.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Modding Challenges (http://forum.shrapnelgames.com/showthread.php?t=34870)

Fyron May 28th, 2007 11:52 PM

Modding Challenges
 
Here is an idea to wind the forums up again...

What are some tricky things you are trying to mod into the game, but can't get working? Or, what are some ideas you'd like to see in a mod? Post em here, and let's get people to help make them a reality.

For reference, I am thinking on the scale of these.

Combat Wombat May 29th, 2007 02:14 AM

Re: Modding Challenges
 
Space Monsters that grow/gain something from eating planets and suns

Captain Kwok May 29th, 2007 02:33 AM

Re: Modding Challenges
 
I need to create AI scripts for stellar manipulation components - now how should they go about using them?

narf poit chez BOOM May 29th, 2007 03:48 AM

Re: Modding Challenges
 
Combat Wombat: Experience point system?

Captain Quack: Which SM components?

Locii May 29th, 2007 05:10 AM

Re: Modding Challenges
 
Well there is an unused ability "Can Fire Into Space From Ship Cargo" in the VehicleUnitTypes.txt located in the data folder.

I think it could be used to make a good Pirate vs. Corporation vs. The Galaxy mod.

You could make a new unit that ships would store in their cargo that has different abilities depending on which playstyle you choose. For example if you corporation you proably couldn't make decient beam weapons but can make pretty good sensor so you would trade the units between yourself and a normal empire. Or if you play a normal empire you could buy cloaking devices from the pirates kind of like a black market. Stuff like that. Anyway just a thought when I saw that ability.

Q May 29th, 2007 05:35 AM

Re: Modding Challenges
 
Quote:

Captain Kwok said:
I need to create AI scripts for stellar manipulation components - now how should they go about using them?

IMO planet creation, enemy planet destruction, star destroyers and warp opening are useful for the AI. At least I found them so in SE IV. May be black hole destruction and star creation sometimes can be useful, but not often. However warp point closing seems much more difficult for the AI to use reasonably.

aegisx May 29th, 2007 08:04 AM

Re: Modding Challenges
 
The modifiers for what type of ships the AI wants to build should be settable in the race files. This way more custom races can be built.

Romulus68 May 29th, 2007 10:18 AM

Re: Modding Challenges
 
I would like to see some of your Adamant mods applied to SEV making racial traits more distinct.

Ideas:
1. Crystalline races have little need for Atmospheres or types really.
2. Organic reliance on larger food supplies (Organics) in production and dailey consumption by the population.
3. Robotics/cybernetics production bonuses, etc.

You get the idea on racial traits.

System wide training facilties versus planet/sector only.

Randallw May 29th, 2007 11:21 AM

Re: Modding Challenges
 
2 Starfire elements.

Closed warp points. You can see one end but you only know where the other end opens in a system is if you pass through or see someone else use it. Introduces a new tactical element as one side watches for where the enemy comes from while the other side tries to keep it a secret.

Population processing facility.....for organic races. Put excess alien population you capture to better use. Someone else came up with this one a week or so ago.

Romulus68 May 29th, 2007 12:05 PM

Re: Modding Challenges
 
Population assimilation like Borg or Symboite take overs.

Their population decreases as your race population increases.


All times are GMT -4. The time now is 03:11 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.