.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old July 14th, 2002, 12:32 PM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default Re: Tech-Grid-Mod

Wow, IF! between the time I hit post reply, edit, type a couple more lines, and post reply again, you've already replied to my initial post!!!
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
Reply With Quote
  #2  
Old July 14th, 2002, 08:27 PM

tesco samoa tesco samoa is offline
General
 
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
tesco samoa is on a distinguished road
Default Re: Tech-Grid-Mod

that was a typo. But just an example of what it will be like. I have not really got around to deigning the ships yet.

I have started with Industry 1 which gives you your basic mining, research and space yard. And I am currently expanding from that direction and doing a family at a time.

Mac will be helping.

Dumb luck that would be good if you want to help out.
I don't know what yet because the concept is just in the initial stages.

I think the hard part will be the weapons. Since there will be many different Version of each weapon, based on the different weapon and theory tree's that are researched. ( Yep Range, Power, size and speed ).

That is where I will need the help.

The overall concept of this mod is to place more emphasis on the theory of the research areas and an expected outcome. And to make the game's tech tree get to a point where it will become almost impossible to research everything.

THe other concept of this mod is to create a game where research stragety is linear for a short period of time. Then as the braches open up, short medium and long term goals must be measured against current events and situation.

This mod will not be designed for short and dirty games. But for long epic games.

Hope that helps.

[ July 14, 2002, 19:29: Message edited by: tesco samoa ]
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg

Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
Reply With Quote
  #3  
Old July 14th, 2002, 09:16 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Tech-Grid-Mod

I can say right now that what you're planning is going to have a lot of grunt work; be careful with the initial values because going back later means changing 50+ entries (and that was just for a 2 tech area missile!)

Good luck!

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #4  
Old July 15th, 2002, 01:05 AM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Tech-Grid-Mod

I'm curious if you will be able to keep track of the real research cost of various techs as you add all these 'extra' requirements. Sure, it's fun to make up a bunch of extra sciences that have to be researched to get things, but when you have to actually play the game with all these complictaed requirements will it still be playable? I'll be interested to hear how it works out...

[ July 15, 2002, 00:10: Message edited by: Baron Munchausen ]
Reply With Quote
  #5  
Old July 15th, 2002, 04:10 AM

tesco samoa tesco samoa is offline
General
 
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
tesco samoa is on a distinguished road
Default Re: Tech-Grid-Mod

most of the sciences are there aready.

It will get hard with the weapons.

But with everything else it should be ok.

Those new mod helper programs make everything alittle easier.

But I will post here.

ANd talk about it on #se4.

Dumbluck your in for the whole thing if you want.

Send me a private message with your email.

and I will contact you.

3 people will be very good for the development of the mod.

Especially for voting on issues. and watching the cost vs production ratio's
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg

Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
Reply With Quote
  #6  
Old July 15th, 2002, 10:49 AM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default Re: Tech-Grid-Mod

BM: It shouldn't be that different from Proportions where the population modifiers slow down production on everything (resources, intel, and research). This mod just lengthens the game in a different way. Now combining the two mods might be a bit over the top....
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
Reply With Quote
  #7  
Old July 17th, 2002, 10:29 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Tech-Grid-Mod

Dumbluck:
I was just reading the thread when you had replied. It was simply some "dumb luck" that I happened to reply while you were editing.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:50 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.