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  #31  
Old July 17th, 2002, 11:14 AM
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Default Re: Magic Mod

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  #32  
Old July 17th, 2002, 09:10 PM
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Default Re: Magic Mod

I have begun to compose ideas for this new mod and will post them shortly. I am about 80% done with my own mod I have been working on for a couple of months now. I will not be able to get started on this one until I finish my own, which should be soon. Feel free to email or PM me about this project. I am looking forward to getting under way.
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  #33  
Old July 18th, 2002, 06:05 AM
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Default Re: Magic Mod

I do not understand why people take polls about whether they should make a mod.

If you like an idea enough to put in the effort to make a mod for your own games, do it.

Other people wanting to play your mod too is just icing on the cake, IMO.
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  #34  
Old July 18th, 2002, 06:24 AM
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Default Re: Magic Mod

its easy. sometimes people dont want to do all the work just for themselves. sometimes they are looking to solicit other ideas to improve the mod, or to solicit help in making it. other times its a mod they want to play multiplayer and it will only be worth making if other people want to play it.

I used to maintain a couple single player mods that i thought were fun, but id never even consider working on a mod aimed at the single player experience now that 99.5% of my games are PBW.
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  #35  
Old July 18th, 2002, 07:54 AM
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Default Re: Magic Mod

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Quikngruvn:
Hmm... possibly. Those also wouldn't apply to "underground" cities. Perhaps something else could be done with the 3 planet compositions?
Hmm... since cities will be subjugated, not colonized, perhaps make each atmosphere correlate to a certain deity that the indigenous populations and the players' empires worship. An indigenous population would tolerate many more player-empire citizens that share their same belief system than those who don't.... (You could make the same case with alignment as well.)

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  #36  
Old July 18th, 2002, 03:58 PM
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Default Re: Magic Mod

re: "Skating uphill" - I strongly disagree, for several reasons.

For one thing, I already know how to play SEIV and like it. If I went out and bought some other fantasy game I'd have to start at the bottom of the learning curve with a whole new community of players, who probably wouldn't be anywhere as nice as you lot=-)

More importantly, we've all known from the beginning that a complete graphical mod (ie "un-spacing") of SEIV was possible, but so far no-one has had the stones to actually implement it. If this mod is successfully released it will demonstrate just how incredibly moddable SEIV is, and maybe bring it to the attention of other gamers/ communities.

Also, if this mod proves popular, it will start to take the game in new directions - for example, magic players might have reasons to suggest features and patches that space players would never have thought of, but could benefit from hugely.

Basically, I think it sounds cool=-)
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  #37  
Old July 18th, 2002, 07:08 PM

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Default Re: Magic Mod

Well right. Thats a good thought.

As for the mod itself, we should get the thing going now before we lost the will to do it.
For now i need you to tell the basic stuff needed for the mod and i'll start drawing it.

I can give you ideas but what about? What do we need?
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  #38  
Old July 18th, 2002, 07:42 PM

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Default Re: Magic Mod

yep, Teara is right, don't let this thread drop to the 2nd page

In the meantime, i'm going on vacation tommorow morning, or night for the Americans, so i won't be able to post here at all .

Now about cities, will they still be subjugated, or created like i proposed in the 2nd post?
I personally would like to build my own cities, but then there should be an incentive not to build everywhere, i don't what sort of incentive would work in se4 though.
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  #39  
Old July 18th, 2002, 08:44 PM
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Default Re: Magic Mod

I think that this will have to be Human-Only, unless we abandon the spells (drones).

The way I see it, we have 4 options on what to do with planets and asteroids:

1) No cities are there naturally. You have to build them from asteroids, and then colonize them.

2) You can build smaller cities (tiny, small and maybe medium planets) from the asteroids, but the larger cities can't be built (it would take to long to do so). There would be some cities of all sizes out on the map already.

3) All cities there from the beginning. The asteroids would be farm sites and mines, and the cities are very unproductive in organics and minerals production. They would be where you build the mana nodes (better name needed) to get mana from .

4) All cities there from the beginning. They are more abstract (for less micro-management), so they can produce all resources well. Asteroids can be a supplement.

--------------------------------------------------

I created the poll because I had the feeling that this mod would have to be MP only. So, I didn't want to spend time making it if noone would like it.

--------------------------------------------------

Art needs to be made (or copied) for different types of wizards, spells, monsters, soldiers, etc.

Here I have posted 2 (very rough) preliminary data files:
VehicleSize.txt
PlanetSize.txt

[ July 19, 2002, 07:47: Message edited by: Imperator Fyron ]
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  #40  
Old July 18th, 2002, 10:29 PM
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Default Re: Magic Mod

i have not been reading the entire thread, but here is an idea for you guys.

there is no reason that you have to have a sun in every system, except for stelar manip. there is also no reason to only have one, or to have it in the center. perhaps a sun could be a source of mana, and you could make extensive use of solar resource generaton (crystal tech) to harvest mana from the mana-wells. that way you would get more of it depending on how many there are, and you could tie it in to ships/wizards supply pool as well, if they have solar pannel type abilities to regenerate mana from available local sources.
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