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-   -   Space Empires IV: Maps and Scenarios (http://forum.shrapnelgames.com/showthread.php?t=14628)

Richard December 2nd, 2001 05:25 AM

Space Empires IV: Maps and Scenarios
 
Please move any old content off of the old scenario archive from the home page and put them here as the old archive WILL be going away.

Thanks!

[ September 14, 2003, 13:45: Message edited by: Mephisto ]

geoschmo December 26th, 2001 09:46 PM

Re: Space Empires IV: Maps and Scenarios
 
New Space Empires IV Scenario: The Awakening

Download it HERE.


Try to rebuild the Xiati Empire while fighting off a galaxy full of hostile races.

Unzip files into your Space Empires IV/Scenario directory. Run from scenario menu at game startup.

Geoschmo

[ 26 December 2001: Message edited by: geoschmo ]</p>

geoschmo January 19th, 2002 07:16 PM

Re: Space Empires IV: Maps and Scenarios
 
Sphere Map. Download Here.

Here's an attempt at a new kind of map. I think it's interesting. Basically it's a 2D representaion of a speherical arangement of systems. If you imagine a giant ball in space with all the star systems evenly spaced on the outer surface of the ball, this is close to how the systems would be laid out.

Going through a warp point on one edge of the quadrant takes you to the system on the other side. A "wrap-around" effect. With this arangement you have to defend your territory from all sides as you can't get into a corner or with your back against an edge to limit the approaches.

I hope someone uses and enjoys this because it was not as easy to make as it looks. The map editor needs some new features if this is going to become something I do a lot of.

There are no nebulae or black hole systems. They are all standard, one star, multiple planet systems.

With random empire placment you should be able to use this map over and over and still get enjoyment out of it.

Geoschmo

[ 19 January 2002: Message edited by: geoschmo ]</p>

Richard March 29th, 2002 06:11 PM

Re: Space Empires IV: Maps and Scenarios
 
Originally posted by God Emperor:

V1.35a Quadrant and System Types
New error checker in v135 picked up a couple of typos in the solar system type.

V1.27b Quadrant and System Types
Minor tweak. Have tinkered around with the % settings of the "Special" quadrant a bit in the Quadrant file to reduce the number of uncolonisable systems. Found it hurt the AI on some occaisions.
The mod does the following;

1) QuadrantTypes file - adds a new Qudrant type called "Special". Special is mid life with six new system types and the %'s changed of course.

2) SystemTypes file - removes all moons (I hate them due to the display issues) but includes six new system types.
The system types are as follows;
a) Solar system (developed by Emperor Zodd)
b) BHWP - this is a black hole with one (small, rock, no atmosphere) planet. Thought it was an interesting idea. Had to name it BHWP as the exe file seems to prevent any system called black hole or storm being modified to include planets.
c) Destroyed Star with Planet - as the name suggests, this is the Destroyed Star system type but with a single (small, rock, no atmosphere) planet.
d) Sparse - this is a regular system that only has four planets in it.
e) Trinary with Planet - this is a trinary system with a huge planet dead in the centre of the three stars.
f) SWP - this is a storm system which contains two planets and allows a player to start in it. Got the idea from one of the v1.19 bugs reported, but, thought it sounded too cool to delete. Tested it out and it does work - cant see the two planets, but, am checking the scanner techs to see if they can be found.

The two files can either be put directly into your Space EmpiresIV/Data directory (backup your old files) or into your mod directory if you have one.

Anyway, I hope you enjoy the mods and I look forward to any feedback you may have.
Regards,

God Emperor

1017418281.zip

Shadowstar May 27th, 2002 08:39 AM

Re: Space Empires IV: Maps and Scenarios
 
Stellar Vicinity v0.6 Beta
--------------------------

I have completed my first SEIV map! This file is a beta designed to be tested by the community. Included is a rather lengthy textfile with interesting information about the map. Check out the map and let me know what you think and/or suggestions.

1022481426.zip

To install this map, just put it in your MAPS folder.

Deathstalker June 9th, 2002 09:06 PM

Re: Space Empires IV: Maps and Scenarios
 
Deathstalker QuadMod. Version 1.5 Gold

Beta (still testing but seems to work fine).

Contains NEW systems. (got bored;) )

New: Binary 3 System: Shields useless
Binary 4 System: Combat Sensors reduced.
Standard 3 System: Shields useless
Standard 4 System: Combat Sensors reduced.
Organic Infestation 3: Mini black hole.
Organic Infestation 4: Planets!! Moves ships around.
Organic Infestation 5: Planets! Lifeform is dead.
Comets: act as stealth armor.
Storms: Reduced in sensor obscurity.
Nebulae 6: Planets!! Combat Sensor interfearence and Shield reduction.
Trinary 3: Star system with Huge Ice None planets.
Green Giant: Planets!!

This Data folder is based off of se4 Gold, current patch 1.67(??). Also included is a new systemnames.txt adding more names to the list, ones that I think stand out better in the mind of a player.

To install, back-up your current 'Data' folder, move the modded Data folder into its place and have fun.

HERE it is: 1023664976.zip

Edit: Corrected Masking problems, re-arranged new systems. Adding some new systems for map creation (Fun one is my favorite right now). Changed so basic systems can still be made with minimal new stuff (ie. changed Standard 3 to 4 etc).

