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  #1  
Old March 23rd, 2005, 03:04 PM

Renegade 13 Renegade 13 is offline
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Default Re: Space Food Empires!

Do you know when you're going to input each race's ships, units, etc? At the moment it's a little confusing having everyone use the neutral ship set Of course, I could just rename another shipset and plug it into the mod with the correct AI files, but I'm just too lazy
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Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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  #2  
Old March 23rd, 2005, 03:23 PM
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Default Re: Space Food Empires!

I totally agree!

What I'll do is create a quick set of coloured mini images for each race from the generic ones. I'll try and get those out for 0.11, due on Friday.

I'll be focusing mainly on graphics from this point onwards, while addressing gameplay issues and the remainder of planned data file entries.
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  #3  
Old March 23rd, 2005, 10:10 PM
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Default Re: Space Food Empires!

I've already completed the coloured minis for the next patch. It turned out to be a lot less painful than I thought. I just shaded the generic minis with each empire's colour.

Also note you can discuss the mod over at SE.net where I have a whole forum dedicated to the mod: http://www.spaceempires.net/home/mod...viewforum&f=23

I'm also looking for your favourite or effective ship designs so I can immortalize them as AI designs! Attach screenshots or write out the contents of the ship over at the SE.net forum.

Version 0.11 still on pace for Friday.
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Old March 26th, 2005, 01:47 AM
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Default Re: Space Food Empires!

Version 0.11 will be delayed until at least tomorrow afternoon. Ended up re-balancing cultural and characteristic modifiers. Plus it takes a long time to come up with 4 versions of empire files and the corresponding AI general files! I'm also updating the empire stats at the website as I do each set.
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  #5  
Old March 27th, 2005, 01:51 PM
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Default Re: Space Food Empires!

Greetings!

Beta Version 0.11 has been uploaded to the Space Food Empires website in the downloads section!

Code:
Version 0.11 (Beta) - 27 March 2005

1. Changed - Split "Weapons" Tech Area into two: "Weapons - General", "Weapons - Racial"
2. Added - Remainder of descriptions in TechArea.txt
3. Fixed - Corrected faulty Tech Area references that caused Tech Tree error messages
4. Added - Remainder of StellarAbilityTypes.txt descriptions
5. Changed - Reset some SystemType images to stock defaults until they can be created
6. Added - Temporary mini ship images based on empire colour
7. Added - Descriptions for mounts in CompEnhancement.txt
8. Fixed - Major Empire General AI files to use correct advanced traits
9. Changed - Re-balanced racial characteristics in Settings.txt
10. Changed - Re-balanced cultural modifiers in Cultures.txt
11. Added - Additional advanced traits to RacialTraits.txt
12. Added - 0 and 2000 racial points empire files



Also note the website has been updated, particularly the empire info pages, which now have the correct cultural modifier and racial trait data!

Version 0.12 is already in progress and will add those system and combat pics, maybe even a few race pics if you're lucky. That's for next weekend.

After that, I'll be working on version 0.20, which will certainly be a saved-game buster as it will be add some new components, racial traits, and facilities.
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  #6  
Old March 27th, 2005, 09:15 PM
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Default Re: Space Food Empires!

These combat images will be distributed with the next version, but since I finished them I thought some of you would like to have them now. Here are the previews:



Download them in .zip format above!
Attached Files
File Type: zip 343712-Combat.zip (23.5 KB, 113 views)
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  #7  
Old March 28th, 2005, 03:40 AM
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Default Re: Space Food Empires!

Why not add them to the imagemod combat pack?
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  #8  
Old April 1st, 2005, 12:48 AM
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Default Re: Space Food Empires!

Greetings.

Continuing to work away on version 0.20, which will feature a somewhat modified armor and shield system to alleviate some problems that were occuring with certain design combinations. This version will also add a few more components and facilities that I passed in the first two releases, plus some new images. Lastly I want to make some enhancements to the current basic AI to help encourage people to try the mod to expediate testing.
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