.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old June 27th, 2003, 05:14 PM
TranscendentJedi's Avatar

TranscendentJedi TranscendentJedi is offline
Private
 
Join Date: Jun 2003
Posts: 7
Thanks: 0
Thanked 0 Times in 0 Posts
TranscendentJedi is on a distinguished road
Default 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.
Reply With Quote
  #2  
Old June 27th, 2003, 05:17 PM
BeenAssimilated's Avatar

BeenAssimilated BeenAssimilated is offline
Private
 
Join Date: Jun 2003
Posts: 14
Thanks: 0
Thanked 0 Times in 0 Posts
BeenAssimilated is on a distinguished road
Default 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.
__________________
We are the Borg. You will be assimilated. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service ours. Resistance is futile.
Reply With Quote
  #3  
Old June 27th, 2003, 05:22 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default 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.
Reply With Quote
  #4  
Old June 27th, 2003, 05:33 PM
TranscendentJedi's Avatar

TranscendentJedi TranscendentJedi is offline
Private
 
Join Date: Jun 2003
Posts: 7
Thanks: 0
Thanked 0 Times in 0 Posts
TranscendentJedi is on a distinguished road
Default 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 . Thanks!
Reply With Quote
  #5  
Old June 27th, 2003, 05:59 PM
Erax's Avatar

Erax Erax is offline
Captain
 
Join Date: Oct 2002
Location: Brazil
Posts: 827
Thanks: 0
Thanked 0 Times in 0 Posts
Erax is on a distinguished road
Default Re: SciFi Mod

Welcome to the forums. Best of luck with your project, keep the rest of us informed on your progress !
__________________
Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
Reply With Quote
  #6  
Old June 28th, 2003, 11:59 PM
TranscendentJedi's Avatar

TranscendentJedi TranscendentJedi is offline
Private
 
Join Date: Jun 2003
Posts: 7
Thanks: 0
Thanked 0 Times in 0 Posts
TranscendentJedi is on a distinguished road
Default 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?
Reply With Quote
  #7  
Old June 29th, 2003, 12:19 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: SciFi Mod

Quote:
Originally posted by TranscendentJedi:
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?
I read all the Posts.

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.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #8  
Old June 29th, 2003, 12:26 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default 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.
Reply With Quote
  #9  
Old June 29th, 2003, 04:45 AM
TranscendentJedi's Avatar

TranscendentJedi TranscendentJedi is offline
Private
 
Join Date: Jun 2003
Posts: 7
Thanks: 0
Thanked 0 Times in 0 Posts
TranscendentJedi is on a distinguished road
Default 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.
Reply With Quote
  #10  
Old June 29th, 2003, 04:53 AM
BeenAssimilated's Avatar

BeenAssimilated BeenAssimilated is offline
Private
 
Join Date: Jun 2003
Posts: 14
Thanks: 0
Thanked 0 Times in 0 Posts
BeenAssimilated is on a distinguished road
Default 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.

[ June 29, 2003, 03:56: Message edited by: BeenAssimilated ]
__________________
We are the Borg. You will be assimilated. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service ours. Resistance is futile.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:30 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.