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  #1  
Old August 22nd, 2001, 05:57 PM
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Default Tech Council

I have e-mailed Richard for preliminary enquiries about hosting a website for the tech council.
Now I've started to get the ball rolling hopefully it wont be too long before it all gets sorted.
A few things first.

The main plan so far is as follows.
1. Get a website (either on ShrapnelGames as a hosted site or elsewhere)
2. Establish a communications network for the modders (e-mail, ICQ, IRC, whatever)
3. Elect council members (3-5 competant modders)

The idea behind the council is that those who are less capable can submit to the council ideas and suggestions. The council would then either incorporate those suggestions into an existing mod or to make a new mod based on those suggestions.
Also, the website can be a resource for modders, storing information about the files, utilities, FAQs and ultimately the mods themselves.
Things will need to be introduced to prevent 'lost updates' (2 modders working on same file at same time) so a Concurrent Versioning System or similar will be needed.

Hopefully we'll have the best (only?) SE4 editing site around.

Anyway.. just ideas at the moment.

As with all of my ramblings, feel free to comment / criticise.

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The Unofficial Space Empires 4 Mod Utility V2.0
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Download as a .ZIP <HERE>
Download as a .RAR <HERE>
Download as a .ACE <HERE>
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Check an Alpha Shot of my Mod Editor (Unreleased) <HERE>

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  #2  
Old August 22nd, 2001, 06:39 PM
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Default Re: Tech Council

I like it, I hope it comes off and everyone work together on it. It could be the beginning of something never before seen, cooperation by all to make an excellent game even more so.

The council could send to MM those changes that hard coding would be necessary.

just some ideas mac
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  #3  
Old August 22nd, 2001, 06:47 PM
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Default Re: Tech Council

quote:
There are numerous ideas on the forum for incorporation into the game, but the council would go thru them, see which ones are feasible for patch & mods, put changes to vote of the forum members, then send to MM and modders.
This keeps fresh input into the game, keeps interest up, and makes the game better.
Some of us are not modders and don't like to tinker with a game but would like to see changes put into the original game for better play.

A super Mod, realisticly, is not feasible like SJ stated, but a Better Realistic Mod could be made possible if the council keeps and sorts which ideas to use.
To put all ideas into the game, would be an impossible task, but a lot of them could be done if everyone cooperates and a nunber MM could patch into the game itself.

I like the concept and idea of the council. Changes could be by majority vote by the council for specific ideas, then to the forum for majority of members, then sent to MM.
This would cut down on the number of e-mailes to Aaron & Richard & MM and put foreward and would help with patchs to incorporate that which the majority would like to see...


I like what you said here. You seem to have a good grasp on what I'm getting at.

------------------
The Unofficial Space Empires 4 Mod Utility V2.0
------------------
Download as a .ZIP <HERE>
Download as a .RAR <HERE>
Download as a .ACE <HERE>
Check a Screenshot of it<HERE>

Check an Alpha Shot of my Mod Editor (Unreleased) <HERE>

My Geekcode : RNmPeOr MpPi2!+ Rp++ Tcp+ Fq+++!@ M+++ Fr= P+? A+++ Sf= T++--

Checkout your Geekcode :-
.Zip <HERE>
.Rar <HERE>
.Ace <HERE>
__________________
The Unofficial Space Empires 4 Mod Utility V2.26
------------------
Download as a .ZIP -(HERE)-
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  #4  
Old August 22nd, 2001, 11:13 PM
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Default Re: Tech Council

the TDM guys (Tampa Gamer, Mephisto, and who was the 'D?') had something like this at one time. the TDM council took advice and requests for the forums, and the ones that did not fit within the TDM mod (ai mod only, did not change game settings) were picked up by Devnullicus.

I think that concept died out since those people stopped modding, or slowed down anyhow, and the community kept wanting things done. I think there are alot of good ideas out there, but what i would like to see is a central place that takes all the mod ideas, including existing ones, and breaks it down into a.. well, a 'modular' fashion. for instance, maybe i like the P&N hull sizes and new components, but i dont like the actual pirates and nomads racial traits. maybe i like newtonian motion, but not the organic armor fix.

the problem with this is, that most of the AI races will only play inteligently with the basic technology tree and an unmodded game. which is the problem TDM ran into.

Maybe sections could be setup, where you have a list of standard mods. then you can have a 'base components' section, where the data for new components or techtrees could be posted. also, an AI section, with each AI and shipset for download, but also with a flag indicating which mods they work under (if any).

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  #5  
Old August 22nd, 2001, 11:46 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Tech Council

quote:
and who was the 'D?')
Daynarr

[This message has been edited by suicide_junkie (edited 22 August 2001).]
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  #6  
Old August 22nd, 2001, 11:58 PM
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Default Re: Tech Council

Puke : I like the idea of a modular approach.
Indeed a program could be written eventually (I have my hands full at the moment) which could take 'modules' and create the mod from whichever ones you select.
I dont know how plausible it is.
Think of it as a 'plug-n-play' mod system.

------------------
The Unofficial Space Empires 4 Mod Utility V2.0
------------------
Download as a .ZIP <HERE>
Download as a .RAR <HERE>
Download as a .ACE <HERE>
Check a Screenshot of it<HERE>

Check an Alpha Shot of my Mod Editor (Unreleased) <HERE>

My Geekcode : RNmPeOr MpPi2!+ Rp++ Tcp+ Fq+++!@ M+++ Fr= P+? A+++ Sf= T++--

Checkout your Geekcode :-
.Zip <HERE>
.Rar <HERE>
.Ace <HERE>
__________________
The Unofficial Space Empires 4 Mod Utility V2.26
------------------
Download as a .ZIP -(HERE)-
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