Also included FIVE pre-made maps for your enjoyment. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 10, 2002, 00:25: Message edited by: Deathstalker ]

Taz-in-Space July 3rd, 2002 08:43 AM

Re: Space Empires IV: Maps and Scenarios
 
Here are a few maps that I thought someone would like. All three a SEIV Gold ver. 1.67

1025674397.zip

Just unzip to your map folder. There is a readme file included describing the maps.

Jmenschenfresser August 31st, 2002 07:40 PM

Re: Space Empires IV: Maps and Scenarios
 
Rage Invasion Senario

1030815395.zip

1-4 Players. Hotseat.

Lurking deep in the center of the galaxy are a notorious race called the Rage. You and your three partners have 50 turns more or less to quickly assemble a counter invasion force.

Can you stop them from consuming every Last inch of the galaxy?

Check the Read Me for further details.

Taz-in-Space December 13th, 2002 06:22 AM

Re: Space Empires IV: Maps and Scenarios
 
As I announced in the SE IV discussion threads, I am releasing a map that Tnarg and I created.

This map was intended for a PBW game he had planed to host. Unfortunately he has dropped from sight some time ago and has not reappeared.
I feel that he would have wanted this community to have this map.

1039752812.zip

The above zip file includes a readme that describes the map in further detail.

As usual, and comments can be directed to Taz-in-Space on the SE IV forum or to fishnetpenna@yahoo.com

Richard May 6th, 2003 07:24 PM

Re: Space Empires IV: Maps and Scenarios
 
This is a beta Version of a cluster map. it has been generated with Fyron quadrant mod, with a personal add-on. There are no connection between clusters.
please let me know how do you think of it.
1031050550.zip

tesco samoa May 10th, 2003 05:30 PM

Re: Space Empires IV: Maps and Scenarios
 
Koth Map Pack 1
25 koth maps. SEIV STOCK GENERATED. And 4 random starting positions are added.

These maps may also be used for games up to 4 players.

Enjoy

1052580575.zip

cybersol May 23rd, 2003 10:33 PM

Re: Space Empires IV: Maps and Scenarios
 
AI Dueling Map

I have finally finished the new map I have been working on. This map is based on the system layout of Master Belisarius's Death Match 2 map, but each system map has been completely reworked.

Map Use: To use put a observer as player one in the far away Zitrod system with no warp points, put AI Oppenent 1 as player two in the upper central Aldan system, and AI Opponent 2 as player three in the lower central Sutran system. Change the planet type and atmosphere to match the each players starting colony and atmosphere preferences. If you fail to do this, then some players will get additional planets that ruin the movement point and planet type balance of the map.

Goals/Changes:

A) Balance of planet type and atmosphere changed to be movement point based instead of number of systems away based.
Example: If there is a nice mineral rich rock oxygen planet 8 movement points away from the nearest home planet, then there are also nice mineral rich ANY ANY planets 8 movement points away.

B) Make the overall map symmetric to 180 degree rotation. If you picture the galaxy map and each system map inside and rotate 180 degrees about the central system between the AI opponents, then the resulting galaxy map and each system map looks identical. The AI opponents starting positions have switched sides and the human player now observes from far away on the other side, but the position of objects within the systems looks the same.
Example: If AI opponent one enters a system and turns left to find a nice juicy mineral rich ice methane planet, then AI opponent 2 can enter the equivalent system on his side of the map and turn left and find a mineral rich ice methane planet of the same juicyness.

C) Closely balance total number of facilities available for each planet type and atmosphere so the AI's are on a similar footing. There are 5 medium rock and ice planets, one of each atmosphere in every system. There are also 4 large gas planets, one of each valid atmosphere. Finally there is a tiny rock none and ice none moon like planet in each system. This gives 32 facilities per system (fps) for gas giant players and rock/ice none players, but only 28 fps for rock/ice other atmospheres. There are seven total systems on each players side so that is a 28 facility disadvantage for rock/ice other atmospheres types. So for more facility balance, 4 additional medium rock and 4 additional medium ice planets were added among the seven systems (all the average distance away with the average quality). Now rock/ice other atmospheres have 31.4 fps, gas other have 32.0, and rock/ice none have 33.7 fps. Gas player have to colonize the fewest planets for the same number of facilities while rock/ice none have to colonize the most planets. I think the overall result is closely balance, with slight biases in the same direction as they would be on random maps.

D) Add some variety in planet qualities while maintaining balance. Among the 7 systems near each player are seven types of balanced planet sets:
Planet Type, Mineral Value, Organic Value, Radioactive Value
1, 115, 115, 115
2, 30, 95, 140
3, 95, 140, 30
4, 140, 30, 95
5, 30, 30, 70
6, 30, 70, 30
7, 95, 30, 30
Type 1 planets are all in the single system away from the opponent, while type 2-4 planets are distributed among the three closest systems toward the opponent, and type 5-7 systems are distributed among the three second closet systems toward the opponent. The distribution occurs like this: rock type 2, ice type 3, and gas type 4 are in one system; then ice type 2, gas type 3, and rock type 4 are in another; and finally gas type 2, rock type 3, and ice type 4 are in the Last of the set.

E) Changed the system names so player 2(3)'s home system starts with A(S), those one away start with B(T), and two away start with D(X). The middle asteroid systems start with M.

AI Dueling Map

[ May 23, 2003, 21:36: Message edited by: cybersol ]

Xrati June 22nd, 2005 05:28 PM

Space Empires IV: Map Editor Question *DELETED* *DELETED*
 
Post deleted by Mephisto


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