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May 23rd, 2002, 03:48 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Omni Mod
I agree with dogscoff. Nobody forces you to read this thread. If you don't like it, ignore it.
I remember some time ago Lord Kodos had a thread "My ideas.." (or some such). In that he also posted every possible and impossible idea that he came up with. Very refreshing indeed. Oh, and speaking of "impossible" ideas: a lot of things that had once been thought of as impossible, have actually been realized or at least modeled in some way. You should not underestimate the things people can come up with as well as the possibilities SE4 offers in the way of modding / modeling things. On top of that the modability (sp?, does this word even exist?) of SE4 is increasing with (almost) every patch.
On the other hand, a lot of the ideas posted here are vague and seem to be not fully thought out. At least I have problems to understand what Lord Kodos means with some (a lot) of the things he comes up with. I would really like to see some of the things he has done already, even if it is only non-functional .txt files.
Lord Kodos - please give us more detail and/or samples of what you are trying to do. This is a very helpful board and some of the people here could actually help you with building your mod, if you'd just be a bit more specific and provide some data to look at. Personally, you made me curious about some things and sceptical about others. A preview of some things would be great.
Rollo
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May 23rd, 2002, 09:38 PM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Omni Mod
hmm after consideration parts of the mod may have their own mini mods before being implemented.So since my gold Version has still yet to arrive i am making a non-gold Version of the Sun-Dwellers mod.Alot of my ideas if you remember my old thread are so simple that no one has thought of them!So before PI comes out look for the Sun Dwellers mod...
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May 30th, 2002, 04:10 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Omni Mod
BUMP
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May 31st, 2002, 01:00 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Omni Mod
U.U some general stuff
Okay in the mod supplies are not a quasi resource but are precious.Until cloaking or Quantam Reactorish things are researched ships travelling space are in trouble.Some systems are empty of anything witch means no allied Supply Depots to rest at.Also between Ethereal,Pirates,Nomads,Mercanaries,Monsters and more space dwelling things combat is often and nearly all ships need a garunteed safe route or some kind of escort.Thank god for space based corparations that run transportation services loaning escorts(NOT THAT KIND!XD) barges ferry and passage.
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June 1st, 2002, 09:23 PM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Omni Mod
Okay i have more-or less refined the flow of a races in-game evolution and this is more or less how it occurs.
Feral(basicly between the dawn of life to the end of the dark ages)-Industrial-Space Age(from the cold war space progreams to the tech we now posses and a little more advanced)-Empire(Basic SE empire)-Omnipotence
of course you can only choose between Omnipotent(intended only for the computer so as t be a challenge),Feral,And naturelly empire.
Also early colonies are quite an investment.Besides the problem of transporting colonists there,they are generly riot prone,due to the usual distance of early colonies and so on so forth.Even for developed empires you will see fringe worlds that will ocacasionaly require policing.Also planets for even developed empires should be well guarded,you never know when a omnipotent,monster,pirate,mercanary attack is going to come.
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June 4th, 2002, 02:47 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Omni Mod
hmm maybe i should change the name to Legacy of The Ra'Shrakil ?
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June 4th, 2002, 03:28 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Omni Mod
Okay please answer me about the name change.Also i am trieng to completly change everything and assign new graphics.I have already started doing this with the PI mod.
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