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September 18th, 2001, 04:09 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Next big thing
Is there anything on the order of :Mods, PBW, scenarios, maps, even PBEM and LAN helpers?
Auxiliary programs, moddable stuff, that sort of thing; not hardcode changes.
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September 18th, 2001, 07:12 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
Posts: 2,961
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Re: Next big thing
well, im still trying to work up a viable option for a multiplayer scenario where different types of races have to rely on trade with each other (resource races and construction races, or planetbased races and spaceborne races). It was originally inspired by Kodos's corporations concept, and im going to try to support some of the basic functionality in the PCM mod, but there is alot still to be worked out.
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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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September 18th, 2001, 09:29 AM
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General
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Join Date: Mar 2001
Location: UK
Posts: 4,245
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Re: Next big thing
I suggested a SE4 spin off game (ie space invaders using images from the pictures/race directory=-) to kill time between turns but everyone hated the idea and it sank w/out a trace=-(
There's a thread about it somewhere but I'll be damnd if I can find it...
<sulk>
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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
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September 19th, 2001, 01:41 AM
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Corporal
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Join Date: Feb 2001
Location: Ontario, Canada
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Re: Next big thing
I think it was MATRYX that put out the SE4 Mod launcher. If I am wrong, please forgive me. At that time I saw a picture about a component modder using the same design style.
I would like to see more tools like these.
COMPONETN MODDER
AI DESIGN TYPES
AI RESEARCH
AI CONSTRUCTION VEHICLES
AI FLEETS
As long as these tools will also create and/or modify the text files.
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Never Give up, Never Surrender!
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In difficult ground, press-on;
In encircled ground, devise stratagems;
In death ground, fight.
Sun Tzu (circa 400 B.C.)
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September 18th, 2001, 02:00 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Netherlands
Posts: 479
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Re: Next big thing
i think there already is something for AI research, i think it was called a tech queue modder, it should be somewhere in the archive.
this weekend i made a tech-tree browser, maybe i'll expand it to a full tech mod tool, but i don't think i'll have the time to do it anytime soon.
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September 18th, 2001, 02:52 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Next big thing
How about an update client gizmo that looks through your game directories & works out what Version of each mod / race you are using by looking at the readme files (or Matryx's modinfo file format, or a specially designed new file format).
It then goes Online (using the URLs listed in the readme / modinfo file) and checks to see if there are more up to date Versions available for download. A big "Automatically Download & Install" button would be handy at this point.
It would probably require that racemakers / modders put a special file in their zips which points to another special file on their website, which in turn details Version numbers and file locations for the update client program.
Or is this just sad?
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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
[This message has been edited by dogscoff (edited 18 September 2001).]
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September 18th, 2001, 03:59 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Netherlands
Posts: 479
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Re: Next big thing
i like that idea dogscoff, but it will only work if you have the modmakers cooperation, and you need someone to make the program, but i don't think that will be a big problem.
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