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-   -   Stellar Manipulation Mods (http://forum.shrapnelgames.com/showthread.php?t=14588)

Kimball December 21st, 2000 09:33 PM

Stellar Manipulation Mods
 
I took the time to put all of the stellar manipulations into their own tech areas. Warp point, storm etc... now have their own removable areas. The "stellar manipulation" tech area no longer exists, it has been divided into 8 tech areas including "multiple resource production" for the Monolith Facility. I also renamed the stellar manipulation components. For example, Gravitational Condenser is now "close warp point," making it easier to identify components.

I created the new tech areas because my co-workers do not like to play with warp point manipulation, but they still like storm manipulation.

You may want to modify tech area costs, I didn't mess with that.

Kimball December 21st, 2000 09:37 PM

Re: Stellar Manipulation Mods
 
Oops, I didn't attach the file. The file was created with winzip.

mbosveld December 21st, 2000 10:26 PM

Re: Stellar Manipulation Mods
 
You might want to post this in the MOD forum/

Daynarr December 21st, 2000 11:19 PM

Re: Stellar Manipulation Mods
 
Umm, Kimball. You shouldn't have made new topic in mod forum. Moderators have tendency to delete them. You should put it INSIDE SE4 topic (the one created by Richard).

Kimball December 21st, 2000 11:35 PM

Re: Stellar Manipulation Mods
 
My bad. I am new to the forum, won't happen again!

Puke December 22nd, 2000 01:20 AM

Re: Stellar Manipulation Mods
 
Thats a pretty cool mod, man. I wanted to do that a while back to stop warp point abuse, thats totally cool. Thanks!

Kimball December 22nd, 2000 03:11 AM

Re: Stellar Manipulation Mods
 
You're welcome. When we play at work we take everything buy storm manipulation out, and that just wasn't possible the way the game was set up. I am glad that someone besides me finds the mod useful.

Since we don't use anything but Storm Manipulation at work (where I spend the most time playing), I didn't spend anytime adjusting tech levels or costs for anything but storm manipulation. You may want to tweek those a bit.


Kimball December 22nd, 2000 03:38 AM

Re: Stellar Manipulation Mods
 
Sorry to report, but I found a problem with my mod. When I changed the default_AI_research.txt file, I didn't realize I had to change all of the other "races"AI_research.txt file. I apologize for the inconvenience, but I will fix the problem as soon as possible. If anyone else finds bugs, please let me know. Once again, sorry.

Kimball December 22nd, 2000 04:09 AM

Re: Stellar Manipulation Mods
 
Here is the fix. All I did was add Stellar Manipulation back into the techarea.txt file. There are not any components linked to the Stellar Manipulation tech area, as far as I know, but this will prevent any Messages generated by the AI not being able to find Stellar Manipulation in the _AI_research.txt file. Eventually, I will fix all the AI files so that they can have the same stellar manipulation abilities as human players. Once again, I apologize for not finding this sooner.

Atrocities December 22nd, 2000 04:48 AM

Re: Stellar Manipulation Mods
 
Thanks. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif This is great to have. Perhaps you should send it to MM so they can incorperate it into the next patch.


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