.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 May 3rd, 2002, 12:13 PM
jimbob's Avatar

jimbob jimbob is offline
First Lieutenant
 
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
jimbob is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Okay, that's good.
Always liked R2-D2, and the presence of droids is integral to the feel of SW (versus ST with mega/centralized computers... very communist in my opinion )

The "repair" function. Yeah, it's too bad that repair can't happen, so thus the quotes. I just put in a modest armor value and added an increased supply useage. Thus the appearance that the component "repairs" the fighter.

If you'd like, I could post what I've done to date. I ended up with 6 astromech droids total.

[ 03 May 2002: Message edited by: jimbob ]

__________________
Jimbob

The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
Reply With Quote
  #2  
Old May 9th, 2002, 07:59 PM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Sorry for the long time since I Last posted something here.
I'm currently doing most of this by myself and other projects and games distracted me.

I've upgraded everything to Gold Version 1.69.
Due to the many requests of a gold sw-mod and that most of us have gold Version or are planning to have it soon.
And beacuse I want to use some of the new features in gold.

If there is demand once we have everything working, we may release a pre-gold Version.

Although there are hundreds of things to add the core and most Rebel and Imperial techs are working.

No AI work has been done yet, but I made all AI races use "Standard Space Empires IV tech" so you should be able to play against them while testing.

I have it in my hard drive but I haven't uploaded any files yet.

I want a few opinions on the best way to do it.

I like the format used in the B5 mod: one small file with all text files, and another big file with all bitmaps and sounds.

Do you want me to include all shiptets?

What about sounds?
In gold the number and size of sounds is increased, and they are still not treated like bitmaps, going to the default dir if it isn't included in the mod. (this would be a nice request for next patch)
Options are:
a- don't use any new sound
b- copy all default sounds into the mod as we used. only difference is that the resulting file will be heavier and take longer to download.
c- include only the new sounds, players would have to manually copy the files into the mod. (perhaps we can include a .bat or small program to automate this)
d- put the new sounds in the default sound dir and not in the mod directory. This was done with one sound in the devnull/moster mod. This would make uninstalling the mod more difficult.

Still in my to do list
*Add extra pics for rebel ships
*Add/change pics for some components
*Add fighter bay requirements to most capital ships
*Add bases
*should we implement base-planets as I had suggested in a previous post? If we do, how many facilities, cargo space and pop should they have?
*trade fed/sith empire/vong neutrals
*another ~100 things I cannot recall right now

About the ship sizes. I had made a set of custom vehicle sizes for each race.
And I had heard some conplains telling me to make this ship bigger and that other one smaller.

Well, the main objective of these ship sizes is to show the CONTRAST in ship sizes used by different races (and different sci-fis).
All of these sizes are based on their known or estimated "real" tonnage, scaled according a variable scale to make logical SE4 sizes. (I'd included XLS file showing the scaling in the old downloads)
Altering the size of one hull would disrupt RELATIVE sizes when compared to other races ships.
So I don't want to change any of the ship sizes unless:
a- There is a mistake in their estimated "real" tonnage
b- We change the parameters of the variable scale, what would alter the size of most of the ships.

Note that there is no problem in adding or removing a hull size, as long as ships are added according the scale. I think that many races do need more sizes.

Those who were asking about a trek mod or the trek part of this mod.
You said you'd be able to work on the data files but not on the graphics.
Either you choose to work directly for this mod, or make an independent mod to be merged with this one later, my advice would be to concentrate on that, and just use the available pics.
Pictures can be added later, changing pic nums in the data files isn't hard and it can even be done while single player games are in progress without problems. If there none of the existing pics fits a particular component (or facility ect.) then providing 1 or 2 pics wouldn't be too hard.
Reply With Quote
  #3  
Old May 9th, 2002, 08:13 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Another option would be to include the shipsets as a 3rd file we could d/l - so people who already have them can just download what they need.

I liked the station (mini-mini-ringworld) idea and I am actually currently working on them for the B5 Mod. Mostly because I would like to see stations that can do research, intel, etc.. I'll let you know how it goes

Wher you able to easily convert the B5 stuff into Gold?

Sounds - those do take a LOT of space, more than seems right... I for one wouldn't mind downloading the extra sounds, but someone with a 56k connection might.

Vehicle Sizes - I don't see any problems with it, just need to add a few more for variety.

I know there has been a LOT of talk about a trek mod, but which 'age' would you do? Or would you try to include it all as a natural progression?

Can't wait to see it!!!!
Reply With Quote
  #4  
Old May 10th, 2002, 05:38 AM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Files:
Ok what about these files
1-TXTs
2-Component/Facility/GameBitmaps
3-ShipsetBitmaps
4-Sounds
Would it be too complicated for a non-computer-literate player to have to repeat the install process 4 times?

No I didn't attempt to convert anything from the B5 mod yet.
It shouldn't be too hard, and it would be nice to test them together.

But IIRC there are details that need to be revised/edited before merging. Such as tech areas with repeated names and adding a Boarding Defense to the appropriate components to make Ion Cannons (sw) work.

You're using excel/word to merge the files, right? It would be easier if you can post or email me those files.

