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-   -   SE5 mod data file format (http://forum.shrapnelgames.com/showthread.php?t=11376)

SalsaDoom February 19th, 2004 06:52 PM

SE5 mod data file format
 
So, yes, its a little early. But then, I am *REALLY* lazy so I want a big head start. Since Lord_Devi and I accidently lost our current Version of Galaxy in Flames 2.0-beta, and therefore the cumulation of our lives work in a split second... We've decided to simply skip GiF/2, because the idea of doing all of that hideous work again makes my eyes bleed.

That leads to SE5.. now, we were gonna basically re-write the entire game.. that is to say, GiF/3 would replace all of the default content, except for the graphics (and we'd like to work on that, but we are hopeless at artsy stuff).

This brings us to the big question: What are the data files going to be like? Say we wanted to sort of get some stuff down now, or at least before too long... now of course I understand its going to change, but its probably not going to change too radically..

Does anyone know if its going to be just like SE4? or significantly different?

--SD

Ragnarok February 19th, 2004 06:57 PM

Re: SE5 mod data file format
 
Quote:

Originally posted by SalsaDoom:

Does anyone know if its going to be just like SE4? or significantly different?

--SD

<font size="2" face="sans-serif, arial, verdana">As far as I know it should stay realitively close to SE4. It will also be like Starfury in some aspects as well. While SE4 and Starfury are close themselves the main difference is the 3Dness of the ships and the code in which to handle this sort of stuff.

Fyron February 19th, 2004 07:03 PM

Re: SE5 mod data file format
 
It is impossible to say, as MM has not really started working on SE5 yet. Some concept and interface work has been done, but that is all that has been done as far as I know.

Suicide Junkie February 20th, 2004 12:44 AM

Re: SE5 mod data file format
 
Start with what you know can be modded in SE4, and then sprinkle on a bunch of ideas that would be cool, but may or may not be possible.

It is not unreasonable to begin planning out a universe for your mod to exist in, though. You can worry about implementation and which things can or can't be modded later.
Decide on the ideas and balancing factors behind your weapon classes, defenses and economics,
galaxy layouts and so on.

Once SE5 arrives in your mailbox, then you merely have to implement all those ideas, and you can be fairly confident it will all work together and be balanced.

-----

That's my theory anyways. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities February 20th, 2004 02:33 AM

Re: SE5 mod data file format
 
Either way it goes, it should be better than now. http://forum.shrapnelgames.com/images/icons/icon7.gif And that is going to be very hard to accomplish. http://forum.shrapnelgames.com/images/icons/icon7.gif


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