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  #1  
Old March 22nd, 2006, 05:26 PM

bearclaw bearclaw is offline
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Default Dark Nova v4.20/4.19a

Just a heads up. I'm nearing completion of the next version of Dark Nova Mod. I'm just running a spell checker on all the data files (my spelling SUCKS!!) and then I've just got to redo the mounts. v4.20 will actually have fewer mounts than 4.19. The end result will be the same.

Then it's just a matter of transfering that which can be transfered to a 4.19a version. Basicly, the only differance between 4.19a and 4.20 is the components file. It will be unchanged except for a few typo's and bugs. Nothing new will be in the 4.19a components file.

Why 2 versions?
v4.20 will NOT work with any existing games. Hence v4.19a.
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  #2  
Old March 22nd, 2006, 07:22 PM
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Wenin Wenin is offline
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Default Re: Dark Nova v4.20/4.19a

What tools do you use for your modding?

I'm finding the Component Editor to not be friendly to improperly formatted data.
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  #3  
Old March 27th, 2006, 03:19 AM

bearclaw bearclaw is offline
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Default Re: Dark Nova v4.20/4.19a

The work is done. I've got a couple of minor clean-up tasks to take care of which will be done within the next few days.

Here's the completed patch list. The few items with a "-" at the front of the line are what I'm completing over the next few days.