Mini-ringworld station:
We still have the star requirement (a problem to create many orbital cities around a planet)
Probably different techs will lead to different small artifical planets used by different races in B5/SW/ST

Sounds:
That's right standard sounds are 15Mb plus another 12Mb if you want to include the "old sounds" option. Didn't check how much compressed but I doubt they can be compressed more than 50%.

If we use a traditional approach we'd need to include all them plus new sounds.
That's why I was asking which alternative was best.

Vehicle Sizes:
I totally agree, most B5 ships I had added (even those that were used for smaller ships in the shipsets) look too big, they definitely need smaller ships.
I'd like to add more sizes but I don't know enough about B5 and ST to find the right ones.

Trek:
I'm not working in the trek part.
Natural progression would be cool.
I don't know enough about ST to even know if it's possible to make a believable tech tree to reflect this evolution through the different eras.
Reply With Quote
  #5  
Old May 10th, 2002, 11:53 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Sounds easy enough to me.

In fact, on the alternate B5 Mod page, the D/Ls are broken into 12 different zips plus updates!

But, I know a lot of people had trouble with that, so I changed it to the current format. I think 4 may be a good medium
Reply With Quote
  #6  
Old May 23rd, 2002, 05:42 PM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Nothing new since my Last post.
I didn't upload the files I was talking about.
Now I can't login with my FTP program an I'm waiting for an answe from host.

In the meantime, jimbob can you post or send me the data files for your astromech droids?
I'll see if they fit with the other techs and include them.
Reply With Quote
  #7  
Old May 24th, 2002, 03:45 AM
jimbob's Avatar

jimbob jimbob is offline
First Lieutenant
 
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
jimbob is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Ok, here are the droids as I've made 'em. I made the attack bonuses to match the P&N mod, so they might need some balancing for the Sci-Fi mod [edit - plus they are designed for a QN movement system]. The droids replace cockpit, because the pilot will still need air etc. Finally, I introduced the tech area "miniaturization" as a pre-requisite. Critique and mod away!

Name := R11 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 4
Cost Minerals := 3
Cost Organics := 0
Cost Radioactives := 25
Vehicle Type := Fighter
Supply Amount Used := 2
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Computers
Tech Level Req 1 := 1
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 2
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (4 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 4% attack bonus in combat.
Ability 3 Val 1 := 4
Ability 3 Val 2 := 0
Weapon Type := None

Name := R12 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 6
Cost Minerals := 3
Cost Organics := 0
Cost Radioactives := 25
Vehicle Type := Fighter
Supply Amount Used := 2
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Computers
Tech Level Req 1 := 2
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 2
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (6 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 7% attack bonus in combat.
Ability 3 Val 1 := 7
Ability 3 Val 2 := 0
Weapon Type := None

Name := R13 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 8
Cost Minerals := 3
Cost Organics := 0
Cost Radioactives := 30
Vehicle Type := Fighter
Supply Amount Used := 2
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Computers
Tech Level Req 1 := 3
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 2
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (8 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 10% attack bonus in combat.
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Weapon Type := None

Name := R21 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 4
Cost Minerals := 5
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Fighter
Supply Amount Used := 12
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Computers
Tech Level Req 1 := 1
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 3
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 3
Number of Abilities := 4
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (4 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 4% attack bonus in combat.
Ability 3 Val 1 := 4
Ability 3 Val 2 := 0
Ability 4 Type := Standard Ship Movement
Ability 4 Descr := R2-D1 astromech droids can boost the fighter engine output, but at considerable expense.
Ability 4 Val 1 := 2
Ability 4 Val 2 := 0
Weapon Type := None

Name := R22 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 6
Cost Minerals := 5
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Fighter
Supply Amount Used := 15
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Computers
Tech Level Req 1 := 2
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 3
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 6
Number of Abilities := 4
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (6 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 7% attack bonus in combat.
Ability 3 Val 1 := 7
Ability 3 Val 2 := 0
Ability 4 Type := Standard Ship Movement
Ability 4 Descr := R2-D2 astromech droids can boost the fighter engine output, but at considerable expense.
Ability 4 Val 1 := 4
Ability 4 Val 2 := 0
Weapon Type := None

Name := R23 Astromech Droid
Description := A multifunctional, modular robotic computercore designed to assist fighterpilots in combat
Pic Num := 122
Tonnage Space Taken := 1
Tonnage Structure := 8
Cost Minerals := 5
Cost Organics := 0
Cost Radioactives := 45
Vehicle Type := Fighter
Supply Amount Used := 20
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 6100
Roman Numeral := 6
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Computers
Tech Level Req 1 := 3
Tech Area Req 2 := Miniaturization
Tech Level Req 2 := 3
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 10
Number of Abilities := 4
Ability 1 Type := Ship Bridge
Ability 1 Descr := Replaces most of the fighter's computer components, making the cockpit mass negligible.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Astromech units can repair some of the damage (8 pts) done to their fighter.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Gives a 10% attack bonus in combat.
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Ability 4 Type := Standard Ship Movement
Ability 4 Descr := R2-D3 astromech droids can boost the fighter engine output, but at considerable expense.
Ability 4 Val 1 := 6
Ability 4 Val 2 := 0
Weapon Type := None

[ May 24, 2002, 02:50: Message edited by: jimbob ]
__________________
Jimbob

The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
Reply With Quote
Reply

Bookmarks


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 03:07 PM.


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