here is the dirt from the text file packaged with the mod:
Quote:

Because I like improvisational engineering, mad-max style makeshift-destruction and because of the little something inside all guys that desires to root around a pile of industrial scrap and find some great treasure, (or maybe its just some irrational attraction to girls with English accents) I give you:

*******Puke's JUNKYARD WARS Mod Version 2.0 for SEIV GOLD 1.78*******

Made for the Space Empires IV Play-by-Web community at seiv.pbw.cc, and with special thanks to all the folks on the Shrapnel Games Intel Forums at www.shrapnelgames.com this is the first Version of the mod. Details below:

- made for space empires 4 Version 1.41 on 2001.07.13

- Tech levels edited to remove Applied Research from the list of starting techs, max level set to 0.

- Applied Research no longer exists as a technology in the game (new since v2.0, older Versions allowed AR to be removed at game start).

- Default AI construction types modified to remove research facilities from the Homeworld facility build lists

- Planet ability lists edited to give a vastly increased likelihood for Ancient Ruins to be found, tech levels recovered from ruins has been increased.

- Krsqk has created a superb extended tech tree for use with Version 2.0 of this mod, and it greatly extends the playability of Junkyard Wars games. Krsqk is great, everyone thank him.

The author of this mod disclaims responsibility for any damage it causes, such as your monitor exploding, house burning down, family life falling apart, job loss, loss of sleep, physical and or psychological trauma, the adoption of any pacifist tendencies or the wearing of tie-died clothing and/or crystal jewelry. If the user of this mod begins to believe him/herself to be the reincarnation of Humphrey Bogart, that is indeed the responsible of the creator of this mod, and is a direct result of subliminal Messages placed within this very text file. Furthermore, I claim a 2.5% royalty on any profits you make from the recreation of any Bogart movies, as they are a direct result of the psychosis I have so carefully induced in you.

USE THIS MOD FREELY AND UNRESERVEDLY, Change it if you want. Don't bother to ask. Don't bother to give me credit (But give Krsqk credit if you steal his cool expanded tech tree), I don't really care and I'd rather not have random people emailing me about it anyway. HAVE FUN!

Puke
a.k.a. Luke Miller
a.k.a. Spicy Stringbean
a.k.a. 'ugly hearted little ****'

2001.09.02: updated to Version 1.2 of the mod, changed the events file to style the events after the Junkyard theme. Changed the Ruins chance to fix a problem where only the first two junkheap types were showing up. Added support for Geoschmo's 'none' AI type. Added modinfo.txt for Matryx's modchooser.
2001.10.26: updated to Version 1.3, updated to use the new 1.49 data files
2002.08.27: updated to Version 2.0 for se4 1.78 gold. removed applied research from the tech tree and removed the trait from settings.txt. Incorporated Krsqk's expanded tech tree, which is really great.
<font size="2" face="Verdana, Helvetica, sans-serif">

Rollo August 27th, 2002 11:55 PM

Re: Junkyard Mod
 
so, when do we start JYW III? http://forum.shrapnelgames.com/images/icons/icon10.gif

Puke August 28th, 2002 12:13 AM

Re: Junkyard Mod
 
i dunno, whenever its added as an option on the PBW server.

Fyron August 28th, 2002 12:29 AM

Re: Junkyard Mod
 
Which will be when? http://forum.shrapnelgames.com/images/icons/icon10.gif

Spoo August 28th, 2002 12:47 AM

Re: Junkyard Mod
 
Does it work with the AI (single player)?

Puke August 28th, 2002 12:49 AM

Re: Junkyard Mod
 
i dunno, whever one of the admins reads the request on the admin forum and puts the mod Online.

Puke August 28th, 2002 01:06 AM

Re: Junkyard Mod
 
Quote:

Originally posted by Spoo:
Does it work with the AI (single player)?
<font size="2" face="Verdana, Helvetica, sans-serif">oh god no. i mean, to some extent. the AI will still colonize, and will gain tech as such. but how could you generate an AI design creation file not knowing what techs they would have available to them?

Puke August 28th, 2002 10:01 PM

Re: Junkyard Mod
 
the word from on high is "a couple of days"

(and by "on high," i mean "geoschmo")

[ August 28, 2002, 21:01: Message edited by: Puke ]

geoschmo August 31st, 2002 07:20 PM

Re: Junkyard Mod
 
Junkyard Mod ver 2.0 (Gold) is up and ready for use on PBW.

