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-   -   Stellar Relations Mod v1.50 (http://forum.shrapnelgames.com/showthread.php?t=11537)

Intimidator March 6th, 2004 09:11 AM

Stellar Relations Mod v1.50
 
Finaly it's finished and on the web.

It's my first Mod, which I think is good enough to share with others.

So to ALL of you 'download it'

http://www.spaceempires.net/home/mod...=getit&lid=386

About the mod:

-First the bad news, I'm still working on the AI (had to learn that the couple of weeks) There are some playable AI's available now, but far from perfect.(anyone who is good at this and have some sparetime, let me know?)

-Newtonian style movement, which uses mount scaling. So every shipsize has his own size of engine's, Bridge, Lifesupport, Crewquarters, Shields, Cloak, Warpengine and shipscomputer.

-Commercial shipyards, You can sign contracts (Racial traits, and pay with racial points) with commercial shipyards and their ship/fighter or troop design. There are 3 companies right now.

-Common Racial trait.
The trait that every player must use. bigger ships / bigger bases / escort fighters (fighters above 50kt)

-Non combat.
There are a lot of new non combat components available (5 extra since patch 4). Such as: Hospital deck, Research Section, External Research lab., Agracultural Dome, Inter System Intel. Array and some other stuff.

And offcourse a lot of new weapons and some facilities, But try it all out.

It's my first so please send me all the comments you have (hopefully compliments) but some critics are welcome also.

Intimidator,

Fyron March 6th, 2004 09:57 AM

Re: Stellar Relations Mod v1.50
 
The ability "Planet - Change Ground Defense" does not work.

Intimidator March 6th, 2004 10:26 AM

Re: Stellar Relations Mod v1.50
 
Will see to it right away !

Thought so but wasn't sure, forgot to test it properly before put it on the new.

Inti,

Intimidator March 6th, 2004 10:33 AM

Re: Stellar Relations Mod v1.50
 
Same as the drop troop ability isn't it ?

Played with that one also, but did nothing!

Fyron March 6th, 2004 11:13 AM

Re: Stellar Relations Mod v1.50
 
Right. Unimplemented features. http://forum.shrapnelgames.com/images/icons/icon9.gif

Intimidator March 6th, 2004 04:36 PM

Re: Stellar Relations Mod v1.50
 
AAARRGGHHHHH http://forum.shrapnelgames.com/images/icons/icon9.gif

Made a major mistake, with uploading the Mod.
I changed the Weapon family numbers a week ago, and now I uploaded the wrong data-file.

(and offcourse the right one is GONE http://forum.shrapnelgames.com/images/icons/icon9.gif )

No problem with the mod, still multi-playable. But AI sucks.
Will see to it in a couple off days.

Inti,

Intimidator March 7th, 2004 10:04 AM

Re: Stellar Relations Mod v1.50
 
Problems solved, You can now download the 'working !' Version of the mod.

If you already downloaded it yesterday, please do so again (the full Version) or mail me and I send you the update files.

David E. Gervais March 7th, 2004 12:06 PM

Re: Stellar Relations Mod v1.50
 
Is this the first mod taking advantage of Patch 4 features? Anyway it sounds interesting, I'll try to find the time to give it a run.

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron March 7th, 2004 06:58 PM

Re: Stellar Relations Mod v1.50
 
Not quite. Adamant Mod made use of them the day that the patch was released. http://forum.shrapnelgames.com/images/icons/icon12.gif

Intimidator March 7th, 2004 07:11 PM

Re: Stellar Relations Mod v1.50
 
Okay, I can life with it http://forum.shrapnelgames.com/images/icons/icon9.gif


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