.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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old November 29th, 2001, 11:13 PM
ZeroAdunn's Avatar

ZeroAdunn ZeroAdunn is offline
Captain
 
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
ZeroAdunn is on a distinguished road
Default The Crazy Outta Control Mod

Ok, I have been planning this mod creation for some time, here is the info on what I have planned.

Once the uploads are finished I will begin by uploading basic datafiles (COMPONENTS, VEHICLESIZE, AND TECH AREA) All technology will be removed except basic colonization tech. These will be the basis for the mod.

Once these are uploaded one person will post here, "I got it." This will mean they, and only they can add to the files, using the rules listed below. Then once they are done they will upload the files here, and somebody else will post, "I got it," and the process will continue.

This will continue on into infinity, or untill we decide the mod can go no further.

The rules for modifaction:

A person can add:
1) Any new tech area that has a prerequisite of one or more (preferably more later in the mod) of the preexisting tech areas. Under this Category they can also add one new compenent type with various level.

2) Any new vehichle size that erquires one or more preexisting tech areas.

3) Any new componet that requires two or more preexisting tech areas. (this is if you do not wish to add your own tech area)

4) Any new tech area, with or without components attached to it. Must have a prerequisite of 1 or more existing techs.

5) Any additional tech levels, additional component levels, and additional components to a preexisting area.

6) Facilities in the same manner as listed above.

Things to consider: If creating a tech for the low end of the tech tree the components should be weak and low tech, while higher on the tech tree things should become more powerfull and stronger, as well as more sci-fi'ish.

Try not to add to many tech areas with the same requirements. Try and make the research costs resonable. Necessary and powerfull component yielding tech areas should cost more while insignificant or weak component yeilding tech areas should cost less. Higher up the tech tree components should become more expensive.

Try not to make weapons or components to uber-powefull. Try and compare them to other components on the same are of the tech tree to see if they are reasonable.

Feel free to add multiple compoents that do the same thing, just make them have different requirements and different descriptions/values. Also feel free to make components that perfom multiple tasks, long-range scanner/combat sensor is a good example.


So can I get some feedback? I would really like to see some support for this idea. Feedback and suggestions are always welcome. There is still time to change rules.
Reply With Quote
 

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 09:51 PM.


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