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November 2nd, 2004, 09:23 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Thanked 4 Times in 4 Posts
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SE3 mod for SE4
The goal of this is to include as much from SE3 as possible.
Re-Mods can be done later, and should be done elsewhere.
Some basics:
- Direct fire weapons can all be copied easily.
- Shields and regenerators can be copied.
- Hull sizes, C&C requirements, engines per move and engine limits can be copied, along with cost and other modifiers.
- E-build removed (100% ebuild, 100% slowbuild)
- Construction points: Organic and Rad resources removed, leaving one resource; minerals = construction points
- construction centers provide resource storage.
- Population bonus levels
Some harder items:
- Missiles can be set to infinite range, provided that mounts are used to bring the launch range back down.
- Construction... build tiny ship-cores and then retrofit on all the components to repair over time?
- supply... engines and weapons use none, but supplies degrade over time (somehow)
- armor layer: limited armor, probably through the X-Per-Ship limits. Additional armor components would be limited to leaky-style only.
- Spaceyard at 100M population
- Asteroid colonies; incompatible with planet creation/destruction tech, but easy otherwise.
Some "maybe" items:
- Resampled SE3 components and facilities, brought up to SE4 mini and portrait sizes.
- multiply hitpoints and damage by 10x so that the combat bar graphs work better.
PS:
please add suggestions for SE3 features to include, and ideas on how to do some of the hard items.
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November 2nd, 2004, 10:07 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: SE3 mod for SE4
So you want to edit the hard code then? That is the only way I can see to remove Orgs and Rads unless you set all components, facilities to 0 org and rad and then remove all production facilities for them. Also set them to 0 in the settings tab.
Is this what you plan on doing?
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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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November 2nd, 2004, 11:01 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: SE3 mod for SE4
Well, yeah. Remove them from having in-game effects. They'll be reduced to flavour text.
Although in trivial amounts, they may still come in handy for setting up some of the construction features.
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November 3rd, 2004, 09:37 AM
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General
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Join Date: Mar 2001
Location: UK
Posts: 4,245
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Re: SE3 mod for SE4
Be sure to use Andres' beautifully re-rendered SE3 shipsets.
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November 3rd, 2004, 09:54 AM
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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: SE3 mod for SE4
Funny, I wanted to do a SE2-ism mod for SE4 one time (single "tech area", fewer warp points, smaller ships), but the one thing stopping me was my lack of a registered copy of SE2 so I could see the entire tech tree...
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The Ed draws near! What dost thou deaux?
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November 5th, 2004, 09:03 AM
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Sergeant
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Join Date: May 2004
Location: Unimatrix 1
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Re: SE3 mod for SE4
intresting but on se3 were more atmospheres i wonder if it's possible to add them to se4, if it's possible i haven't figure out how...., if it's possible maybe someone on the forum knows how
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If you see a light at the end of a wormhole its a photon torpedo!
You think is such three dimensional way, how small have you become - Borg Queen.
Whatever that thing was the Shivans got one less of them now - S.O.C. Freespace 2
We're the borg, lower your shields and surrender your ships, we will add your technological and biological distintiveness to our own your race will adapt to serve us, resistant is futile.
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