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History of MODS
List them'
Date - Mod |
Re: History of MODS
ok here is mine
2001 -06-20 - tesco mod (1.2.0 mod started some time that year. completed umm i do not know but i remember that the ultimate mod was going in full swing) 2003-08-30- Tech Grid Mod ( Version 0.3.0 mod started april 2003... never completed) 2004-02-08- Sweet mod 2.1.0 (history starts some time during march 2003) so list the mods the history would be interesting. And something we need to get down in writing. I will edit this as i figure out the actual dates |
Re: History of MODS
Hrm...
FQM - June 21, 2002. Posted with the line: "I have made a mod! That's right, me, Imperator Fyron, the eternal procrastinator!" And man, was I ever right about that! http://forum.shrapnelgames.com/images/icons/icon10.gif The mod was released after discussing some related thing with Atrocities. It was discussed on the #se4 IRC channel from day one. Well... mentioned, not really discussed until several days later. http://forum.shrapnelgames.com/images/icons/icon7.gif The mod was definitely inspired after playing in the PBW game Mastering Shadow Games, hosted by Efran Randohar (Jevelyan). He had added lots of cool stuff to the data files to create a really unique map, with lots of moons and such all over the place. When I created my PBW game Adamant 003, I made my own modified files to create the map. Many months later, after Gold was out, Atrocities was having some problems getting the game STFF off to a good start. He had modded some files to have habitable moons. This lead to discussion on such stuff, and I mentioned what I had done for Adamant 003. He wanted those files, but they had to be converted to be Gold compatible first. All I had done was add more moons, upwards of 5 at some planets!, as well as made them possible to have other than none atmosphere, and all single-star systems had an expansive asteroid belt. Multi-stared systems did not. It was tedious updating it to Gold, so I had given up. Then he convinced me to finish updating it for gold, and upload it to Shrapnel. In my infinite creativity, I named it Fyron's Quadrant Mod. http://forum.shrapnelgames.com/images/icons/icon10.gif It has been one long and wild ride... as far as modding goes, anyways. http://forum.shrapnelgames.com/images/icons/icon7.gif USM - February 03 2002: A little used mod that I started. I had long, long ago made a formations file for personal use compiled from all formations I could find in all the mods I could find. When I created USM, I took it a step further and included strategies as well. Adamant Mod - August 1, 2002: This mod originally began as a low-tech, primitive mod. I still have the Version of it laying around on my PC that I stopped this idea with... http://forum.shrapnelgames.com/images/icons/icon7.gif The first person to see it was ZeroAdunn, whom I sent it to over IRC on the #se4 channel. Hmm... #se4 seems to be a common theme... drop by! http://forum.shrapnelgames.com/images/icons/icon12.gif Anyways... I do not recall exactly when it was, but I decided to drop the primitive angle and start anew. Some of the ideas were kept in use though. The mod ended up being a hodge-podge of all my favorite modding ideas out there, plus plenty of my own brand of insanity. Then around November 08, 2002, I got this idea: [17:42] <Fyron> i was thinking that with my adamant mod, i might add some weird stuff. namely, there would be several basic paradigms for different kinds of races. there would be normal technological races, races where they ships are actually the creatures of the race, and possibly a race type that uses magic instead of technology I think we can all see where this went. http://forum.shrapnelgames.com/images/icons/icon10.gif Due to my massive procrastination, the mod is still in beta. |
Re: History of MODS
well, it's not released in a playable Version and it doesn't even have an official name, but my 'techpaths' mod was first thought of about...uh...a long time ago. what i'm doing now is actually a scaled back Version of a scaled back Version of a big monster thing. once you know that the current Version has 180 ship sizes, all typed in by hand, you get an idea of what i mean. if you want to, for some strange reason, get a vague idea of where i'm heading, go here:
http://www.spaceempires.net/home/mod..._Mod#dldetails [ February 07, 2004, 08:12: Message edited by: narf poit chez BOOM ] |
Re: History of MODS
The mod was offically started by Captain Kwok over two years ago, but no playable Version was released until July 2003.
I started work on it in June 2003. From the Mods Installation Read me. The Star Trek Mod Version 1.5.1 Play By Web Version By Atrocities and Captain Kwok Official v 1.0.0 Released 7-21-2003 Version 1.3.5 Released 12-09-2003 Version 1.5.0 Released 02-04-2004 Version 1.5.1 Released 02-05-2004 The year is 2400.00 and the galaxy awaits exploration. Who could have ever imagine the wonders and horrors to come. Where peaceful exploration and diplomacy fail, conquest begins. Immerse yourself in the role of leader of a Star Trek Race. Explore the technology, build ships, and colonize the galaxy as you battle against other star trek races for absolute power. [ February 07, 2004, 11:49: Message edited by: Atrocities ] |
Re: History of MODS
all the history of my mods is covered in the readme files... http://forum.shrapnelgames.com/images/icons/tongue.gif
[ February 07, 2004, 11:46: Message edited by: Rollo ] |
Re: History of MODS
I think he meant behind the scenes history, not change logs. http://forum.shrapnelgames.com/images/icons/icon12.gif
[ February 07, 2004, 19:37: Message edited by: Imperator Fyron ] |
Re: History of MODS
Before November 9, 2001 - Hypermaze
(November 9 was when I posted v1.1; I can't find a date for v1.0.) Hypermaze was inspired by Suicide Junkie's efforts to build a "classical" FTL propulsion map {link}. I wanted to generate hyperspace maps randomly, rather than build them by hand like SJ did. At first, I used the five nebula backgrounds for the hyperspace systems, but I eventually got the idea to make custom backgrounds with a fractal generator. Then it occurred to me than some people might not want to download a 7.8M mod, so I made a "lite" Version without the custom graphics. I submitted both the "full" and "lite" Version for the Gold CD, thinking that if they could use the lite Version to save space if it was running tight. I was surprised that both Versions were put on the CD. |
Re: History of MODS
As best I can tell by file modification dates in my archive:
Most can be found at http://imagemodserver.mine.nu/OldPirates&Nomads The history of P&N: "A Pirate's Life for me!" Proto-P&N April 2001 - PiratesMod v1.2 (Final) P&N - Standard Propulsion April 2001 - Pirates&NomadsMod V1.0 May 2001 - Pirates&NomadsMod v1.5 June 2001 - Pirates&NomadsMod v1.6 August 2001 - Pirates&NomadsMod v1.7 August 2001 - Pirates&NomadsMod Classic (final) P&N with QNP July 2001 - Pirates&NomadsMod v2.0 August 2001 - Pirates&NomadsMod v2.2 September 2001 - Pirates&NomadsMod v2.3c October 2001 - Pirates&NomadsMod v2.4 December 2001 - Pirates&NomadsMod v2.4d February 2002 - Pirates&NomadsMod v2.5 PBW November 2002 - Pirates&NomadsMod v2.6b PBW P&N for Gold with QNP December 2001 - Pirates&NomadsMod v3.0 (SE4 Gold CD) February 2002 - Pirates&NomadsMod v3.1a November 2003 - Pirates&NomadsMod v3.1c Others: March 2003 - RockPaperScissorsMod (final) December 2003 - ImagemodMod Coming in 2004 - Unnamed New SJ mod... Other SE4 stuff: September 2001 - FTL map August 2003 - Chess August 2003 - Exodus (Requires SE4 v1.49 and P&N 2.3c) [ February 08, 2004, 23:11: Message edited by: Suicide Junkie ] |
Re: History of MODS
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