v.4.20
Changed facility pic for Neural Computer Complex.
Fixed typo for name of Huge Supply Storage I.
Moved drones tech to Supporting Hulls catagory.
Corrected family number for Probabilty Predictor I. Would not upgrade.
Changed basic fighter cockpit so that it will upgrade to normal fighter cockpit.
Removed Flak cannons from weapon platforms.
Changed 0-G fighters to 3 kt.
Changed 0-G fighters to 1 engine max.
Changed troop weapons to fighter or troops.
Added One Per Vehicle restriction to troop weapons.
Changed range of small arms to 2.
Changed Small DUC 2&3 to require Smaller Weapons Tech.
Fixed description for Cargo Compartment I wrong amount of cargo space given.
Changed warhead types to have Vehicle List Override.
Removed redundant warhead entries.
Added Armor ability to Solar Sails.
Added Armor ability to Solar Collectors.
Added resource Warehouse Facilities. (Arcologies)
Moved Monoliths to combination of resource techs and Arcologies Tech.
Increased number and type of cities (arcologies)
Changed cost of City facilities.
Changed Neural Control Interface ability from Bonus Movement to Extra Movement.
No Issue Found-upgrading from standard to neural control centers acts as if not enough crew/life support
Added DN4 II Empire Names.
Added DN4 II Empire Types.
Added DN4 II Emperor Names.
Added DN4 II Emperor Titles.
Changed resource costs for Min/Org/Rad/Research/Intel facilities.
No Issues found-check added facilites above lv 3 (monoliths, rad, intel, min, orgs, research, SY)
Changed order Talismans (Rightiousness last)
Added Vechicle Override List to Talismans.
Changed family number of Basic Arms (was upgrading to Alpha Wave Inhibitor).
Changed description of organcic/living hulls to say does not need Life Support or Crew Quarters.
Increased maintenance reduction of Crystalline/Lattice hulls from 10% to 20%.
Fixed Advanced Time Management lv3 gave Inter-Phase Cloak lvs 3,5,6,7,8.
Added startmenu.bmp (1.95 bug fix)
No Issue Found-check lv1 planetary shielding for giving planet inter-phase cloak 1+2
Fixed Gravitation Manipulation lv2 gave Mass Displacer 8.
No Issue Found-check psychology 2 for giving mental deflection armor 1-5
Fixed typo in "experiment goes wrong" event not displaying planet name.
Changed Personal electric discharge lv3 kt size from 2 kt to 1 kt.
Added Vechicle List Override to engines (removed bases from available)
Removed supply from available on sats.
Added Small Supply Storage to be available on Fighters.
Grouped all Armor components together (before shields)
Typo corrected- "capabilities" in Mine Sweepers.
Typo corrected- "simultaneously" in Inter-Phased Cloaks
Typo corrected- "Temporal" in Inter-Phased Cloaks.
Typo corrected- "gravitational" in Mass Displacers.
Typo corrected- "acquired" in PD Lasers.
Typo corrected- "Launcher" in Shard Launcher II
Typo corrected- "Chronotron" in Chronotron Burst.
Typo corrected- "Artificial" in Alpha Wave Inhibitor.
Typo corrected- "susceptible" in Primary/Secondary Neural Center.
Typo corrected- "psychic" in Primary/Secondary Neural Center.
Typo corrected- "assault" in Assault Rockets.
Typo corrected- "guidable" in Assault Rockets.
Typo corrected- "missiles" in Assult Rockets.
Typo corrected- "chronotron" in Small Chronotron Burst.
Typo corrected- "rejuvenation" in Talisman of Rejuvenation.
Typo corrected- "sustenance" in Talisman of Rejuvinatation.
Typo corrected- "strength" in Talisman of Vision.
Typo corrected- "resource" in Stellar Gas Ram-Scoops.
Typo corrected- "occurring" in Phased Sulfide Cannons.
Typo corrected- "their" in Phased Sulfide Rocket.
Typo corrected- "plesant" in Organic Farm City.
Typo corrected- "atrocious" in Radioactives Extraction City.
Typo corrected- "quantities" in Warehouse Facilities.
Typo corrected- "millennia" in Temple of War.
Typo corrected- "efficiency" in Halls of Meditation.
Typo corrected- "alignment" in Cosmic Standing Stones.
Typo corrected- "Monastery" in Monastery.
Typo corrected- "symbiotic" in Monastery.
Typo corrected- "intensely" in Probability Predictor.
Typo corrected- "Chronotron" in Chronotron Viewer.
Typo corrected- "particles" in Chronotron Viewer.
Typo corrected- "individules" in Chronotron Viewer.
Typo corrected- "facilities" in Orbital Power Collector.
Typo corrected- "Planetary" in Planetary Inter-Phased Cloak.
Typo corrected- "separate" in Planetary Inter-Phased Cloak.
Typo corrected- "simultaneously" in Planetary Inter-Phased Cloak.
Typo corrected- "invisible" in Planetary Inter-Phased Cloak.
Typo corrected- "existence" in Planetary Inter-Phased Cloak.
Typo corrected- "particles" in Advanced Time Management tech.
Typo corrected- "incredibly" in Crystallized Torpedo.
Typo corrected- "Lattices" in Crystallized Torpedo.
Typo corrected- "dissipate" in Crystalline Energy Dampener tech.
Typo corrected- "particles" in Temporal Shield Accelerator tech.
Typo corrected- "perfecting" in Religious Nature Philosophy.
Typo corrected- "enviroment" in Religious Nature Philosophy.
Typo corrected- "particles" in Temporal Prediction tech.
Typo corrected- "disruption" in Crystalline Power Supply.
Typo corrected- "intensely" in Psychic Enhancement Knowledge tech.
Typo corrected- "occurring" in Phased Sulfide tech.
Typo corrected- "enviroments" in Arcologies tech.
Typo corrected- "Miniaturized" in Miniaturized Mount.
Typo corrected- "armored" in Hardened Mount.
Typo corrected- "Acquired" in T.A.G. Mount.
Typo corrected- "Drastically" in Micro Warhead Mount.
-tpyo Contributers" should read "Contributors" (in mod description)
-typo Mod description file: "essensially" should read "essentially"
-typo DN mounts and description: "Dreadnaught" should read "Dreadnought"
-(screw it!) spellcheck all data files
Reduced cost of Colony Slugship hulls slightly.
Increased cost of Light Colonyship hulls slightly.
Added Remote Computer Control (Master Computer) for fighters/troops.
Expanded Space Yard Components to 5 levels.
Added Base Space Yard Components.
Added Temporal SY component. Base's only.
Added Outpost facility (resupply/small SY).
Changed Interceptor Missiles available on weapon platforms, Satellites, and Drones.
Found No Issue-Removed Flak Cannons from Weapon Platforms. Still is allowing on Weapon Platforms.
Changed family number for Small Armor (no longer upgrades to Small Emissive Armor).
Added correct merge code for shield description that will display correct shield amounts. [%ShieldPointsGenerated]
Added Personal Hyper - Plasma Ejector (infantry).
Added Shoulder Mounted Shard Launcher (infantry).
Added Chronoton Rifle (infantry).
Added combat To Hit penalty to carriers (20%) and transports (40%)
Increased Crew Quarters requirements for carriers for additional pilot crews(x2).
Increased Life Support requirements for transports for cargo hold enviromental controls(x2).
Found No Issue-tiny supply storage not available on drones
Added Arcologies tech (level 5)
Changed Basic Arms to 0 kt.
Added Generic Freighter.bmp
Changed secondary bmp for freighters to Freighter.bmp
Adjusted Kt structure of Resin Shell (unique tech).
Changed Defense +/- for ships to be the same per Kt on different hull types.
Added appropriate Resource tech requirment to Specialized Ship Construction techs.
Increased Miniature Component Mount from 50% size to 66%.
Added Miniature Weapon Mount.
Decreased size of Hardened Component Mount from 125% to 120%.
Added Hardened Weapon Mount.
Changed Mini, Hardened, Low and Premium mounts to any vehicle, any weapon.
Changed cost of Low Grade Mount (component and weapon) to 75%.
Reduced supply usage of Low Grade Mount (component and weapon) from 200% to 150%
Reduced cost of Premium Grade Mount (component and weapon) to 125%.
Added Shield modifier to Low and Premium mounts (-10%,+10%).
Increased Kt and Structural of Extended Range PD mount from 100% to 120%.
Added Comp Family field to Extended Range PD Mount (excludes Flak Cannons).
Decreased cost of T.A.G. mount to 150%.
Changed T.A.G. mount to Any weapon, any vehicle.
Decreased cost, kt and structural of Spinal Mount slightly.
Reduced cost, kt and structural of Extended Range Mount to 120%.
Added +15% to hit bonus to Extended Range Mount.
Changed vehicle type for Extended Range Mount to Any.
Changed vehicle type for Pulsed Weapon Mount to Any.
Increased to hit bonus for High Energy Mount to +20%
Changed vehicle type for High Energy Mount to Any.
Added +1 range to Light Satillite Mount.
Increased size of Scout Shield Mount to 20%.
Increased size of Escort Shield Mount to 25%.
Reduced shield bonus for Escort Shield Mount to 50%.
Changed size of Corvette Engine Mount to 90%.
Changed supply usage of Corvette Engine Mount to 75%.
Removed Fighter Extended Range Mount. (redundant)
Removed Miniature Warhead Mount. (redundant)
Removed Low Grade Warhead Mount. (redundant)
Reduced cost of Slugship colony mount to 25%.
Changed Basic Units to starting tech.
Reduced Omni Colony Module so that 75% mount still equals same values.
Increased kt size of Light Colony ship to 345 kt.
Removed bonus movement from Light Colony Ship hull.
Increased maximum engines to 7 on Light Colony Ship hull.
Increased kt size of Colony ship to 445.
Increased kt size of Heavy Colony ship to 545.
Increased kt size of Large Colony ship to 645.
Reduced Life Support/Crew Quarter requirements to 1 on Heavy Colony ship.
Reduced Life Support/Crew Quarter requirements to 1 on Large Colony ship.
Changed Colony ship mounts to corrected hull sizes.
Added Colony type racial traits (Rock Planet Native/Ice Planet Native/Gas Giant Native).
Added colony type racial techs.
Added colony type racial mounts.
-add 'instructions' for installing, game setup recommondations, empire setup recommondations
Reduced tech cost of Ship Construction tech to 10000 base.
Corrected Flak Cannon II were giving +83% to hit bonus.
Corrected Flak Cannon IV (fighter) were giving +83% to hit bonus.
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Potestatem obscuri lateris nescitis
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  #4  
Old March 27th, 2006, 01:51 PM

