.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   SciFi Mod (http://forum.shrapnelgames.com/showthread.php?t=9790)

TranscendentJedi June 27th, 2003 05:14 PM

SciFi Mod
 
BeenAssimilated and I (I'm new to forums thanks to BeenAssimilated) are working on a new mod, currently known as the SciFi Mod. Amongst the new features that we are planning to include are:
A greater emphasis on individual planetary and ship development.
A MUCH greater range of components, facilites, mounts, etc. (to higher levels).
A completely overhauled tech tree, partially based on star trek, that includes traditional and new scifi ideas and special tech areas for races such as the Yuzzong Vong (can't remember how to spell that) and completely new races.
A greater emphasis on the distinction betweeen different resource types (for example, normal spaceyards do not build as fast with organics but faster with minerals and average with radioactives).
A greater emphasis on sensor technology, including cloaking and sensors that go up to level XVIII and a HUGE distinction between the five sensor types.
More details will be posted later.

BeenAssimilated June 27th, 2003 05:17 PM

Re: SciFi Mod
 
Additionally, we humbly ask Atrocities and Captain Kwok if we may have access to and use the Star Trek Mod graphics in our mod, as well as the shipsets on the New Age Shipyards. If we could use the graphics, this mod will be greatly sped up. Thank You.

Suicide Junkie June 27th, 2003 05:22 PM

Re: SciFi Mod
 
I reccommend trying my Tech Gridder.

http://www.shrapnelgames.com/cgi-bin...3;t=008842;p=2

It will help you make multi-dimensional families of components in no time at all.

TranscendentJedi June 27th, 2003 05:33 PM

Re: SciFi Mod
 
I have taken a look at the tech grider and it will be very useful. It ceartainly beats the manual method that I was using and the subsequent troubleshooting http://forum.shrapnelgames.com/images/icons/icon9.gif . Thanks! http://forum.shrapnelgames.com/images/icons/icon7.gif

Erax June 27th, 2003 05:59 PM

Re: SciFi Mod
 
Welcome to the forums. Best of luck with your project, keep the rest of us informed on your progress !

TranscendentJedi June 28th, 2003 11:59 PM

Re: SciFi Mod
 
Does tech gridder only do components, or can it do technologies and facilites as well? (And if so, how?)

I'm not exactly an expert, but it doesn't seem as though it's likely that Atrocities and Captain Kwok will read this post. Do you have reccomendations on getting their attention?

Captain Kwok June 29th, 2003 12:19 AM

Re: SciFi Mod
 
Quote:

Originally posted by TranscendentJedi:
I'm not exactly an expert, but it doesn't seem as though it's likely that Atrocities and Captain Kwok will read this post. Do you have reccomendations on getting their attention?
<font size="2" face="Verdana, Helvetica, sans-serif">I read all the Posts. http://forum.shrapnelgames.com/images/icons/tongue.gif

I don't really have anything left that you could really use for the mod since I lost my data when my HD died. Asking Atrocities for the materials you want to use would be best. http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie June 29th, 2003 12:26 AM

Re: SciFi Mod
 
It will do facilities as well. Just run it on a facilities file, and it will do the gridding thing on whatever matches up.

Costs, and abilities mainly, since facilities don't have size/supply usage/hitpoints/etc.
The Tech gridder only modifies lines that match what it is expecting, and copies everything else: you don't have to worry, the facility-specific entries will not cause any problems.

Tech areas - they don't really apply for gridding purposes ...
However, the gridder will latch into the "number of tech req" field and the whole thing should work... it would create a slew of identical-cost tech areas...
Just be sure to set the naming scheme to something that will not create any duplicate names.

(IE: use one of the 'complex' naming schemes)

-----

In the next Version of the tech gridder I'll add tech area cost support.

TranscendentJedi June 29th, 2003 04:45 AM

Re: SciFi Mod
 
BeenAssimilated and I have recently decided, that to simultate the nOnlinear rising costs of new technology, especially for top-of-the-line equitment such as that used in research facilites, to use a system of compound interest for computing the costs and benifits for most facilities (possibly components). If anyone has any suggestions on this please respon.
Suicide Junkie, I assume that you are still working on the tech gridder (Version .50), and so I suggest, that if you think this is a good idea, to add a fourth option for finding the cost of components. I don't think we will be using the advanced naming system because of time and computational constraints (plus the fact that it would take forever to research) and cap everything at level XX or lower.

BeenAssimilated June 29th, 2003 04:53 AM

Re: SciFi Mod
 
Additionally, please advise us of the best way to contact Atrocities for the Star Trek Mod and NASY Shipsets and pictures. Thanks for all your support. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 29, 2003, 03:56: Message edited by: BeenAssimilated ]

Captain Kwok June 29th, 2003 05:09 AM

Re: SciFi Mod
 
Quote:

Originally posted by BeenAssimilated:
Additionally, please advise us of the best way to contact Atrocities for the Star Trek Mod and NASY Shipsets and pictures. Thanks for all your support. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Just send him an e-mail. He'll respond shortly if his spider bite wasn't too serious. http://forum.shrapnelgames.com/images/icons/tongue.gif

Suicide Junkie June 29th, 2003 06:05 AM

Re: SciFi Mod
 
Quote:

Originally posted by TranscendentJedi:
BeenAssimilated and I have recently decided, that to simultate the nOnlinear rising costs of new technology, especially for top-of-the-line equitment such as that used in research facilites, to use a system of compound interest for computing the costs and benifits for most facilities (possibly components). If anyone has any suggestions on this please respon.
Suicide Junkie, I assume that you are still working on the tech gridder (Version .50), and so I suggest, that if you think this is a good idea, to add a fourth option for finding the cost of components. I don't think we will be using the advanced naming system because of time and computational constraints (plus the fact that it would take forever to research) and cap everything at level XX or lower.

<font size="2" face="Verdana, Helvetica, sans-serif">The multiply factor is compound interest style.

For techs with only one dimension the complex and simple naming schemes are the same.
1,2,3,4,5 ...

For the second dimension, the complex scheme names them
1-1, 1-2, 2-1, 2-2, 3-1, 3-2, 3-3, etc
While simple schemes add them together to get:
2, 3, 3, 4, 4, 5, and 6 respectively.

Duplicated names in the components or facilities file are perfectly OK, but duplicates in the techarea.txt will cause serious referencing problems.

TranscendentJedi June 29th, 2003 06:50 PM

Re: SciFi Mod
 
Quote:

Originally posted by Suicide Junkie:
The multiply factor is compound interest style.
<font size="2" face="Verdana, Helvetica, sans-serif">The good news is that stupid mistakes are easily fixed, right? (I thought I was pretty good at math! http://forum.shrapnelgames.com/images/icons/shock.gif ) I hope I can keep these lapses in thinking to a minimum. http://forum.shrapnelgames.com/images/icons/icon12.gif
Two more questions about the tech gridder:
1. Each time I try and use it it adds four tech area requirements instead of one. How do I fix that?
2. I'm trying to use the gridder to increase the amount of resources a mineral miner makes the same way it increases cost, but it doesn't do anything to the amount of minerals mined (even though it does replace the variable in my description). Yes, I was sure to uncheck the box.

[ June 29, 2003, 19:15: Message edited by: TranscendentJedi ]


All times are GMT -4. The time now is 04:46 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.