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April 24th, 2009, 11:25 AM
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First Lieutenant
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Join Date: May 2005
Location: Outter Glazbox
Posts: 760
Thanks: 12
Thanked 4 Times in 4 Posts
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Re: Some new component examples
Ohhhh!!!! Pretty and Shiny!!!!
Nice work BK...
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April 25th, 2009, 02:49 AM
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Sergeant
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Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
Thanks: 1
Thanked 3 Times in 3 Posts
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Re: Some new component examples
nice pic's
now that's done "get back to work on the mod"
if the mod shine's as much as the pic's.... we are waiting to give it a try.
ya i know but's it like 3am and i'm getting sleepy and i sometimes rant when i'm tired
so is the mod "ready to play"
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April 25th, 2009, 04:42 AM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
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Re: Some new component examples
No worries, I get that way too in the wee hours.
Have no fear, for we are hard at work getting the mod done.
We have lots of goodies planned for this Mod!
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April 26th, 2009, 12:23 AM
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Corporal
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Join Date: Jan 2009
Location: Under the down under
Posts: 61
Thanks: 2
Thanked 4 Times in 4 Posts
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Re: Some new component examples
Ready to play? Not yet, and some time off still. It's not cause of the hundreds of extra planets, or the 500+ extra components (240 approx are AT for SW), nor the new music (I have installed in my game). Nup, its a combo, of reworking everything, oh and maybe the 57 odd races he's adding in!
Some sucker has to re-write all the AI files, to incooperate the new techs, weapons, bunker facilities etc etc. We want the AI to use all those new fangled things!, Hm, what's that? Who's the sucker, er well now I think that might be.... oh, gads, ME! :-)
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April 26th, 2009, 12:52 AM
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Corporal
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Join Date: Jan 2009
Location: Under the down under
Posts: 61
Thanks: 2
Thanked 4 Times in 4 Posts
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Re: Some new component examples
If you want tid-bits of what's going on, a few more pics to look at, you might find this blog worth visiting? Yer, don't know who did it, but there ya have it. Also don't know where I find the time either, another of lifes' mysteries :-)
http://alikiwis-galaxy-of-games.blog...-progress.html
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April 27th, 2009, 12:10 AM
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Corporal
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Join Date: Apr 2007
Location: Hotlanta
Posts: 108
Thanks: 2
Thanked 2 Times in 2 Posts
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Re: Some new component examples
Hi BK and Alikiwi,
Read your blog. Nice work. This looks like a crossover mod with Star Wars, Star Trek, and Babylon 5 in one mod. cool. I often wondered how the Federation would fare against the Empire (etc.). This mod also looks like a takeoff on the 'Masters Mod' by Urendi Maleldil. Maybe he can offer input?
I have several questions:
1) Looks like this will not be out for a couple of months. Is this correct?
2) Will this mod use the TDM AI?
3) Will the Shadows/Vorlons/Borg be in the game?
Thanks for your time,
GB
__________________
"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
Last edited by GeorgiaBoy; April 27th, 2009 at 12:14 AM..
Reason: punctuation
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April 27th, 2009, 01:27 AM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
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Re: Some new component examples
Quote:
Originally Posted by GeorgiaBoy
Hi BK and Alikiwi,
Read your blog. Nice work. This looks like a crossover mod with Star Wars, Star Trek, and Babylon 5 in one mod. cool. I often wondered how the Federation would fare against the Empire (etc.). This mod also looks like a takeoff on the 'Masters Mod' by Urendi Maleldil. Maybe he can offer input?
I have several questions:
1) Looks like this will not be out for a couple of months. Is this correct?
2) Will this mod use the TDM AI?
3) Will the Shadows/Vorlons/Borg be in the game?
Thanks for your time,
GB
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This mod is indeed based originally on Urendi Malendil's Masters Mod 1.7. It was a great mod to play. I had a number of ideas to improve or add to it, and sent him a notice saying that we were going to do a mod based off of his original work.
Among the Master traits now are an improved Star Trek Masters, an improved Star Wars Masters, and also a Babylon 5 Masters trait.
It's still a bit off , but we are working VERY hard on it EVERY chance we get.
The AI for some of the races included are indeed based off of the TDM AI, with a number of improvements in areas there were issues.
And yes, there will be Vorlons and Shadows and the Borg.....
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April 28th, 2009, 10:41 AM
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Corporal
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Join Date: Apr 2007
Location: Hotlanta
Posts: 108
Thanks: 2
Thanked 2 Times in 2 Posts
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Re: Some new component examples
Hi BK,
Sounds great! I believe I have posted elsewhere that I am a huge fan of the Masters Mod. I have always liked the idea of the 'crossover mod'. I hope the Borg, Vorlons, Species 8472, and Shadow are not playable by humans and that they are not balanced with the other factions...
GB
P.S. This new mod should have its own thread
__________________
"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
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April 28th, 2009, 10:41 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Some new component examples
Quote:
Originally Posted by Black_Knyght
This mod is indeed based originally on Urendi Malendil's Masters Mod 1.7. It was a great mod to play. I had a number of ideas to improve or add to it, and sent him a notice saying that we were going to do a mod based off of his original work.
Among the Master traits now are an improved Star Trek Masters, an improved Star Wars Masters, and also a Babylon 5 Masters trait.
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Interesting. Can't wait to see what you guys come up with.
You should be aware that there are a couple of game imbalances with the Masters Mod.
The Assimilation Masters are relatively weak compared to other Masters initially, but then become extremely powerful late in the game after their atmosphere converters kick in (if I remember correctly, it takes each converter about 100 turns).
And the Megascale Masters can also become extremely powerful because of their Space Elevators and other resource gen components. I tried to make them very expensive to compensate, but if their economy is booming it makes no difference.
You might want to look at ways to blunt the late game advantages those two have.
The Force Masters can become bogged down later in the game because the force user components are very expensive. This is especially a problem for the AI, who will use Jedi or Sith components on every ship.
You also might want to look at ways to make Force races run a little smoother once they have researched Force components.
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April 28th, 2009, 12:04 PM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
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Re: Some new component examples
Thanx Urendi, that's helpful to know. I do REALLY appreciate your input here, and we're very open to any ideas and suggestions you may have. I even have some questions for you, if you're game?
We've added some interesting things to make the Assimilation Masters more evenly nasty. They're balanced differently now, but still kept very much "in them".
Megascale Masters is an area we're still working with, so no real news there yet.
Force Masters will have a few new wrinkles added that should prove interesting.
The Borg, Vorlons, Shadows, and Species 8472 ARE playable races, but they're going to be nasty too as AI run races .
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