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September 18th, 2006, 09:12 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
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Modding 4 to be like 5..
So..is anyone going to make a mod to make SEIV more like SEV? Modding the techs (the techs in 5 have much higher levels) should be easy (tedious, but easy), although the AI reseach files would need to be redone as well.
What else could be done to make SEIV more like SEV?
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September 18th, 2006, 11:48 PM
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Sergeant
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Join Date: Jun 2006
Location: California, The United States of America
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Re: Modding 4 to be like 5..
Try...playing SEIV.
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September 18th, 2006, 11:55 PM
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Sergeant
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Re: Modding 4 to be like 5..
Thank you for that enlighening suggestion, I'll take it under advisement...
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September 19th, 2006, 12:00 AM
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Sergeant
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Join Date: Jun 2006
Location: California, The United States of America
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Re: Modding 4 to be like 5..
OK...sorry. I had a reaction to defend SEV while trying to be funny.
Update: And it was a spontaneous reaction. I originally misread your post and thought you wanted to mod SEV to be more like SEIV. Sorry again...my bad.
But in a way, that's what you want.
So anyway, I should have said, "Try...playing SEV."
But that was then and I'm sorry for seeming rude. Hehe. (Man...am I ranting?)
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September 19th, 2006, 12:23 AM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
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Re: Modding 4 to be like 5..
LOL, no problem.
Main reason(s) I'm wondering is:
1. We are currently limited to 100 turns in the SEV demo. Some people just don't like having to stop in the middle of a game.
2. I'm curious as to just how well it can be done.
I'm working on the techs but I have to keep reminding myself of the differences between the two games. For example, resupply depots (in SE5) serve the whole system, rather than just one sector...so making bases in SE4 require supply storage (instead of generating endless supplies) wouldn't work very well. Also, quite a few techs (in SE5) go up to level 100..altering techs in SE4 to go that high might not be a good idea though because research doesn't carry over.
Anyway, I'm starting to ramble..
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September 19th, 2006, 12:46 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Modding 4 to be like 5..
Quote:
StarShadow said:1. We are currently limited to 100 turns in the SEV demo. Some people just don't like having to stop in the middle of a game.
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Solution: Exercise patience, reflect on your current life, and wait 1 month.
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September 19th, 2006, 12:52 AM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
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Re: Modding 4 to be like 5..
Quote:
Captain Kwok said:
Quote:
StarShadow said:1. We are currently limited to 100 turns in the SEV demo. Some people just don't like having to stop in the middle of a game.
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Solution: Exercise patience, reflect on your current life, and wait 1 month.
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My patience is badly out of shape...it tends to throw in the towel after a day or so. After a month straight of exercise I suspect it would be plotting my execution.
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September 19th, 2006, 08:45 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Modding 4 to be like 5..
Quote:
StarShadow said:
For example, resupply depots (in SE5) serve the whole system, rather than just one sector...so making bases in SE4 require supply storage (instead of generating endless supplies) wouldn't work very well.
Also, quite a few techs (in SE5) go up to level 100..altering techs in SE4 to go that high might not be a good idea though because research doesn't carry over.
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1) It does work well. You just have to design your bases carefully. It will also help if you mod in a jumbo solar collector, say 10x the size and power, just to save on clicking.
Also, while building defense bases, you should fleet them together with a supply base to keep them topped off.
2) Using some of the modding tools like the tech gridder or the templatizer can help alleviate the tedium of the copy-paste-edit cycle.
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