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-   -   The Crazy Outta Control Mod (http://forum.shrapnelgames.com/showthread.php?t=4685)

ZeroAdunn November 29th, 2001 11:13 PM

The Crazy Outta Control Mod
 
Ok, I have been planning this mod creation for some time, here is the info on what I have planned.

Once the uploads are finished I will begin by uploading basic datafiles (COMPONENTS, VEHICLESIZE, AND TECH AREA) All technology will be removed except basic colonization tech. These will be the basis for the mod.

Once these are uploaded one person will post here, "I got it." This will mean they, and only they can add to the files, using the rules listed below. Then once they are done they will upload the files here, and somebody else will post, "I got it," and the process will continue.

This will continue on into infinity, or untill we decide the mod can go no further.

The rules for modifaction:

A person can add:
1) Any new tech area that has a prerequisite of one or more (preferably more later in the mod) of the preexisting tech areas. Under this Category they can also add one new compenent type with various level.

2) Any new vehichle size that erquires one or more preexisting tech areas.

3) Any new componet that requires two or more preexisting tech areas. (this is if you do not wish to add your own tech area)

4) Any new tech area, with or without components attached to it. Must have a prerequisite of 1 or more existing techs.

5) Any additional tech levels, additional component levels, and additional components to a preexisting area.

6) Facilities in the same manner as listed above.

Things to consider: If creating a tech for the low end of the tech tree the components should be weak and low tech, while higher on the tech tree things should become more powerfull and stronger, as well as more sci-fi'ish.

Try not to add to many tech areas with the same requirements. Try and make the research costs resonable. Necessary and powerfull component yielding tech areas should cost more while insignificant or weak component yeilding tech areas should cost less. Higher up the tech tree components should become more expensive.

Try not to make weapons or components to uber-powefull. Try and compare them to other components on the same are of the tech tree to see if they are reasonable.

Feel free to add multiple compoents that do the same thing, just make them have different requirements and different descriptions/values. Also feel free to make components that perfom multiple tasks, long-range scanner/combat sensor is a good example.


So can I get some feedback? I would really like to see some support for this idea. Feedback and suggestions are always welcome. There is still time to change rules.

President_Elect_Shang November 29th, 2001 11:49 PM

Re: The Crazy Outta Control Mod
 
Too many cooks spoil the meal. You should devide it up by:
Mr A, you take Star Wars
Mr B, you take Star Trek
etc.....
This can also lead to many problems, but this will be faster, in the end everyone involved will also get assigned races to work on, etc.....
To heck with the "I got it". http://forum.shrapnelgames.com/images/icons/icon8.gif

[ 29 November 2001: Message edited by: President Elect Shang ]</p>

Rollo November 30th, 2001 12:10 AM

Re: The Crazy Outta Control Mod
 
Hey, what a great idea http://forum.shrapnelgames.com/images/icons/icon10.gif . Everyone can contribute and put their favorite stuff in, without doing a whole mod by themselves. This should be a bLast!

Rollo

Phoenix-D November 30th, 2001 12:27 AM

Re: The Crazy Outta Control Mod
 
Shang, I think you're on the wrong thread http://forum.shrapnelgames.com/images/icons/icon7.gif

This is chaos for the sake of chaos, not the sci-fi mod..

Phoenix-D

Suicide Junkie November 30th, 2001 05:32 AM

Re: The Crazy Outta Control Mod
 
It must just be the sheer size of this board. Not too many are large enough to support so many independent projects.
Heck, not many games are flexible enough to support so many projects http://forum.shrapnelgames.com/images/icons/icon7.gif

ZeroAdunn November 30th, 2001 08:00 AM

Re: The Crazy Outta Control Mod
 
So what does everybody think? If you would contribute say so. If not I probably will just shelve another one of my bad ideas. By the end it could actually be the most unique, and interesting mod out there.

But a few cooks spoiling the whole pot is a good point, even if it is on the wrong thread. If something comes up about some components not fitting or something (say a planet killer at lvl 1 tech) then production can stop and a decision can be made about what to do about it.

While not meent in any way to be a serious, nailed down, balanced mod, it should be somewhat reasonable.

Really though I would like feedback and suggestions on rules for the mod.

dogscoff November 30th, 2001 10:35 AM

Re: The Crazy Outta Control Mod
 
I'll have a go. This is a good opportunity for ppl like me who can't / won't mod (or don't have the inspiration for more than a few components) to have a go.

Val November 30th, 2001 05:12 PM

Re: The Crazy Outta Control Mod
 
I think it would be fun, though I am a little busy right now, I'd still take the time to grab the mod when I could. The mind boggles at how insane this could become.

ZeroAdunn December 2nd, 2001 07:58 AM

Re: The Crazy Outta Control Mod
 
And so it begins:

Here is the innitial upload
1007272545.zip

Once you are done with it you can upload it again through the scenario archive, the upload file link should be to the left side of the screen when posting a new message. Then make a new message here with the link on it.

Rollo December 2nd, 2001 01:40 PM

Re: The Crazy Outta Control Mod
 
The zip doesn't work. It's somehow corrupt.

I had the same problem with the TDM-Mod, btw. Maybe the uploads don't work correctly. (Just guessing here).

Rollo


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