.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #591  
Old March 14th, 2004, 09:50 PM

JayBdey JayBdey is offline
Corporal
 
Join Date: Nov 2003
Posts: 73
Thanks: 0
Thanked 0 Times in 0 Posts
JayBdey is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I rarely play anything but full tech; it's not that unusual for me.

Starting at low or even medium tech just makes the game move so unbearably slow, I can't stand playing like that.
Reply With Quote
  #592  
Old March 14th, 2004, 09:54 PM
Intimidator's Avatar

Intimidator Intimidator is offline
First Lieutenant
 
Join Date: Feb 2004
Location: The Netherlands
Posts: 739
Thanks: 0
Thanked 0 Times in 0 Posts
Intimidator is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I absolutly disagree with you JayB.

It's just the strenght of the game that your opponents have complete other weapons and strenghts than you have. It's realistic and more fun to choose the way of your empire from scratch.
Reply With Quote
  #593  
Old March 14th, 2004, 10:20 PM

JayBdey JayBdey is offline
Corporal
 
Join Date: Nov 2003
Posts: 73
Thanks: 0
Thanked 0 Times in 0 Posts
JayBdey is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

That's great if you enjoy playing that way more, but I don't. Is there no way to stop this from happening in full tech games?

I thought the standard SEIV tech and races were just held over to allow single play until the SW AI was done. Won’t this go away after the AI is finished? I know I certainly won’t be using standard SEIV races in any games so how could I capture or analyze to get those components if no empires have standard SEIV tech?

Or do you plan on keeping the standard SEIV tech in the game even after the AI is done?
Reply With Quote
  #594  
Old March 14th, 2004, 11:37 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)

Research is an important part of the game and of your strategies, full tech may be faster but you're losing a great part of the game.

I've never considered removing SE4 tech.
After all, this is still the beggining of a 'sci-fi crossover mod' and 'seiv universe' is one of the sci-fi universes that you can pick.

I'm thinking about some solution for your problem. Maybe a 2nd racial trait as requirement for shared techs. I'll try if it works and may add it to a future Version, but I do not consider this something important that needs to be fixed before trying a multiplayer game.
Reply With Quote
  #595  
Old March 15th, 2004, 03:12 PM
gregebowman's Avatar

gregebowman gregebowman is offline
Colonel
 
Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
Thanked 0 Times in 0 Posts
gregebowman is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Andres:
Actually AIs will fight you back quite effectively the way the game now.
AI's must use the "Standard SE4" racial trait, and use their original AI without problems. They will (or at least they should) pick it when randomly added, and of course you should do it manually if you add them that way.

Of course that having AI that uses starwarish techs would be nice, but my priority right now is finishing all techs to get something more or less playable so we can multiplay.
How about something for us strictly solo players? maybe one of these days I'll multi-play, but it isn't now. I haven't been on the internet at home for awhile, mostly due to the Star Trek mod game I'm playing. Can't put it down.
Reply With Quote
  #596  
Old April 16th, 2004, 09:24 PM

JayBdey JayBdey is offline
Corporal
 
Join Date: Nov 2003
Posts: 73
Thanks: 0
Thanked 0 Times in 0 Posts
JayBdey is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Is work still being done on this? Any PBW games going yet?
Reply With Quote
  #597  
Old April 17th, 2004, 05:12 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)

JayBdey,
Sorry, I'm not current working in the mod right now (again), but that doesn't mean I gave up.
Last SE4 modding related activity I've been doing is 3d modelling some ships based on se3 shipsets.

I had posted a request las t month to add the mod on pbw admin forums and didn't get an aswer at least in the first days, as soon as pbw is up again I'll check and if there's still no answer I'll try emailing Geoschmo.

The good news is you're still on time to join any pbw game we make.

And Gregebowman, I was talking about solo games in the 1st paragraph you quoted.
Reply With Quote
  #598  
Old April 18th, 2004, 12:37 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)

OK I just checked in PBW and 'v1.91 + Andres Star Wars II Mod' seems to be one of the available mods to play.
Do you want me to set it up or are there any volunteers?
How many people is intererested in joining?
Reply With Quote
  #599  
Old April 18th, 2004, 04:12 AM

JayBdey JayBdey is offline
Corporal
 
Join Date: Nov 2003
Posts: 73
Thanks: 0
Thanked 0 Times in 0 Posts
JayBdey is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Is it the new Version, or the old one? I remember the second newest Version of the mod already being on PBW, but the most recent update might not be on there yet. Is there any way to check?
Reply With Quote
  #600  
Old April 18th, 2004, 04:50 AM

bearclaw bearclaw is offline
Captain
 
Join Date: Oct 2001
Location: Prince George BC, Canada
Posts: 840
Thanks: 0
Thanked 0 Times in 0 Posts
bearclaw is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I'm interested!! (In case that wasn't obvious)
__________________
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-
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 08:51 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.