|
|
|
 |
|

May 8th, 2002, 03:35 AM
|
 |
Captain
|
|
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Omni Mod
Ummm, Kodos, how do you intend to implement all of this? I mean how will these ships from the future with high tech work?
What do you mean by populations instantly transferable?
How do you intend to have populatoins evolve? Will it be through the scenerios or will they actually evolve in game? If so how is this possible?
It just seems you are offering more than is possible with SEIV.
|

May 8th, 2002, 03:42 AM
|
Corporal
|
|
Join Date: Dec 2000
Location: Salinas, CA
Posts: 175
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Omni Mod
quote:
so do you like?
Yes. And no.
Yes, I like the inventiveness of the ideas, even if some of them came from other people (there is nothing wrong with this, as long as credit is given where credit is due)
No, I don't think most of this is possible using the SEIV model. I've done some extensive modding, both recently and back in the day when SEIV first came out. Some people have done some things I never thought possible. However, a majority of what you are trying is just not possible in SEIV, even in my wildest imagination. You are basically re-writing the entire game, including the hard code. If you have the computer skills to do that, it would be easier to write your own game and market it under a different name. Of course, if you have the level of skills implied by all of that, I think MM might want to talk to you about SE Five, or maybe go look into working on MOO3, or MOO4
Regardless, good luck.
Derek
|

May 8th, 2002, 03:56 AM
|
BANNED USER
|
|
Join Date: Jul 2000
Posts: 901
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Omni Mod
How is the Omni mod gonna differ from the UM2? From what I've heard, everything you're putting in is already released in the UM2
[ June 14, 2003, 18:44: Message edited by: General Talashar ]
|

May 8th, 2002, 04:02 AM
|
 |
First Lieutenant
|
|
Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Omni Mod
heh fairly easy most of my ideas realy its just so obvious no one thinks of them LOL
The pop transfer is done by making how do you say invisible colony ships that cost nothing and are 1 kt with prebuilt colony support.This represents an email.now it moves REAL fast so that pop is transferred almost instantaniously.
the future i dont know if it will work or not i have to see i am not starting redoing the mod since my HD erases in november until someone helpe me out and joins.The future in theory will work that i will try to trick the game into thinking the sector is a planet with a ruin but with no colonization needed.The population doesent evolve you do.everytime X number of techs is researched you gain a new evolution level.when ALL techs is researched you reach omnipotence.of course with all the new techs this takes a long time.trust me even if half my ideas wont work it will still be something to remember
|

May 8th, 2002, 04:04 AM
|
 |
First Lieutenant
|
|
Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Omni Mod
about the asteroids they are merely no atmosphere tiny planets with the pic of a asteroid!you asked you got.the sun stuff is easy.Sun dwellers only colony tech is Sun colony witch counts as a ringworld in game terms and makes a huge sized colony.and they have gas giant colony things.
|

May 8th, 2002, 09:28 PM
|
 |
First Lieutenant
|
|
Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Omni Mod
so do you understand
|

May 8th, 2002, 11:28 PM
|
 |
First Lieutenant
|
|
Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Omni Mod
HMMMMM MORE SHTUFF AND SME QUESTIONS
questions how csan i add music or treaty types to the game?is that even possible?
|

May 9th, 2002, 04:19 PM
|
BANNED USER
|
|
Join Date: Jul 2000
Posts: 901
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Omni Mod
I thought it was John Beech at USy that invented the sun colonization.... I have his mod right here...
|

May 9th, 2002, 05:54 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Omni Mod
Kodos,
You can't add new treaty types to the game nor can you add new music. The best you can do is mix up the tracks for different events...
You seem quite ambitious and enthusiastic, when can we expect to get a preview of the mod?
|

May 9th, 2002, 08:03 PM
|
 |
First Lieutenant
|
|
Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Omni Mod
again i did not take johns idea check the old v3ectorian mod Posts,if anything he took my idea.second okay i just thought music was addable since se.org has their own section for music.and third again im not starting any major work until some people join and help me out,that and im waiting for my gold Version to come
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|