.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
  #621  
Old February 2nd, 2003, 05:11 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by minipol:
i like the new forum layout too.
Technically, the discussion was about the site layout, not the forum layout.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #622  
Old February 2nd, 2003, 06:23 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

Kwok, please check your Private Messages. Thanks.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #623  
Old February 3rd, 2003, 01:07 AM
minipol's Avatar

minipol minipol is offline
Second Lieutenant
 
Join Date: Jul 2002
Location: Belgium
Posts: 558
Thanks: 0
Thanked 0 Times in 0 Posts
minipol is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Imperator Fyron:
Technically, the discussion was about the site layout, not the forum layout.
Smart*ss
You are right off course.
__________________
A Se++ GdY $++ Fr+ C++++ Csc Sf++ Ai** AuO M MpT MpSk MpFd S--- Ss- RV Pw Fq Nd- Rp- G Mm++ Bb++ Tcp+ L++
Reply With Quote
  #624  
Old February 5th, 2003, 05:29 AM

Lib3r8er Lib3r8er is offline
Private
 
Join Date: Jan 2003
Posts: 6
Thanks: 0
Thanked 0 Times in 0 Posts
Lib3r8er is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

is it just me or did the progress indicater just go down again
__________________
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
- Albert Einstein
Reply With Quote
  #625  
Old February 5th, 2003, 05:41 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Lib3r8er:
is it just me or did the progress indicater just go down again
It didn't! It was suppossed to be at 60% but I had forgot to upload the appropriate graphic, so the 80% bar was there but said '60% Complete'. I have sinced fixed that.

Good News:

Atrocities is at home again and doing better, so that means that things should start to pick up a bit (well, in a week or so really since I'm being detained by 'academic' demands). We have connected a few times and made some decisions.

Re: Neutrals

We are planning on about 10 neutral races that are somewhat customized. Major ships for neutral races fall between 100-500kT in size, unlike regular SE:IV where they can build all sizes. After all, you don't expect the Bajorans to be building Dreadnoughts do you? This also means that the neutrals will get some custom ship images rather than generic ones, which adds to the diversity. At this time, no neutrals have custom techs, but who knows what we might be adding in the future.

One other thing - there is a problem with SE:IV. For example, the mod has 10 major races. When you select high AI races, you get duplicate AIs regardless of the max specified in settings.txt - is this a bug and is there a way around it? So far, the only way around this is to have at least 20 AI races...

[ February 05, 2003, 03:42: Message edited by: Captain Kwok ]
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #626  
Old February 5th, 2003, 06:26 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: *** Star Trek Mod Discussion ***

Set the game to use fewer races with High numbers in Settings.txt. If you have 10 races, make the max races for a high number of races be 10. Be warned: the game will only add up to 5 neutral races randomly. You can manually add more with empire files, but the random process will add only 5.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #627  
Old February 5th, 2003, 06:32 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Imperator Fyron:
Set the game to use fewer races with High numbers in Settings.txt. If you have 10 races, make the max races for a high number of races be 10. Be warned: the game will only add up to 5 neutral races randomly. You can manually add more with empire files, but the random process will add only 5.
Did you not read my post?

Setting high AIs to say, 10, in settings.txt does not eliminate the choosing of duplicate AI empires by the game, although it does work in that it chooses only 10 AI empires.

[ February 05, 2003, 04:33: Message edited by: Captain Kwok ]
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #628  
Old February 8th, 2003, 12:06 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

Here are the neutral races for the Star Trek Mod:

Bajorans
Gorn
Hirogen
Kazon
Krenim
Nausicaans
Pakled
Son'a
Talarians
Yridians

Neutral races will have access to the generic technology tree and will employ ship sizes between 100-500kT. I'll probably create an information page for them next week.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #629  
Old February 8th, 2003, 12:32 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 Trek Mod Discussion ***

No!!!!!
Not the Pakled, I want them to be a primary race!

"We like things that make us go... Geordie, will you make us go??"
__________________
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
  #630  
Old February 8th, 2003, 12:42 AM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

I know you probably have a warp drive model already, but I thought you might be interested in this idea...

Model warp drives as components that have warp-opening and warp-closing ability of various (but short) distances - the more advanced the drive, the longer the distance. Stipulate that games should (but not necessarily must) begin with no warp points. (Or maybe that can be put into QuadrantTypes.txt... set max. warp points per system to zero...) Then a ship can go to warp by creating a warp point, and other ships can "ride the quantum slipstream" by following the warp point, unless the ship immediately closes the warp point once on the other side. Regular intrasystem travel would then be handled by impulse drives, and maneuvering thrusters would provide extra combat movement (with the Afterburner ability).

Just an idea...
__________________
The Ed draws near! What dost thou deaux?
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 03:34 PM.


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