![]() |
SciFi Mod
BeenAssimilated and I (I'm new to forums thanks to BeenAssimilated) are working on a new mod, currently known as the SciFi Mod. Amongst the new features that we are planning to include are:
A greater emphasis on individual planetary and ship development. A MUCH greater range of components, facilites, mounts, etc. (to higher levels). A completely overhauled tech tree, partially based on star trek, that includes traditional and new scifi ideas and special tech areas for races such as the Yuzzong Vong (can't remember how to spell that) and completely new races. A greater emphasis on the distinction betweeen different resource types (for example, normal spaceyards do not build as fast with organics but faster with minerals and average with radioactives). A greater emphasis on sensor technology, including cloaking and sensors that go up to level XVIII and a HUGE distinction between the five sensor types. More details will be posted later. |
Re: SciFi Mod
Additionally, we humbly ask Atrocities and Captain Kwok if we may have access to and use the Star Trek Mod graphics in our mod, as well as the shipsets on the New Age Shipyards. If we could use the graphics, this mod will be greatly sped up. Thank You.
|
Re: SciFi Mod
I reccommend trying my Tech Gridder.
http://www.shrapnelgames.com/cgi-bin...3;t=008842;p=2 It will help you make multi-dimensional families of components in no time at all. |
Re: SciFi Mod
I have taken a look at the tech grider and it will be very useful. It ceartainly beats the manual method that I was using and the subsequent troubleshooting http://forum.shrapnelgames.com/images/icons/icon9.gif . Thanks! http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: SciFi Mod
Welcome to the forums. Best of luck with your project, keep the rest of us informed on your progress !
|
Re: SciFi Mod
Does tech gridder only do components, or can it do technologies and facilites as well? (And if so, how?)
I'm not exactly an expert, but it doesn't seem as though it's likely that Atrocities and Captain Kwok will read this post. Do you have reccomendations on getting their attention? |
Re: SciFi Mod
Quote:
I don't really have anything left that you could really use for the mod since I lost my data when my HD died. Asking Atrocities for the materials you want to use would be best. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: SciFi Mod
It will do facilities as well. Just run it on a facilities file, and it will do the gridding thing on whatever matches up.
Costs, and abilities mainly, since facilities don't have size/supply usage/hitpoints/etc. The Tech gridder only modifies lines that match what it is expecting, and copies everything else: you don't have to worry, the facility-specific entries will not cause any problems. Tech areas - they don't really apply for gridding purposes ... However, the gridder will latch into the "number of tech req" field and the whole thing should work... it would create a slew of identical-cost tech areas... Just be sure to set the naming scheme to something that will not create any duplicate names. (IE: use one of the 'complex' naming schemes) ----- In the next Version of the tech gridder I'll add tech area cost support. |
Re: SciFi Mod
BeenAssimilated and I have recently decided, that to simultate the nOnlinear rising costs of new technology, especially for top-of-the-line equitment such as that used in research facilites, to use a system of compound interest for computing the costs and benifits for most facilities (possibly components). If anyone has any suggestions on this please respon.
Suicide Junkie, I assume that you are still working on the tech gridder (Version .50), and so I suggest, that if you think this is a good idea, to add a fourth option for finding the cost of components. I don't think we will be using the advanced naming system because of time and computational constraints (plus the fact that it would take forever to research) and cap everything at level XX or lower. |
Re: SciFi Mod
Additionally, please advise us of the best way to contact Atrocities for the Star Trek Mod and NASY Shipsets and pictures. Thanks for all your support. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ June 29, 2003, 03:56: Message edited by: BeenAssimilated ] |
All times are GMT -4. The time now is 08:34 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.