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August 15th, 2002, 09:06 PM
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Second Lieutenant
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Join Date: Jul 2002
Posts: 442
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Re: Malfador Patches, Additions, and Player Mods
Quote:
Originally posted by Phoenix-D:
Modders that raise a stink don't have a leg to stand on, I think.
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Indeed.
A little-known landmine called "derivative copyright" ... basically, the MOD files are (AFAIK) already *owned* by MM in terms of copyright, if they wanted to be bastards about it.
Anything based on a copyrighted work, in a derivative form (i.e. fanfics, etc) is copyright by the author of the original source, barrign specific contractual arrangements.
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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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August 15th, 2002, 09:28 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
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Re: Malfador Patches, Additions, and Player Mods
Quote:
Originally posted by oleg:
Actually, I think MM is in fact too shy about incorporating fan's mods. For example, I do not see the reason why TDM AI is not part of "official" SEIV
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A long time ago, MM DID implement a person's mod into the official game. Someone, I think either Baron Munchausen or geoschmo, wrote a more balanced Version of the Anti Proton Beam (how much damage and at what range per level), and it was made part of a patch. With credit where it was due.
I think I'll mod the mines, it seems to be a remaining sore issue. I'll remove their inherant (sp?) cloaking ability, add a cloaking component (someone else's mod has already done this, I think) then add an anti mine sweeper component. Maybe that can mimic a % chance of mine sweepers failing, while the mines become weaker too if there's limited room for components.
I'll tweak it a bit, then run it up the flagpole and see if anyone salutes.
[ August 16, 2002, 14:28: Message edited by: Arkcon ]
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August 16th, 2002, 12:31 AM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: Malfador Patches, Additions, and Player Mods
Patch 1.24:
18. Changed - Increased the damage for the Anti-Proton Beam family (thanks to Daynarr).
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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August 16th, 2002, 04:03 AM
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BANNED USER
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Join Date: Jul 2000
Posts: 901
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Re: Malfador Patches, Additions, and Player Mods
I do hope to sell my mod on CD and electronic download - but that all depends upon MM & Richard's okay. Recently i've been busy with Project Dauntless and haven't put much time into the UM2 except as diVersions.
MM has included mods, but with giving credit and such. I remember I almost got the first edition of the UM in first Version of SE4 when it was released. back then it was just system and quadrant types. But I was too late...
Also, General Vaughn of the Terran Confederation in SE4 was named after the player David Vaughn - a person that started SE role play back in 1997.
[ August 16, 2002, 03:04: Message edited by: Hadrian Tyrael S. Aventine ]
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August 16th, 2002, 04:21 AM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Malfador Patches, Additions, and Player Mods
Quote:
Originally posted by [K126]Mephisto:
Patch 1.24:
18. Changed - Increased the damage for the Anti-Proton Beam family (thanks to Daynarr).
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Whoops, sorry 'bout that Daynarr
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August 16th, 2002, 06:52 AM
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Second Lieutenant
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Join Date: Nov 2000
Location: West Coast - USA
Posts: 417
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Re: Malfador Patches, Additions, and Player Mods
If someone likes something about a mod I create and it improves their enjoyment of the game - as far as I am concerned use it/abuse or whatever - I dont care - I make mods just for the fun of it..hopefully others enjoy them too.
[ August 16, 2002, 05:53: Message edited by: AJC ]
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AJC
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