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-   -   SE3 mod for SE4 (http://forum.shrapnelgames.com/showthread.php?t=21540)

Suicide Junkie November 2nd, 2004 09:23 PM

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.

Atrocities November 2nd, 2004 10:07 PM

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?

Suicide Junkie November 2nd, 2004 11:01 PM

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.

dogscoff November 3rd, 2004 09:37 AM

Re: SE3 mod for SE4
 
Be sure to use Andres' beautifully re-rendered SE3 shipsets.

Ed Kolis November 3rd, 2004 09:54 AM

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

EaX November 5th, 2004 09:03 AM

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

Ed Kolis November 5th, 2004 09:55 AM

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...

Suicide Junkie November 5th, 2004 11:59 AM

Re: SE3 mod for SE4
 
Quote:

Ed Kolis said:
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...

About that... I think we will probably have to leave the surface research in, and forget about the atmosphere research.

Unless we could somehow add more surface types, and then match them up with atmospheres, or something...

Suicide Junkie November 8th, 2004 02:27 AM

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.

EaX November 8th, 2004 05:15 PM

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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