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View Full Version : I've started to make a mod.


Jake Monroe
September 18th, 2003, 04:11 AM
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.

narf poit chez BOOM
September 18th, 2003, 04:46 AM
should do: run screaming.
should not do: never finish.

Suicide Junkie
September 18th, 2003, 05:24 AM
#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.

Fyron
September 18th, 2003, 06:26 AM
You should definitely use the SE4 Modding 101 Tutorial (http://galileo.spaceports.com/~kazharii/ModdingTutorial.html) as a guide. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, make sure to drop by the #se4 IRC Channel (http://se4irc.spaceempires.net/) 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. http://forum.shrapnelgames.com/images/icons/icon12.gif

And, do not be afraid to ask questions. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 18, 2003, 05:29: Message edited by: Imperator Fyron ]

Atrocities
September 18th, 2003, 10:17 AM
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.

Atrocities
September 18th, 2003, 10:19 AM
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. http://forum.shrapnelgames.com/images/icons/icon10.gif

Mephisto
September 18th, 2003, 12:11 PM
Tampas article can be found here:

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

deccan
September 18th, 2003, 12:56 PM
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.

Atrocities
September 19th, 2003, 01:16 AM
Originally posted by Mephisto:
Tampas article can be found here:

http://www.cgOnline.com/tips/spaceempir-04-t1.html<font size="2" face="Verdana, Helvetica, sans-serif">Thank you.