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  #1  
Old April 9th, 2002, 11:56 PM

Machiavelli Machiavelli is offline
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Default Questions concerning Modding and my Mod Idea

I am getting SEIV soon, and it seems like the modding scene would be pretty neat to get in. I have some questions concerning modding - specific ones. But I guess my biggest question is: Could somebody point me to some threads/sites/tutorials that teach you about modding? I think I can figure out a good amount of it on my own, but a good resource or three never hurts. But I have worked out (in my head) some of the modding I would have to do to make this work based on my recollection of when I played the demo of SEIV.

Next, my idea:

SE:IV DeathMatch Mod

I don't know many of the specifics, however I do know the basic jist of my idea: The mod would be designed like Texas - everything big. It would consist of a quickly starting game - players would begin with several large, well established Homeworlds, large amounts of resources stockpiled and game rates of production, etc would be much faster. Hence the term deathmatch - large, messy battles fought by large fleets very early on.

Tentative features:
  • Augmented Resource Production Rates
  • HEAVILY Augmented Ship Production
  • Storage space on planets and in storage facilities very high
  • Intelligence Rates stagnated (to encourage "conventional" warfare)

First off, where can I learn about how to Mod?
Next, has this type of Mod been done before? (I might not do it if somebody has done it before for fear of somebody feeling like they're being ripped off)
And most importantly, ifthis type of Mod hasn't been done yet, would anybody like to see it done?

Thanks (sorry for rambling!)

-Mach

[ 09 April 2002: Message edited by: Machiavelli ]

[ 09 April 2002: Message edited by: Machiavelli ]

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  #2  
Old April 10th, 2002, 03:43 AM

Big Game Hunter Big Game Hunter is offline
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Default Re: Questions concerning Modding and my Mod Idea

CGONLINE

This site seems to have a fairly informative bit of info.
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  #3  
Old April 10th, 2002, 02:45 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Questions concerning Modding and my Mod Idea

Rather than pure augmented production, try reducing the build costs of Space Yards.

If you increase the build rate too much, and a BC is done in one turn, it would be a major disincentive to build smaller ships.
If you reduce the price of SpaceYards, then players can rapidly get lots of orbital factory bases, perhaps 32 in the first 5 turns if they are cheap enough to self-replicate in one turn.

Players could then pump out either tons of small ships, a lot of medium ships or many large ships. A mixture of types would likely be best.
Variety is good.
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Old April 10th, 2002, 10:09 PM

Machiavelli Machiavelli is offline
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Default Re: Questions concerning Modding and my Mod Idea

Thanks for the site, Hunter. I shall check it out.

That sounds like a good idea SJ - I like that one better than my idea
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Old April 10th, 2002, 10:38 PM
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Default Re: Questions concerning Modding and my Mod Idea

The Gold Manual has an entire chapter about modding, describing the overall file structure and the moddable files. It's also on the CD in the Extras folder, as Article-HowToIdentifyModConflictsArticle.zip , where it includes some screenshots.
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Old April 11th, 2002, 02:37 AM

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Default Re: Questions concerning Modding and my Mod Idea

quote:
Originally posted by Suicide Junkie:
Rather than pure augmented production, try reducing the build costs of Space Yards.



Actually, in the mods I've made I've increased the space yard component build rate by 500 per resource, making each level of space yard component only 500 less in production capacity compared to the facility. It helps a bit, mostly with the smaller stuff.

Been debating with myself whether or not I should just increase it to equal the production of the facility so the only advantages planets have over space yard components would be the population bonuses.
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