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  #1  
Old September 18th, 2003, 04:11 AM
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Default I\'ve started to make a mod.

The name as of now is "The Unnamed Mod" (aren't I clever?) I would like to get some advice from anyone who has made a mod before, on anything I should or should not do.
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  #2  
Old September 18th, 2003, 04:46 AM
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Default Re: I\'ve started to make a mod.

should do: run screaming.
should not do: never finish.
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Old September 18th, 2003, 05:24 AM
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Default Re: I\'ve started to make a mod.

#1: Make it FUN for YOU.
#2: Make it balanced where possible, so at any one point in the game, you can do things more than one way and still stand a good chance.

Check out some of the existing ideas floating around and figure out what set of them strikes you as "The way of the Future", and then add some unique stuff that appeals to you as well.

If you're not sure how to go about implementing something, just ask! One of the modders here will be able to give you suggestions on how make it work, and point out any pitfalls you need to beware of.
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Old September 18th, 2003, 06:26 AM
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Default Re: I\'ve started to make a mod.

You should definitely use the SE4 Modding 101 Tutorial as a guide.

Also, make sure to drop by the #se4 IRC Channel to get help. Several modding gurus frequent the channel, and loads of help can be gained there. Chat is great because you can get instant answers and such, rather than having to wait for answers on the forum. Not that asking on the forum is bad, just that chat is better.

And, do not be afraid to ask questions.

[ September 18, 2003, 05:29: Message edited by: Imperator Fyron ]
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Old September 18th, 2003, 10:17 AM
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Default Re: I\'ve started to make a mod.

Fyron and his resources have been a tremendous help to me. I might even write up a little ditty about what I have learned regarding modding. There are a lot of little things that can drive you mad if you don't know about them. One of them being that the AI will stop adding Advanced traits in the General file of a race if it runs out of points even though the remaining traits might not cost anything. To fix this list traits that cost nothing first.

Or by having each of your new weapons have their own weapon family number, you can mod the defualtdesign files of each race to use your weapons.

There are a lot more tips. Also use the Component editor. You can get the latest Version from http://www.spaceempires.net Tis a great tool.
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Old September 18th, 2003, 10:19 AM
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Default Re: I\'ve started to make a mod.

Say does any one here know were I can get a copy of Tampa Gamers atricle about modding?

One more tip. Fyron turned me onto this one. If you add racial traits, add about 10 filler ones as well in case you want to add more racial traits later. By doing this, you won't have to redo all of your EMP files.
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Old September 18th, 2003, 12:11 PM
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Default Re: I\'ve started to make a mod.

Tampas article can be found here:

http://www.cgOnline.com/tips/spaceempir-04-t1.html
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Old September 18th, 2003, 12:56 PM

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Default Re: I\'ve started to make a mod.

I've started a mod...
That started the whole world crying...
For the mod to be done...
Ooh yes, for the mod to be done.
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Old September 19th, 2003, 01:16 AM
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Default Re: I\'ve started to make a mod.

Quote:
Originally posted by Mephisto:
Tampas article can be found here:

http://www.cgOnline.com/tips/spaceempir-04-t1.html
Thank you.
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