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Kwok\'s Galaxy Mod
Greetings.
Since the next version of the Space Food Empires is dragging on, I felt bad about not sharing the work that I've done for systems in SFE. So with SE:V on the horizon, I went ahead and made a standalone mod from it. Kwok's Galaxy Mod adds 100 original and unique system types. You'll find planets arranged in a more expected fashion (rock-gas-ice) with a few more moons. You may also remember some of the images I posted with Blackholes and Supergiant stars complete with actual physical "footprints" in their systems. Of course, it's a little rough around the edges right now - particularly on some of the descriptions etc. However I will patch the data files over the next few weeks with the fixes for these items. I also left in a couple of test quadrants that you try out to see various special systems. You can download the first version here: http://www.captainkwok.net/galaxymod.php |
Re: Kwok\'s Galaxy Mod
What makes it different from Fyron's Quadrant Mod?
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Re: Kwok\'s Galaxy Mod
There's actually a number of differences, first being the inclusion of many stellar phenomena that aren't available elsewhere. This includes Dwarf stars (white, brown, black), functional Supergiants, Neutron stars and Pulsars, plus the fact that many have actually effects that extend beyond just a system ability.
The quadrant selection itself is less developed compared to FQM, which was primarily by design. I put more energy into making the systems themselves more diverse and didn't really want to clutter the quadrant screen with lots of items not having proper descriptions (really a failure of SE:IV's interface). |
Re: Kwok\'s Galaxy Mod
You can have descriptions in the quadrant selection. http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Kwok\'s Galaxy Mod
Quote:
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Re: Kwok\'s Galaxy Mod
Better than nothing. http://forum.shrapnelgames.com/images/smilies/happy.gif But about the mod...
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Re: Kwok\'s Galaxy Mod
Kwok, these new system types are great.
I have one suggestion though: The large stars are made up of a number of "star" type space objects. I counted more than ten of them. Solar generators are going to be incredibly effective in these systems. You might want to reduce the number of "star" objects by making the outer edges storms instead (the corona). It would let ships fly through the corona and reduce the large benefit of solar collectors in those systems. The large star sysetems also might be a little wierd for anyone who builds a ringworld in one of the star sectors. |
Re: Kwok\'s Galaxy Mod
A ringworld? Try 10! http://forum.shrapnelgames.com/images/smilies/eek.gif
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Re: Kwok\'s Galaxy Mod
The Supergiants did actually start out as having the outer edges as storms rather than stars, but I decided that a massive star would have a huge energy output. I think at the time I made the change, SJ agreed and some IRCers agreed. http://forum.shrapnelgames.com/image...ies/tongue.gif
The sector damage should take care of ships trying to enter (ie no stellar construction or manipulation), although I did boost up the damage amount to make sure none would survive for the next version (as it was calibrated for my SFEmod). |
Re: Kwok\'s Galaxy Mod
So I noticed that no one has downloaded the .zip version - but for good reason. I forgot to upload it! It's been fixed for you non-rarers. http://forum.shrapnelgames.com/image...ies/tongue.gif
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