Geoschmo

Puke September 1st, 2002 03:35 AM

Re: Junkyard Mod
 
Here we go, hop on over to PBW and join up:

Puke's Junkyard Wars III
Status: Game open to new players

Game description
This will be the third incarnation of the infamous Junkyard Wars. We will be accepting as many players as want to come, and packing them into a large cluster quadrant. Thanks to Krsqk, we now have a much more extensive technology tree with the new Version of the mod.

By now, you should all know the scoop (but newcomers are welcome too). No research in this game, all the technology that you will learn will be through discovering ancient ruins. You may also trade for ships to analyze. You will colonize only your own planet type (rock, ice, or gas).

as an added experiment, there will be Intel in this game. The previous two had it disabled, but we will give it a try for this one to see how it works out.

So, welcome to the challenge! JYW1 ended with the Nausea Heap victoriously recovering a coveted Lincoln V12 engine, and JYW2 is still ongoing with the Nausea Heap searching for the chassis from a Dodge Swinger. The outcome is still very much up in the air for JYW2, but lets not have that slow us down for getting the third game rolling!

Starting resources: 5000
Starting planets: 1
Home planet value: Average
Score display: Own
Technology level: Low, Medium, High
Racial points: 0
Quadrant type: Cluster
Quadrant size: Large
Event frequency: High
Event severity: Catastrophic
Technology cost: n/a
Victory conditions: player-defined
Maximum units: max(20K)
Maximum ships: max(20K)
Computer players: none
Computer difficulty: n/a
Computer player bonus: n/a
Neutral empires: No
Other game settings: see above

Game information
Owner: puke
Turn number: Not Started
Players/max: 1/20
Last turn:
Next turn:
Turn duration: 48 hours
Turn automation: Fully automatic turns (key)
SE4 Version: v1.78 + Junkyard Mod Ver 2.0 (Gold)

DocShane September 1st, 2002 08:38 PM

Re: Junkyard Mod
 
Woohoo! Stripe just downloaded the mod and is drooling at the possibilities this time around! http://forum.shrapnelgames.com/images/icons/icon10.gif

Puke September 1st, 2002 09:46 PM

Re: Junkyard Mod
 
im still going to track down that cloaked ship in JYW2. you wont escape me, Tinker and Boom!

(hope this doesn't put a damper on things for #3, i never hold grudges between games)

Rollo September 2nd, 2002 12:05 AM

Re: Junkyard Mod
 
Hmm, I was just trying to do my .emp and noticed that it is not possible to get 800 race points anymore by dropping your research to minimum. Also since Intel will be on, how about if we use 2000 pts instead of zero. Or am I just a sissy?

Rollo

Fyron September 2nd, 2002 01:41 AM

Re: Junkyard Mod
 
Sissy. http://forum.shrapnelgames.com/images/icons/icon10.gif

Puke September 2nd, 2002 05:01 AM

Re: Junkyard Mod
 
yeah, less points makes more variety. since hard choices have to be made, its more likely different players will make different choices.

Ed Kolis September 2nd, 2002 11:04 PM

Re: Junkyard Mod
 
How come CSM's in the Junkyard mod keep getting bigger until they're ridiculous sizes like 500 kT? That makes all but CSM I useless!

Phoenix-D September 2nd, 2002 11:45 PM

Re: Junkyard Mod
 
Ick, the CSMs are utterly worthless. http://forum.shrapnelgames.com/images/icons/icon9.gif

Puke September 3rd, 2002 08:37 AM

Re: Junkyard Mod
 
hell if i know, i was too lazy to make the extended tech tree myself. I will see about making some changes and uploading a new Version of the mod.

Puke September 23rd, 2002 11:39 PM

Re: Junkyard Mod
 
CSMs are fixed, the new mod is Online, and the game should be starting this friday. there are still a few more slots open if people wish to join up. the more the merrier.

once again, a huge thanks goes out to Krsqk for his work on the extended tech tree, and the superb K-Editor that presumeably made it all posible.

Krsqk November 20th, 2002 02:04 AM

Re: Junkyard Mod
 
Growing CSMs... http://forum.shrapnelgames.com/images/icons/blush.gif ...blush...I am soooo embarrassed... http://forum.shrapnelgames.com/images/icons/icon7.gif Glad someone caught that. It's a little...erm...unbalancing. I hope the rest turns out satisfactorily.

Ed Kolis November 20th, 2002 10:15 PM

Re: Junkyard Mod
 
My CSM grows bigger than your CSM http://forum.shrapnelgames.com/images/icons/blush.gif

mlmbd November 21st, 2002 05:45 PM

Re: Junkyard Mod
 
CSM's are organic??? http://forum.shrapnelgames.com/images/icons/icon10.gif Sorry about butting in!

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif


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