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  #1  
Old June 5th, 2007, 07:31 PM
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Default SE4X is now SE4 Advanced

The SE4X mod was originally supposed to be an extension of SE4, with a few bugs fixed, a bunch of new techs added, and some new quality races. An unofficial expansion pack.

But while building SE4X I kept seeing all these ways to make the game more interesting, more fun, and easier to use. For example, Drones could be made more effective by making them cheap to build and use like fighters; the tech tree could be streamlined, creating more interdependencies and making it easier to navigate. Unfortunately I couldn't pursue any of these if I stuck with the original vision of SE4X.

SE4X is officially scrapped. SE4 Advanced has taken its place.

I've done a lot of experimenting in the past with different models for facilities, units, weapons, etc. in mods like the Masters Mod, Pointer Mod, and several others. SE4 Advanced combines all of these together with SE4X's idea of being easy for a person who already knows SE4 to pick up and use.

To that end, I've completely chopped down the tech tree. Instead of stock SE4's model, SE4 Advanced's tech tree follows a model that's cross between stock SE4 and one from Stars!, an old 4X game whose entire research tree contained only five or so tech areas.


Research
SE4 Advanced has four types of tech areas: Colony Research, General Research, Specific Research, and Automatic Research. The most important are the General and Specific Research techs. There are only 6 General tech areas: Construction, Electronics, Physics, Weapons, Biotech, and Psychology. These open up Specific tech areas, which are more numerous and can be used to research specific branches of technology. It's similar to stock SE4's tech model of Theoretical/Applied research, but there are some huge differences.

General Research reveals nearly all of the core techs like engines, weapons, and resource extraction facilities. Level one of some of the most basic components researched through the Specific tech areas are available through general research (consider them prototypes). In fact, it's entirely possible to play the game researching just General tech areas.

Limiting the tech tree like this makes the tech tree easier to manage. When you're playing, you only see the techs you're most interested in. It also creates more research interdependencies.

Colony Research is where the techs from the Colony Tech Mod are categorized, and Automatic Research is where tech areas that are gained automatically go (like Racial techs and ruin techs).

Status: The tech tree is pretty much done. I just have to decide on a few other things before it can be finished.


Components and Facilities
The components and facilities are exactly the same as stock. They've just been fitted into the new tech tree. I plan to add in content from other mods and from my own experiments once the mod is working. The tech tree is built to be expandable.

I've also re-arranged the components and facilities so similar items are placed next to each other. This should reduce the amount of scrolling you need to do when you have researched a lot of techs.

I've also re-organized the Component and Facility categories. In stock you have component categories like "Sensors" and "Scanners." What the heck is the difference? Now they're all listed under "Electronics."


Units
Drones and Satellites will no longer be 100kT monsters. Hopefully that will make them more useful. I haven't completed this part yet.

Troops follow the same model as my Pointer Mod my Units Mod. Instead of an individual vehicle, each Troop hull represents an army, and components represent separate units in that army. (command, infantry, artillery, etc.)


Racial Techs
Racial techs have been integrated into the new tech tree, and no longer require separate research (but they still require a special racial trait). The one exception is the Deeply Religious trait, which has its own tech area.

I've never considered SE4's "Deeply Religious" trait to be all that great. It was very non-specific and functioned more like magic in an RPG than as a workable in-game theology. So, I've changed the trait name to "Malfadorian Worship." The Religious Talisman is now the "Talisman of Aaron." I may name other religious components and facilities after people in the SE4 community.


Other Changes
Torpedoes will follow the same model as my Ages Mod. (Torps are featured as part of the A.I. Age, unreleased).

Seekers may get unlimited range as in the Carrier Battles mod. I haven't decided on this yet.

Ruin techs are now known as "Ancient" techs instead of "Massive."

A few components whose traits didn't change all that much from version to version have been reduced to a single component.

SE4 Advanced will also include goodies from other mods, some of which were already integrated into SE4X.


Progress
Tech tree is done. Nearly all stock techs integrated already. Need to finish warheads, small components, torpedoes.

Need to figure out how to improve SE4's Mount model.

Need to adapt AI to the new research system.

Need to add in parts of Pointer Mod, Masters Mod, Ages Mod, Units Mod, and other mods from the community.

I'm thinking of adding an "evil" religious trait to counter the Malfadorian Worshippers.
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  #2  
Old June 5th, 2007, 07:43 PM
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Default Re: SE4X is now SE4 Advanced

This sounds like its going to be a very good mod. Cannot wait to see it finished and on my PC. It might be what the doctor ordered to get me interested in playing SE IV again.
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  #3  
Old June 6th, 2007, 11:13 AM
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Default Re: SE4X is now SE4 Advanced

Im looking forward to it.
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Old June 6th, 2007, 04:09 PM
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Default Re: SE4X is now SE4 Advanced

SE4 Advanced? For some reason I expect to see Black Hole Neotanks fighting against cartoony looking infantry on the ground combat

edit: after actually reading some of your post, this mod looks pretty exciting! Need any help with the mod, or maybe porting an SE5 version or something?

edit 2: Malfadorian Worshippers are not evil already? Wasn't Malfador originally a demon from some movie or other? (Aaron did admit it on IRC once if I recall correctly ) I'd think maybe the Malfadorian Worshippers would be the evil ones, and the Paladins of Orion or something could be the "good" guys, except they're not really all that good because they're basically the Crusaders in space, or maybe the Knights of the Round Table, just running around slaughtering people in the name of goodness and light (Hey, if you're going to be lighthearted with "Talismans of Aaron", why not have some fun with the other side, too?)

Maybe each cult could have its own racial trait like in Adamant... and add some flavor to them with penalties too... like the death shrine could reduce reproduction?
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Old June 7th, 2007, 11:43 AM
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Default Re: SE4X is now SE4 Advanced

I haven't considered a SE5 port yet. I want to finish the mod first.

I could definitely use some help adapting the AI once the data files are complete.
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Old June 7th, 2007, 03:01 PM
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Default Re: SE4X is now SE4 Advanced

Hmm, too bad I suck at / don't like AI modding
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Old June 7th, 2007, 05:49 PM
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Default Re: SE4X is now SE4 Advanced

I could also use some help with the system, quadrant, and planet files. I know techs and AI, but I haven't worked much with map stuff.

Everything else is just busy work. I suppose it would help if there was a new version of the SE4 Modder program that allowed batch editing of component entries.
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Old June 8th, 2007, 10:43 AM
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Default Re: SE4X is now SE4 Advanced

I can help with researching and text files. Such as name files, empire types, etc.
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Old June 8th, 2007, 03:28 PM
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Default Re: SE4X is now SE4 Advanced

There are better tools available that actually help you mod faster..

Were you still planning to use FQM? There isn't much required to integrate it if so; just copy in the relevant files, and possibly add the small RW components if you want to use them.
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Old June 8th, 2007, 05:51 PM
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Default Re: SE4X is now SE4 Advanced

Yep. Still planning to use FQM, but I wanted to integrate it with Kwok's Galaxy Mod
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