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SE3 mod for SE4
The goal of this is to include as much from SE3 as possible.
Re-Mods can be done later, and should be done elsewhere. Some basics: - Direct fire weapons can all be copied easily. - Shields and regenerators can be copied. - Hull sizes, C&C requirements, engines per move and engine limits can be copied, along with cost and other modifiers. - E-build removed (100% ebuild, 100% slowbuild) - Construction points: Organic and Rad resources removed, leaving one resource; minerals = construction points - construction centers provide resource storage. - Population bonus levels Some harder items: - Missiles can be set to infinite range, provided that mounts are used to bring the launch range back down. - Construction... build tiny ship-cores and then retrofit on all the components to repair over time? - supply... engines and weapons use none, but supplies degrade over time (somehow) - armor layer: limited armor, probably through the X-Per-Ship limits. Additional armor components would be limited to leaky-style only. - Spaceyard at 100M population - Asteroid colonies; incompatible with planet creation/destruction tech, but easy otherwise. Some "maybe" items: - Resampled SE3 components and facilities, brought up to SE4 mini and portrait sizes. - multiply hitpoints and damage by 10x so that the combat bar graphs work better. PS: please add suggestions for SE3 features to include, and ideas on how to do some of the hard items. |
Re: SE3 mod for SE4
So you want to edit the hard code then? That is the only way I can see to remove Orgs and Rads unless you set all components, facilities to 0 org and rad and then remove all production facilities for them. Also set them to 0 in the settings tab.
Is this what you plan on doing? |
Re: SE3 mod for SE4
Well, yeah. Remove them from having in-game effects. They'll be reduced to flavour text.
Although in trivial amounts, they may still come in handy for setting up some of the construction features. |
Re: SE3 mod for SE4
Be sure to use Andres' beautifully re-rendered SE3 shipsets.
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Re: SE3 mod for SE4
Funny, I wanted to do a SE2-ism mod for SE4 one time (single "tech area", fewer warp points, smaller ships), but the one thing stopping me was my lack of a registered copy of SE2 so I could see the entire tech tree... http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: SE3 mod for SE4
intresting but on se3 were more atmospheres i wonder if it's possible to add them to se4, if it's possible i haven't figure out how...., if it's possible maybe someone on the forum knows how
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Re: SE3 mod for SE4
No, you can't add more atmospheres or planet types... have to wait for SE5 for that http://forum.shrapnelgames.com/image...ies/tongue.gif
You can add more planet SIZES, however... |
Re: SE3 mod for SE4
Quote:
Unless we could somehow add more surface types, and then match them up with atmospheres, or something... |
Re: SE3 mod for SE4
Well, I've gone through and changed all the basic components over to SE3 Versions. Also done the core of vehiclesizes and units.
Trimmed out the non-se3 like facilities; copying over stats for the remaining ones will be for tomorrow. PS: If somebody could map out the tech tree prerequisites and max levels, and also find at which level the component families start, that would come in really handy. |
Re: SE3 mod for SE4
i once made a tech tree for se4 on power point, noone seems to be very intrested on it, i think i can make one of se3, but it will take a some time.... 'cause i'm working on a mod also, but i can do both.
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