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August 13th, 2005, 07:15 PM
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Major General
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Join Date: Nov 2004
Location: Floating in space.
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Re: Space Food Empires - Ver 0.20 Coming Soon!
Do you have a pepper grinder yet?
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August 13th, 2005, 11:24 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Space Food Empires
Quote:
NullAshton said:
Do you have a pepper grinder yet?
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Why don't you download the mod and check? 
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August 29th, 2005, 11:51 AM
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National Security Advisor
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Join Date: Oct 2001
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Re: Space Food Empires
Greetings!
Just a little progress update for the mod. I've been working on the next patch (0.23) which is focusing on making improvements to the AI so that players can have a more enjoyable time with solo play. I'm hoping to get this patch out during the Labour Day weekend.
If you've tried the mod, feel free to post comments/suggestions here or in the SE.net Space Food Empires forum. That way I can address additional issues.
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September 6th, 2005, 11:00 AM
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National Security Advisor
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Re: Space Food Empires
Greetings!
I'm running a bit late with the next patch which I had originally intended to get out yesterday. Although I've got the AI using planets more effectively in addition to building units and ships, the main delay is establishing the specific research and design files for each race. It's not all that difficult, but it is time consuming as I can't just copy and paste without some significant editing.
On a second note, as mentioned elsewhere, the 'pollution' effect using negative values for the planet conditions ability does not work. However, I think I will continue to keep the unhappiness aspect from industrial facilities in the mod. Right now, the AI doesn't do all that well with it as I have set up the facility queues with happiness facilities to be built after every 5 industrial ones - but it turns out the planets are rioting beforehand! Anyhow, I'll make a few minor tweaks to the happiness files and facility queues to fix it. I really wish you could have happiness increments in decimals rather than just whole integers. There's at least one game coming out that does that...
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September 6th, 2005, 12:47 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Space Food Empires
Quote:
Captain Kwok said:
I really wish you could have happiness increments in decimals rather than just whole integers. There's at least one game coming out that does that...
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Is that a hint about SE4 Deluxe, or SE5, or some other game? 
__________________
The Ed draws near! What dost thou deaux?
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September 6th, 2005, 01:47 PM
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Shrapnel Fanatic
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Re: Space Food Empires
Captain Kwok said:
On a second note, as mentioned elsewhere, the 'pollution' effect using negative values for the planet conditions ability does not work.
It does still work, just not quite as intended. It does not lower conditions values any, but it does make it harder to improve them.
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September 6th, 2005, 04:09 PM
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National Security Advisor
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Location: Toronto, Canada
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Re: Space Food Empires
Imperator Fyron said:
It does still work, just not quite as intended. It does not lower conditions values any, but it does make it harder to improve them.
In that case, maybe I'll keep it in and add a few more decrease planet conditions events due to 'industrial' accidents.
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September 14th, 2005, 07:55 PM
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National Security Advisor
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Re: Space Food Empires
Greetings!
In laying out the initial framework for the SE:V version of Space Food Empires, such as designing the tech tree etc., I ended up being inspired to make a few changes to the setup of the SE:IV version. Nothing major, but it will delay the next version by a couple of weeks. I had originally wanted to release an AI improved version before moving on to 0.30, the next major release, but with the current crop of changes it didn't make sense to finish off the AI based on the soon-to-be outdated current version.
The upcoming version (0.30) will really flesh out the component and facility end of the mod. A number of the changes were inspired by watching how the game would develop over 200-300 turns of AI play. It became obvious that certain elements needed to be modified in order to make for more enjoyable gameplay.
I'll keep you posted.
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February 1st, 2006, 04:11 AM
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Captain
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Re: Space Food Empires - Ver 0.20 Coming Soon!
The Fruit Explorer look alot like...
http://www.starfleet-museum.org/amarillo.htm
But that's ok...All the sketches look great...a cartoony feel is what I envision...and I think it's really great, and it's going to be a wonderful mod for SEV.
Kana
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February 1st, 2006, 04:22 AM
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National Security Advisor
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Re: Space Food Empires
You'll notice a lot of 'subtle' Star Trek design motifs in the ships - much of the original concept was based on a Food Trek thing, in which the lore of the Space Food universe was established.
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