.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
  #1  
Old November 6th, 2004, 12:00 AM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Pointer Mod -- v1.2 Released

Level I of every component and facility is there right now, so enjoy. I've already written some very basic AI which uses the QNP Hybrid system very well, but I've made some changes to the data files since then so the AI isn't playable right now. It uses the latest Version of the Image Mod.

This mod will require players to play differently depending on what techs they research. Because the tech tree dictates how a player will play it's been expanded and altered into separate tech branches. Racial techs have been incorporated into the main tree.

All ships require reactor components to move and the QNP Hybrid propulsion system should make for some interesting ship designs. Miniaturization is a factor at higher Construction tech.

There's a heavy emphasis on electronics and computers. Electronic components shrink in size very fast, but at highter tech levels cramming your ships full of sensors and things will make your individual ships more expensive.

You may see some things that remind you of your favorite scifi universes...
Attached Files
File Type: zip 309128-Pointer Mod.zip (1.40 MB, 193 views)
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #2  
Old November 6th, 2004, 12:50 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: Pointer Mod

Level 1 of components and facilities are finished?
/me inserts shameless plug for my Templatizer program!

Why do the colony modules get more expensive as you increase in tech level, with only a marginal increase in cargo capacity?

Incidentally, where'd you get the name "Pointer Mod" from? All the references to other mods?
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #3  
Old November 6th, 2004, 10:28 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Pointer Mod

I've been using the Tech Gridder to expand all the components and stuff. What does your Templatizer do? Same thing? I've been doing most of this by hand.

As for the Colony components, I don't really know why they increase in cost. That's really dumb. I'll just put them back the other way.
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #4  
Old November 6th, 2004, 11:00 PM
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: Pointer Mod

This templatizer does pretty much the same thing as the tech gridder, yeah. Just in a different way
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #5  
Old November 25th, 2004, 08:15 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Pointer Mod

Finished all the weapons now. Just Stellar Manipulation and Facilities to finish.

I think I'll make the crew quarters and life support work with the scale mounts like the engines.
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #6  
Old November 30th, 2004, 07:53 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Pointer Mod

I'm done with all the components now and almost all of the facilities. I've started working on the AI, but I can't get them to design colony ships. Arrggg!
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #7  
Old December 1st, 2004, 01:07 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: Pointer Mod

AI designing colony ships in mods can be a real nightmare... do you have any scale mounts involved? For Adamant, I have a scale mount required for colony modules to be mounted. This confused the AI to no end, and it ended up adding eihter none, or 2-3 of them. I ended up with this design:

================================================== ===

Name := Colony (Rock)
Design Type := Colony (Rock)
Vehicle Type := Ship
Default Strategy := Don't Get Hurt
Size Minimum Tonnage := 661
Size Maximum Tonnage := 661
Num Must Have At Least 1 Ability := 0
Minimum Speed := 24
Desired Speed := 24
...
Majority Comp Spaces Per One := 0
Majority Comp Ability := Colonize Planet - Rock
Secondary Comp Spaces Per One := 10000
Secondary Comp Ability := Weapon
Num Misc Abilities := 4
Misc Ability 1 Name := miscellaneous abilities not related to colony ships.

================================================== ===

The AI designed all colony ships with only one colony module. However, this caused the AI to design all types of colony ships (Rock, Ice, and Gas) from the beginning of the game. Ice and Gas ships had no colony modules. It was strange. So, I added three new components that do absolutely nothing, are free, require 0 kT, and have 1 hit point, one for each colony type. They require the appropriate colony tech. They have only ability AI Tag 10, 11 or 12, depending on the type of colony ship. The new colony ship design looks like this:

================================================== ===

Name := Colony (Rock)
Design Type := Colony (Rock)
Vehicle Type := Ship
Default Strategy := Don't Get Hurt
Size Minimum Tonnage := 661
Size Maximum Tonnage := 661
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := AI Tag 10
Minimum Speed := 24
Desired Speed := 24
...
Majority Comp Spaces Per One := 0
Majority Comp Ability := Colonize Planet - Rock
Secondary Comp Spaces Per One := 10000
Secondary Comp Ability := Weapon
Num Misc Abilities := 4
Misc Ability 1 Name := miscellaneous abilities not related to colony ships.

================================================== ===

Now, the AI designs colony ships with a single colony module, and can only design an Ice colony ship when it has that dummy component available, which is the same time it has Ice Colony Modules available.

Hopefully that was of some use to you...
__________________
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
  #8  
Old December 1st, 2004, 01:44 PM

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: Pointer Mod

Couldn't you just have put an AI Tag on the colony modules?
__________________
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
  #9  
Old December 1st, 2004, 03:19 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Pointer Mod

I'm using scale mounts, but not on the colony components. Just on the engines and supply components.

I tried cutting and pasting the default AI colony ship designs, but the AI designs nothing. Not even crappy colony ships that don't go anywhere.


[img]/threads/images/Graemlins/PointRight.gif[/img] BTW, here's the latest Version. All components are done and I even threw in a MAC gun a la Halo 2.
Attached Files
File Type: zip 314605-Pointer Mod.zip (1.08 MB, 139 views)
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #10  
Old December 1st, 2004, 03:33 PM
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: Pointer Mod

Quote:
bearclaw said:
Couldn't you just have put an AI Tag on the colony modules?
The AI adds a colony module to the ship design on its own. Normally, without using mounts, it seems to not place a second one on there from the must have abilities. But when the components are mounted, it seems to confuse the AI and it places 2 or 0... I don't forsee an AI Tag on the colony module itself being of use, though it is possible...
__________________
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
Reply

Bookmarks

Thread Tools
Display Modes

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 07:35 AM.


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