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  #11  
Old September 24th, 2003, 03:20 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Well, so far so good.

One of the things that the show focused on was the need to escort cargo vessels heading back to Earth with their valuable cargo. This is one aspect that SE doesn't really touch on and that's a shame. Supplies back to your homeworld is so abstract. I really envision a mod that is very tactical... where one enemy ship behind the lines could cause havick to your supplies.

I have two ideas but I think they would benefit (or hinder) the human player.

Idea One: Do away with human colony ships (or make them extremly expensive). In the show, Earth had two civilian colonies, Telus and Vesta, both were invaded in the pilot. But, Earth had lots of off world resource production (and to a lesser extent, military outpost).

This could be duplicated in the game by focusing on resource minning ships. That ok for the human player but I understand this might be a problem for the computer player? Any thoughts? They would have to be protected or risk capture or destruction.

Idea 2: Allow the human player to create cheap freighters at is colonies, then, these ships would travel back to Earth and be scraped. Earth would have a facility that would increase the scrap value by 500% or something... just thinking out loud. Any thoughts?

The rest of the game is well suited for a SAAB mod. With carriers, troops, fighters...

I have a few question that some of the mod veterns may be able to answer.

1. How about having AI exclusivly focuss on planet capture? Is it just a matter of making troops available from the start and including more troop capable ships in the AI construction vehicles file?

2. How about having the AI focus on ship capture for transports (and other easy targets)?

3. Can fighters carry cargo, specificaly troops?

Still need someone how could help with modeling if I decide to go forward.

Any comments welcomed.

P.S. For those of you who believe Atrocities claim below that he knows nothing about modding (haha), you need to try his star trek mod... it rocks
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  #12  
Old September 24th, 2003, 03:23 AM

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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Units cannot have Cargo.

The rest sound pretty intriguing.

But anywhere that can build something can also scrap it.

[ September 24, 2003, 02:23: Message edited by: Loser ]
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  #13  
Old September 24th, 2003, 03:30 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

I remember the show vaguely, but I don't think there is really enough stuff there to create a mod from unless you add additional items/races in the 'spirit' of the series!
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  #14  
Old September 24th, 2003, 03:31 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Having seen the show, unfortunately a dozen or so episodes.... I would suggest the Highliner mod.

That mod makes only a few starship sizes, but they are all carriers which can launch the smaller vessles as fighters and drop ships.

As well, the Pirates and Nomads mod might be a good idea to check out. The one homeworld requiring lots of supplies to ships is the focus of this mod. We well, rather than scrapping the colonization idea, why not just make colony modules expensive so colonization is a rare occurance?

For a 2 player mod, you might actualy want to set the maximum and minimum AI players to 0. If you are playing 2 humans at least. Unless you get the AI's in (I dont mean SE4 AI, I mean the AI "race" from Space; Above and Beyond).

I would definately love to play a mod like this, and am supprised no one tried it earlier.
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  #15  
Old September 24th, 2003, 04:27 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

The "homeworld is supreme" idea is from Proportions, not P&N. And sorry, I don't think the "500% scrap value at homeworld" will work, at least not without the potential for cheating... who's to say you can't build stuff at the homeworld then immediately scrap it for mundo resources!
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  #16  
Old September 24th, 2003, 05:38 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

this and the two topics above it used to all be at 14 Posts.
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  #17  
Old September 24th, 2003, 09:43 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Quote:
Originally posted by Ed Kolis:
I don't think the "500% scrap value at homeworld" will work, at least not without the potential for cheating... who's to say you can't build stuff at the homeworld then immediately scrap it for mundo resources!
Well, my thought is that if one was to spend "time" building assets at there homeworld to scrap, they would be using up valuable time needed to build Earth forces like expensive Capital ships and troops.

We are just thinking out loud.
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  #18  
Old September 24th, 2003, 10:47 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

This mod should be carrier based with a strong emphesis on fighters and ground combat.

For the other 18 races you can do "Colony" world races. Varations of the 2 major races.
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  #19  
Old September 24th, 2003, 02:07 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

But unless we can stipulate that specific races are always allies/enemies, that wont work Atrocities.

This is something I've looked into trying for other mods.
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  #20  
Old September 25th, 2003, 01:27 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Quote:
Originally posted by QuarianRex:
quote:
Originally posted by General Woundwort:
One word of warning - any mod must have 20 (not 2) major races in its "races" folder, or it will do goofy things (like run duplicates). Any two player games would probably have to be set up manually.
Nah... just change the min. and max. number of computer players for low, medium and high settings in Settings.txt to 1.
That does not get around the problem. There must be at least 20 race folders in a mod folder, or 0. Go test this yourself. If you have less, you will get empires with a random shipset and a random set of AI files (Norak ships using Phong files, for example).

Quote:
Originally posted by E3:
But unless we can stipulate that specific races are always allies/enemies, that wont work Atrocities.

This is something I've looked into trying for other mods.
Who is to say that colonies can not rebel and form independant nations?

[ September 25, 2003, 00:30: Message edited by: Imperator Fyron ]
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