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May 29th, 2005, 06:11 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Space Food Empires!
Pollution: heavy industry (mining/refining/spaceyards) depletes planet conditions.
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The Ed draws near! What dost thou deaux?
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May 29th, 2005, 09:31 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Space Food Empires!
I have employed my own set of population modifiers in the mod.
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May 30th, 2005, 02:16 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Space Food Empires!
Quote:
General Woundwort said:
Also, see if Atrocities could allow you to add the Monsters Race - as mold and fungi.
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You mean Rollo? The Space Monsters come from Devnull.
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May 30th, 2005, 03:22 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Space Food Empires!
Quote:
Imperator Fyron said:
Quote:
General Woundwort said:
Also, see if Atrocities could allow you to add the Monsters Race - as mold and fungi.
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You mean Rollo? The Space Monsters come from Devnull.
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The Monsters used in the STM are indeed the work of Rollo the Great.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 12th, 2005, 11:54 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Space Food Empires!
Greetings.
Still plugging away on that next version. It's taking a long time because of the nature of changes being made plus the difficulty in securing sufficient time to complete the tasks. Anyway, here are some of the major highlights for the next version: - Re-calibrated armor/shield system
- A dozen new racial traits
- Lots of new components/facilities
- New maintenance system
- Added missing elements from previous version (mines, stellar manipulation, etc)
Most of the above items are already done, except for implementing the new maintenance system which will be based on work done by SJ and Fyron. The only other stuff that remains to be done outside of that is a few minor fixes to broken AI design files, updating empire files, and ensuring there are no major bugs.
This patch will also bring the mod much more into the way I had hoped it would be. Aside from the addition of more unique vehicle types to the races and balance issues, there's just the graphics to do. These graphics will be designed for the Space Empires V version (which I've already started to think about, btw) but will also be patched into the SE:IV version. I certainly hope I can get a lot of them done in time before the year is out!
Also, a website update is in the works (heck, some of the pages have already been silently updated!) and will feature a more complete space yards section with some game stats. After this patch is released, I will also start working on the database/help pages on the website which will certainly come handy when trying the mod for the first time.
That's all for now.
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June 12th, 2005, 02:12 PM
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Sergeant
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Join Date: Mar 2005
Location: Indianapolis
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Re: Space Food Empires!
I have one possible suggestion for your mod . Projectile weapons. They seem to be ignored alot. being easy to research and only 5 levels. For my own games I had added 5 levels with more dam, but the same range, andI upped the research needed too. Perhaps you could do something similar .
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Guess what color my Orange is!
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June 12th, 2005, 04:32 PM
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Major General
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Join Date: Jan 2005
Location: In your mind.
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Re: Space Food Empires - Ver 0.20 Coming Soon!
Slight note: In the Spaceyards section, the Bananas are listed as the "Banana Star Empire" yet in the Technology and Empires section they're listed as "Banana Star Republic". Slight error, can't be blamed on ya, just thought I'd tell you.
Also, the "Robot Factory" name doesn't really sound right to me. If they're foodstuffs, why (and how) would they build robots, when they can simply grow others of their kind and harvest them when they're not fully mature, to use as cheap labor? (hint, hint)
Also, this springs to mind..... Gonna make a SFE/SW crossover mod?
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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June 12th, 2005, 11:32 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Space Food Empires - Ver 0.20 Coming Soon!
You must have followed one of the old .html links that are lying around in the Space Yards section since only a few test pages are set to the new .php files.
Robots do not need to be as we imagine - it could be some sort of bio-mechanical unit.
Note that not all races in the mod reproduce by simple growing. Check out the races' biological descriptions to see how many different ways I could come up with reproductive mechanisms.
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June 16th, 2005, 06:26 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Space Food Empires
Greetings.
I'm adding the balance of the stellar manipulation technologies in the next patch and would like to give them some more creative names.
Here is an example:
'Planet Discombobulator' for a planet destroying weapon. It works by inducing an anti-gravity fields that causes a planet's particles to disassociate it from one another.
Got any suggestions?
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June 16th, 2005, 07:45 PM
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Sergeant
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Join Date: Mar 2005
Location: Indianapolis
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Re: Space Food Empires
For warp point creation you could name it something like
'Warp Point Seed' and say it flings a super dense seed that rips through time and space to make a warp point.
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Guess what color my Orange is!
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