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October 18th, 2004, 04:19 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
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Re: Space Food Empires!
100th!
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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October 18th, 2004, 11:50 AM
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General
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Join Date: Sep 2003
Posts: 3,205
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Re: Space Food Empires!
Quote:
Captain Kwok said:
What I meant by meat is processed that it comes from a cow etc. first.
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Ooo, now I've got it! [img]/threads/images/Graemlins/Cold.gif[/img] Sorry about that, I misunderstood.
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Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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October 20th, 2004, 09:17 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Space Food Empires!
Ack!
I just realized that in my current system - colonization techs are completely tradable because they are not restricted by racial trait - only the components are. Duh.
Oh well, I guess I could make a tech area for each colonization type for each race...? Or I could just go with the tried and true Rock natives etc. [img]/threads/images/Graemlins/Cold.gif[/img]
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November 10th, 2004, 12:51 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Space Food Empires!
Greetings.
I'm still plugging away at this mod whenever my schedule allows for it, and it's looking pretty good. I still have half of the racial weapons to add, plus all of the racial facilities, which is not too bad. I've also spent some time putting together some rudimentry AI in terms of research and ship design to help make the upcoming testing more productive. One observation I've noted is that there sure are a lot of research options!
I've made a minor switch to the propulsion system. It's still a pseudo-QNP system, except supplies have been removed from the engines and added to reactors. It's more similar to Adamant Mod now if you're familiar with Fyron's work.
So this is what I want to finish my mid-December:
- Add remainder of Racial Weapons
- Add remainder of Racial Facilities
- Touch-ups for culture, happiness, and system types files
- Finish up a few basic AI files to allow for solo games
This should yield a fairly functional "beta".
My ISP is discontinuing its free webspace after December and is referring me to use Yahoo Geocities, since Yahoo is its partner nowadays. This is not an option for me, so I won't be updating the site until I get my own webspace.
If you are interested in seeing an updated listing of stuff in the mod, I keep an extensive excel file with all sorts of stuff in it. Drop me an e-mail if you want a peek.
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December 5th, 2004, 02:57 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Space Food Empires!
Greetings!
I'm still on target for an end of December beta release. I spent some time this weekend revising my systemtype files, and also made some changes to the cultures, racial trait, and happiness files. I also added a bunch of generic units and bases until I get around to creating some custom types for each race. I don't think the first beta release will have any specific units for the major races.
I still have to add those pesky weapons for 5 of the races, plus most of the racial facilities that I keep ignoring for some reason. I've kept to using stock images for now, and so a number of weapons will be using the same images, but not usually more than once for a given race. I don't anticipate on using the ImageMod at all for this mod, as I'll be making new images for many of items. I've already done a host of new beam and torpedo combat images, which look nice in game, plus those planets.
I'm also putting together some simplistic AI files so the mod can be tested faster via solo play.
In regards to ships, I've been re-doing them in another program so I can easily convert them to the .X format that's going to be used in Space Empires V. The modelling part is not too difficult, but I'm not familiar with UV texture mapping so that is slowing me down. I also have to build the models in such a way so I can decrease their vertices without losing too much quality.
Anyway, exams are here so the next two weeks will be relatively slow for mod progress. But after the 18th, I'll be free from the bonds of school until Sept 2005! Now, if I could only win the lottery so I didn't have to work - then you'd see some serious results.
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December 5th, 2004, 04:08 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: Space Food Empires!
Well a release between christman and new year would be great, i have lots of free time then
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December 5th, 2004, 04:15 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
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Re: Space Food Empires!
Why not submit your new images to the imagemod, in case anyone else wants some "cheesy" weapons in their mod?
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The Ed draws near! What dost thou deaux?
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February 2nd, 2005, 02:05 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Space Food Empires!
Greetings!
Ok, Ok. I know I'm running far, far behind as usual but this is what I've accomplished in the last month: - Finished adding components and weapons minus stellar manipulation
- Completed Events.txt with 225 custom events
- Completed IntelProjects.txt with 54 projects
- Completed most combat images
- Added some more quadrant types
- Fixed up some system types, total of 100 types
- Cost adjustments
- Added lots of descriptions
- Lots of debugging
I still need to finish the following before I'll release it: - Finish adding racial facility entries
- Make some basic AI files to expediate testing
- Finish updating website
I've made a bunch of changes within the mod including resource definitions (again), colony techs, and some of the empire descriptions and types. Will it ever end?
I'd like to make some basic ship placeholders for each major race since using the generic images can be confusing in test games - but that's too time consuming to do and I know some are still patiently waiting. So I won't do that until after the first release.
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February 2nd, 2005, 02:17 AM
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Private
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Join Date: Dec 2004
Location: Kingston, ON
Posts: 25
Thanks: 0
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Re: Space Food Empires!
well hurry it up we are starving for it to get on the plater so we can dig into it
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February 5th, 2005, 09:57 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Space Food Empires!
Here are some current mod stats: - Components.txt contains about 200 components and 150 weapons.
- Facility.txt contains about 150 facilities (Ok, about 40 more to enter still. )
- 225 custom events
- 55 intelligence projects
- 100 new system types
- Tons of vehicle types
Anyway, not sure to do with mounts. Currently I have only the very basic of mounts - that is 1/2x and 2x strictly multiplier mounts. I do plan to add some range enhancing mounts and a variety of ship or weapon specific ones later on. You guys have any types you find particularly nice?
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