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October 3rd, 2005, 01:50 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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SE II mod
I've got an SE II mod about done, except the AI. I've speent about a week trying to get the AI to work, and have all but given up. If anyone wants to try, it would be apreciated.
I would also like to call it "SEIIism" and since it is so close to Ed Kolis' SE II mod name I would like to get an OK from him.
The last is that I would like to use, as an opening screen, a compilation of the SE II opening sequence. I don't think there will be a problem with it, as I think I marked everything with it's copyrights. If anyone that has some experienced advice, I would like to hear it.
As soon as I get these last two things done, I will send it out.
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October 3rd, 2005, 02:19 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: SE II mod
Since SE2 was made by the same guy that made SE4, I don't particularly see how using captures from its opening sequence as the mod intro would be much of a problem.
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October 3rd, 2005, 04:00 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: SE II mod
Besides, SE2 will be open-sourced as soon as SE4 Deluxe is released, which is "any time now", so I doubt there would be any trouble with it...
Actually I called my mod the SE2-ism mod, sort of borrowing from SJ's SE3-ism mod (and P&N-ism for Starfury); since my mod got wiped out, go ahead and use that name!
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October 3rd, 2005, 04:32 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: SE II mod
OK, here it is then.
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October 3rd, 2005, 06:23 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: SE II mod
Nice...
Hmm... you seem to have misspelled "research" in several places...
Ummmmm... did you realize that Shielded ships are invincible??? The shield component, by having 0kT structure, will never get hit, and thus the ship cannot be destroyed! Why don't you remove the Armor and Hull components (in SE2 they're useless anyway) and just give the Shield 10HP, 0 shield points, the "hit first" ability, and an Armor Regeneration ability of 0? Then the shield will repair after combat as it should. (Actually, DID shields repair after combat in SE2, or did they require a spaceyard? I really can't remember...)
Eek! The control center has zero hitpoints as well! Now ALL ships will be invincible!
The fighter spaceyard has zero HP as well...
Clever idea using disposable drones for research, though! And setting the refit cost for comp removal to a ridiculously high number to prevent true refitting... I like it!
What's up with the ship movement speeds? I put 4 engines on my escort, but it moves at speed 6??? Is this supposed to account for the different system sizes in SE2 and SE4?
Why is the L2 science bay so expensive compared to the L3?
Too bad you always start with some organics though... that makes early research go too fast...
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October 4th, 2005, 10:09 AM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: SE II mod
I didn't know 0Kt damage ment they never got destroyed. I thought they were just last to be hit, which is what I wanted for the control center. It's only function is supposed to be to get SE IV to give it full movement untill the ship is destroyed. Maybe I'll have to go with a damage of 1 instead.
I was thinking the same thing about the shields, hull and armor, I wanted my first draft to resemble SE II as much as possible, just to see what worked and what didn't.
Shields needed a SY in SE II to be repaired. 1 shield/component repaired, so replacing the shield with the armor ability should work like I want.
Yes the movement was intentional, I just forgot to point it out. SE II systems were 9 spaces across, SE IV are 13, the math works out pretty close.
The L2 science bay is expensive to use us the starting resources. If you play with 5000 starting resources, converting 5000 minerals and radioactives into organics, you have 6000 organics to start with. Add 2000 more minerals converted to organics, gives you 6200, the cost to reaserch level two.
Spelling is not my strong point. Feel free to let me know where I messed up.
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October 4th, 2005, 12:07 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE II mod
The chance of a component getting hit is (hitpoints) / (total ship hp)
Zero hitpoints = never hit.
never hit = never destroyed
at least 1 intact component = ship dosen't blow up.
Once all the other components are gone, your ship wreck tends to become etherial.
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October 5th, 2005, 10:37 AM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: SE II mod
OK, I fixed a few things. Shouldn't have invincible ships anymore. Fixed the spelling of research (hope I got them all). Changed shields to armor ability, dropped armor and hull comps.
Please let me know if you find anything else.
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