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January 26th, 2007, 10:51 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: [Planning] Unofficial SEIV Expansion Pack
Selling a mod is, frankly, absurd.
You're screwed right away by the fact that the "market" for mods has everything else at zero cost.
Secondly, any good ideas are bound to get re-implemented in many other mods... probably in better ways too. There is no actual monopoly on ideas.
And really, would YOU pay for a mod?
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January 26th, 2007, 11:00 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: [Planning] Unofficial SEIV Expansion Pack
I agree with selling a mod directly, but a compilation disc with perhaps some extras like custom music etc. might be a nice gift for a small donation to PBW don't you think? Kind of like PBS. 
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January 27th, 2007, 01:16 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: [Planning] Unofficial SEIV Expansion Pack
Instead of selling it we could distribute it for free exclusively on a special "support PBW" website with a prominent paypal "donate" button.
Then we put the word out to various gaming publications and web sites with a quick press release letting them know that SE4 is still around, people are still modding it, there's an active SE4 multiplayer community out there called PBW, and why don't you stop by for a friendly game?
I'm a journalist. Press releases are no problem to write. And I'm sure there are a lot of people here that could build a quick one-page website.
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January 28th, 2007, 11:37 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: [Planning] Unofficial SEIV Expansion Pack
Atrocities, I think I know where you're coming from. That's why I think this will be better (and more fun):
Quote:
Urendi Maleldil said:
Instead of selling it we could distribute it for free exclusively on a special "support PBW" website with a prominent paypal "donate" button.
Then we put the word out to various gaming publications and web sites with a quick press release letting them know that SE4 is still around, people are still modding it, there's an active SE4 multiplayer community out there called PBW, and why don't you stop by for a friendly game?
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February 1st, 2007, 02:49 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
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Re: [Planning] Unofficial SEIV Expansion Pack
Do you guys thing the expansion should include Ed Kolis's Colony Tech Mod 2?
I think having untradeable colony techs without the need to select a special racial trait would be a worthy addition.
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February 27th, 2007, 03:15 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: [Planning] Unofficial SEIV Expansion Pack
I just noticed a problem with integrating the Colony Tech mod 2. In order to use it, AI research files have to contain the new colonization tech areas and can't include the old ones.
That means downloaded ship sets won't be compatible with it unless their AI files are modified by hand. Nuts. I really like the way the Colony Tech Mod 2 works.
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February 27th, 2007, 02:22 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: [Planning] Unofficial SEIV Expansion Pack
A mass updater can be done for shipset files.
Was this pack going to include more shipsets?
If sets were downloaded by a person later, would they refuse to work or just allow trading of colony tech?
If the second, then it still would only create a situation of semi-randomness where you MIGHT get some nations in the game that do and some that dont. That wouldnt be tood bad.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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February 27th, 2007, 06:32 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: [Planning] Unofficial SEIV Expansion Pack
Newly downloaded ship sets would work, but they would generate annoying error messages and the AI for them would be unable to research any colony techs beyond their native one.
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February 28th, 2007, 02:50 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: [Planning] Unofficial SEIV Expansion Pack
Gandalf Parker said:
"If sets were downloaded by a person later, would they refuse to work or just allow trading of colony tech?"
AI can't enable trading of tech if it is mod-restricted through traits or unique reqs.
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