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Old July 10th, 2002, 03:07 AM

Bremen Bremen is offline
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Default Starfire Mod

I've been working on a Starfire mod off and on, mostly off, for awhile. It's reached a playable stage, although it has no AI profiles so I wouldn't advise trying a strategic game against the computer. It is also not yet balanced or completed, but I've put a lot of free time into it, and I want to see how everyone likes it

If you would like a copy of the data files, please email me at [email protected] (with the word "Starfire" in the subject, please.) I don't think it's completed to the extent that I'd post it yet.

__________________________________________

Starfire Mod for Space Empires 4, Version .1

Starfire is a tabletop wargame by Starfire Design Studio (www.starfiredesign.com/starfire). It is set in a science fiction universe that, by intention or coincidence, somewhat resembles the rules for Space Empires 4. The goal of this mod is to alter Space Empires to be even more like Starfire, and to focus on some of the most interesting technologies and strategies of the Starfire Universe.

The starfire Universe also spawned a series of novels, by Authors David Weber and Steve White, and published by Baen Books(www.baen.com). This mod is based as much, if not more, on the books as on the novels.

Installation

First, backup the Components.txt, Facility.txt, TechArea.txt, and VehicleSize.txt files in your Space Empires/Data directory.

Unzip the contents of the Data.zip archive into your Space Empires/Data directory. It will overwrite the files you had just backed up. Now run Space Empires.

*Note: As of the current Version, there are no AI profiles for the new technology. This will probably generate a spate of AI error Messages when you start Starfire and every turn you run with AI players in the game. See Known Problems and Planned Changes.

Starfire Basics

There are several large changes from standard Space Empires in this mod, including:

� Much Larger ships and smaller components. The largest ships and bases could include hundreds of components
� Simpler strategic management: The complexity of colonies and resource collection has been heavily reduced, and they now take a sideline to ship design and combat.
� Increased tactical options and more weapons. There are many new types of weapons, And while there are fewer types overall then Space Empires, they are all designed to be different and ahve their own uses.
� Larger emphasis on seeking weapons and fighters. Many ships in the starfire universe depend almost entirely on long ranged, seeking weapons, and carriers are a backbone of any fleet.
� No Stellar Manipulation. Stellar manipulation is not a part of the Starfire universe, though I may add it back in in later Versions if everyone seems to want it.

Known Problems

� The AI has not yet been adapted to the new changes. This will produce error Messages and a lack of action on the AI's part.
� The mod is not balanced yet. All technologies cost the same, weapons are not balanced, and so on.
� The Tech Tree is extremely simplified, and many things that will eventually have their own branch are currently linked to the Construction tree.
� There are no doubt many typos and bugs throughout the game. If you find one, please send a mail letting me know to [email protected]

Planned Changes

� Universal balancing
� Add AI compatibility
� Increase the complexity of the tech tree and add more components
� New Weapon: Anti-Drive Missile. Seeking missile that will target engines
� New Weapon: X-Ray Laser Missile. Seeking missile that pierces shields
� New Weapon: Kinetic Weapons: small, medium range weapon effected by shields and armor
� New Weapon: Capital Force Beam: Double sized force beam, increased range and damage.
� Specialized Satellite equipment and weapons. Change Satellite name to Automated Buoy
� (When I get Gold) Drones. Change name to gunboats, launched from external racks
� Balance Supply and Supply usage

Please send any suggestions you have to [email protected]
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