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SEV Junk Yard Wars.
To celebrate the new patch, I've created a Junk Yard Wars mod for SEV.
It's based of balance mod, with a few tweaks, ie - I've included a 5kt thin armor, and intend to include some half size engines too. gritty galaxy style militia is also on the list. Expect the first version of this out early next week. |
Re: SEV Junk Yard Wars.
I've a small problem if anyone can figure it out.
in the StellarAbilityTypes.txt under normal planet, there are seven abilitys, three Empire - Grant Random New Tech Levels, and four Empire - Grant Unique Discovery. the chances for these all add up to 1000, however I'm still getting about a quarter of the planets that do not have ruins on them. anyone have any ideas on why this is happening? |
Re: SEV Junk Yard Wars.
Are there any planet entries that are NOT "Normal Planet"?
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Re: SEV Junk Yard Wars.
I suspect the problem may be as Fyron complained about;
The chances are now all independent. You might get multiple abilities on one planet, you might get none. |
Re: SEV Junk Yard Wars.
See, this is one of those reasons SE5 should have included support for derelict ships. Limit the player to only building crappy little ships that are only good for zipping around and taking over the masses of derelict ships lying around the galaxy. Now that would be an awesome Junkyard War!
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Re: SEV Junk Yard Wars.
So what if you made one regular ruins ability with a chance of 1000, and a few other abilities (regular and unique) with smaller chances? Then you'd have all planets having at LEAST one tech, and some might have more... Sorta like the "random magic paths" in Dominions 3 http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: SEV Junk Yard Wars.
ok, I've finished the first release. I'll start a game as soon as Geo has goten it and the new patch installed on PBW.
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Re: SEV Junk Yard Wars.
Quote:
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Re: SEV Junk Yard Wars.
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Re: SEV Junk Yard Wars.
I've added support to PBW for 1.44 + JunkYardMod v0.1
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