bearclaw bearclaw is offline
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Default Re: Dark Nova v4.20/4.19a

Quote:
Wenin said:
What tools do you use for your modding?

I'm finding the Component Editor to not be friendly to improperly formatted data.
I pretty much just use EditPad Lite. When I created the mod originally, I used ekolis's templatizer, but now I know the data files and items so well that I manually make any further changes to the mod.
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Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
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  #5  
Old March 28th, 2006, 07:58 PM

bearclaw bearclaw is offline
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Default Re: Dark Nova v4.20/4.19a

And finally:

Changed Component Family List override for slug colony mounts to only appropriate single colony module type
Changed order for Inverted System Grav Shield to directly after System Grav Shield.
Changed Hardened Component to minimul kt size = 0. (was 100)
Changed description for racial colony type traits to say only select one.
Modinfo file updated.
Changed chance for type of events to Catastrophic= 10%, High= 20%, Medium= 30%, Low= 40% when and event happens.

I'm just doing some tests now and if all goes well, the full version will be released later today.
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You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
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  #6  
Old March 29th, 2006, 06:15 AM

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Default Re: Dark Nova v4.20/4.19a

no link?
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  #7  
Old March 29th, 2006, 01:50 PM

bearclaw bearclaw is offline
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Default Re: Dark Nova v4.20/4.19a

Yeah, I guess that would help... sorry

Dark Nova v4.20
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