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				October 9th, 2007, 01:18 PM
			
			
			
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				 Re: RE: massive collaborative mod 
 There are some decision that would need to be made before someone could start on such a project. There's a lot to think about, but it sure could turn out cool.
 Here's a few questions I think you'd need to answer before starting on a super-mod, or else you'd end up making a lot of extra work for yourself half-way in...
 
 1) What player starting ships to use? The original 3? New ships from mods? Terran vessels only? Multiple races?
 
 2) For races to which multiple mods have added new vessels (urluquai, zorg, etc), how often should each mod-based enemy ship show up in their fleets?
 Do you make mixed fleets or themed fleets?
 Is each fleet entry from a single mod, or do you mix them?
 Do you swap out old ships for new ones in the fleet lists, or generate entirely new lists to evenly distribute mod content across the difficulties?
 
 3) For systems that only appear on specific ships in mods: should they be set to generate randomly in the supermod, or only become available by having that ship in your flotilla?
 
 4) Does everything go in? What, if anything, should be changed? If something in a mod is deemed to be overpowered/unbalanced, should it be:
 deleted/skipped/ignored,
 modified/downgraded/balanced,
 or kept as-is?
 
 5) Since you have a much larger quest pool to draw from, do you increase the number of quests per game, or keep the default numbers?
 Do you do the same for allies?  Enemy races?
 
			
			
			
			
			
			
			
            
			
			
				
			
			
			
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				October 9th, 2007, 05:16 PM
			
			
			
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				 Re: RE: massive collaborative mod 
 I see a huge a problem with the quest limit, if i remember correctly the bayblon mod alone had filled up all the quests. 
			
			
			
			
			
			
			
            
			
			
				
			
			
			
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				October 10th, 2007, 06:14 PM
			
			
			
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				 Re: RE: massive collaborative mod 
 Some thoughts:
 Yup, quests will be a problem. In my experience more complicated quests involving interactions with multiple races are especially horrible to work with when you're combining mods. So yeah, comprimises will have to be made on the quests.
 
 Regarding balancing, stats would need to be changed in some instances. This is why I was suggesting that one person should be responsible for the balancing - so that one person's perspective could be used to alter everything where needed. The genius that you modders have put together isn't in the quantum of damage that weapons do, or the hp for a hull. It's in the neat particle effects on the weapons, the cool graphics and the good writing. Hell, I could make a impaler missile the deadliest weapon in the game by changing a couple of numbers and I fully admit to sucking at modding! That said, the overall flavour of the mods' hulls and weapons should remain intact. Uber pwerful enemies should still be terribly tough, crazy long range weapons should still have crazy long range, but all taking into consideration whatever else has been thrown into the pot.
 
 I know what everyone is thinking: That's going to take forever to get consensus on everything. Totally agree, so some executive power will have to be vested in the balancing fellow. Otherwise this just won't work.
 
 As for the starting ships - not really sure about that one. Good question! Might be a good idea to just have the original starting ships (they're fun to build up anyway) and have the other player ships included as allied ships that can be recruited or bought (if I ever get around to building that mod).
 
 Did I miss anything?
 
 Logistically, the way this would work is modders would pipe up and "yes, you can include my stuff in the massive collaborative mod." Then Mr. balance would throw it all together as best he could, taking into consideration what the contributing modders request for the way their content could be used. Their input ranging from total micromanagement to "sure, do what you want with it, just give me credit."
 
 Blargue
 
			
			
			
			
			
			
			
            
			
			
				
			
			
			
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				October 13th, 2007, 02:14 PM
			
			
			
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				 Re: RE: massive collaborative mod 
 So a good starting point for this would be for you modders out there to pipe up and indicate whether or not your content is up for insertion into a jumbo mod... We've got a few responses already in this thread but, by and large, the majority of the mod content out there isn't spoken for. 
			
			
			
			
			
			
			
            
			
			
				
			
			
			
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				October 14th, 2007, 12:19 AM
			
			
			
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				 Re: RE: massive collaborative mod 
 Great idea, but, yep, there'll be plenty of problems. Already mentioned is the limitations of the game, and then also some complicated quests would be really hard to do in the jumbo combo mod.
 In my opinion, no changes should be made to ships from the Weird Worlds universe, no matter how crazy they are. I.e., those Cambrian Euryipterid things should stay as they are, the Shriek Dreadnaughts should stay the same, etc. The majority of those massive super-ships from Babylon 5 or Star Blazers mods should be changed, but in my opinion, we should keep SOME of them, like the battlecrab, just to add in some really challenging opponents. After all, you won't be encountering a shadow battlecrab very often since there's so much else.
 
 Anyway, as soon as my mod comes out, feel free to use all the stuff in there.
 
 I'd nominate myself for being the guy responsible for the balancing if I didn't think my Weird Worlds is messed up somehow. I don't know, any mod I make (without even changing files! Just adding in the data from the latest patches) will never run properly.
 
			
			
			
			
			
			
			
            
			
			
				
			
			
			
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				November 18th, 2007, 03:42 AM
			
			
			
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				 Re: RE: massive collaborative mod 
 
	Quote: 
	
		| Lord_Vader said:In my opinion, no changes should be made to ships from the Weird Worlds universe, no matter how crazy they are. I.e., those Cambrian Euryipterid things should stay as they are, the Shriek Dreadnaughts should stay the same, etc. The majority of those massive super-ships from Babylon 5 or Star Blazers mods should be changed, but in my opinion, we should keep SOME of them, like the battlecrab, just to add in some really challenging opponents. 
 |  What do you mean I can't have a Sgqwonkian RetreatShip AND Babylon 5 both inside of my player's armada?    
I've been working towards my own mashup. Don't let that stop anyone from doing the same, please! Title is -- Weird Worlds: Rebooted
 
My particular bent will be to take the individual items that I like from existing mods and mash them together according to my own design. So context will likely be wiped out (no Sgqwonkain in crisis, but perhaps a RetreatShip ally). Also more surprises for jaded players who have learned things, like that keeping Babulon's Mantle could never ever possibly be a liability.
 
I am working on trying to keep balance. I also see what was done in Drives R Us with the keys to limit the number of number of superweapons that a player could have.
 
I'd love to have a mirror universe where you can select one 'bad guy' (or a 'good guy' and a 'neutral guy') at the start of the game, but I think the quests would become too complex to handle, with everything else I'm throwing at it.
 
Yes, the random number generator is going to be a core feature. Unfortunately, that's going to limit what I can take from the Teeming With Life mod. But it should allow me to throw randomness where needed, and also to come up with some extremely rare happenings.
 
I just wish some more of the questing bugs were cleaned up.
			
			
			
			
			
			
			
            
			
			
				
			
			
			
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				November 20th, 2007, 04:33 PM
			
			
			
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				 Re: RE: massive collaborative mod 
 I've actually tried combining various mods with good results, but the main thing i found is that with a bunch of quests and items for the game to randomly pick from, the chances of having a quest and a quest item on the map seriously goes down. Which, ironically, makes it less fun to play :\. 
			
			
			
			
			
			
			
            
			
			
				
			
			
			
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