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View Full Version : My Mod: The Mizendar Galaxy


Wydraz
September 18th, 2003, 11:04 PM
The Mizendar Galaxy

Preview link of the Intro screen (http://forum.shrapnelgames.com/newuploads/1063861679.jpg)

Preview link some of the races (http://forum.shrapnelgames.com/newuploads/1063863996.gif)

This mod is an original setting in a galaxy of my own creation (with heavy influences from many sources). It allows your race to harness the Aether in space to drive your ships. You can take the Racial Trait: 'AetherSense' and research Astronomy to gain access to Aetherdrive technology. This tech may be essential in a galaxy left low on resources after emerging from a dark age following a massive galactic war.

Part 1 (http://forum.shrapnelgames.com/newuploads/1063918573.zip) 9MB

Part 2 (http://forum.shrapnelgames.com/newuploads/1063918222.zip) 28MB

Note that this mod is mostly a graphic overhaul. There is some additional technology, new race pictures, and new quadrant types. Thanks to all the other modders out there, and the SEIV board members, without who's help this mod would not have been done.

[ September 18, 2003, 23:17: Message edited by: Wydraz ]

Fyron
September 18th, 2003, 11:05 PM
Too bad you went with WinZip zips... http://forum.shrapnelgames.com/images/icons/icon9.gif Will download the mod anyways. http://forum.shrapnelgames.com/images/icons/icon12.gif

QuarianRex
September 18th, 2003, 11:18 PM
I'm downloading now. This does look sweet.

One thing though. It's no big deal but part 1 is actually 28MB and part 2 is 9MB. It might matter to a dial-up user or such.

Wydraz
September 19th, 2003, 12:13 AM
Originally posted by QuarianRex:
It's no big deal but part 1 is actually 28MB and part 2 is 9MB.<font size="2" face="Verdana, Helvetica, sans-serif">Thanks. I Fixed the links. It is now correct.

Wydraz
September 19th, 2003, 12:45 AM
One thing I am not satisfied with in the mod is the way the AI uses Aetherdrive components. It doesn't break the game, but they tend to use more engines and only one sail. Not the most effective method, but it works. I've given up on trying to fix it - not sure it can (or needs to) be fixed, tho. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

Fyron
September 19th, 2003, 01:38 AM
You did not include Ultimate Strategies Mod (http://usm.spaceempires.net/). http://forum.shrapnelgames.com/images/icons/icon9.gif There is little reason not to include it. http://forum.shrapnelgames.com/images/icons/icon7.gif It is there so people will add it to their mods.

Also, the Design Names Anthology (http://dna.spaceempires.net/) is a nice addition, adding well over 300 design name files to choose from. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, have you considered the Colony Tech Mod by Ekolis? It makes it so that it is impossible to trade your starting colony "techs", which is a very silly thing to be able to do...

[ September 19, 2003, 00:42: Message edited by: Imperator Fyron ]

Fyron
September 19th, 2003, 02:22 AM
Several of your system types do not have object masking enabled for them, resulting in clunky black squares around planets and such. The easiest way to fix this is a simple find/replace in the SystemTypes.txt file. http://forum.shrapnelgames.com/images/icons/icon7.gif

Wydraz
September 19th, 2003, 02:35 AM
Originally posted by Imperator Fyron:
You did not include Ultimate Strategies Mod (http://usm.spaceempires.net/). http://forum.shrapnelgames.com/images/icons/icon9.gif There is little reason not to include it. http://forum.shrapnelgames.com/images/icons/icon7.gif It is there so people will add it to their mods.

Also, the Design Names Anthology (http://dna.spaceempires.net/) is a nice addition, adding well over 300 design name files to choose from. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, have you considered the Colony Tech Mod by Ekolis? It makes it so that it is impossible to trade your starting colony "techs", which is a very silly thing to be able to do...<font size="2" face="Verdana, Helvetica, sans-serif">Little reason is reason enough. Yes, these are all very well and good. But I generally play SEIV solo, and am not as concerned with multiplayer tweaks. I also do not need more choices in strategy or ships. This was more of an excercise for me to see what I could add to the game, not what I could add that others already have added.

You are welcome to add these yourself if you wish to make a multiplayer variant. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ September 19, 2003, 01:37: Message edited by: Wydraz ]

Wydraz
September 19th, 2003, 02:36 AM
Originally posted by Imperator Fyron:
Several of your system types do not have object masking enabled for them, resulting in clunky black squares around planets and such. The easiest way to fix this is a simple find/replace in the SystemTypes.txt file. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">Thanks for that! I will make that change in the patch.

Fyron
September 19th, 2003, 02:39 AM
Originally posted by Wydraz:
Little reason is reason enough. Yes, these are all very well and good. But I generally play SEIV solo, and am not as concerned with multiplayer tweaks. I also do not need more choices in strategy or ships. This was more of an excercise for me to see what I could add to the game, not what I could add that others already have added.

You are welcome to add these yourself if you wish to make a multiplayer variant. http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="Verdana, Helvetica, sans-serif">It was worth a shot. http://forum.shrapnelgames.com/images/icons/icon6.gif

oleg
September 19th, 2003, 04:25 AM
Actually, detailed strategies are more of benefit to AI players than to humans, who can vary strategies during the game.

Of course, adapting new strategies would require small rework of AI files but it is woth it.

Wydraz
September 19th, 2003, 04:46 PM
I suppose better AI is always a bonus for any mod. I will consider it. But for the most part I'd like to hear about any bugs the mod may have. The occasional kudos wouldn't hurt either. http://forum.shrapnelgames.com/images/icons/icon10.gif Thanks.

Jake Monroe
September 19th, 2003, 04:55 PM
Well, one bug would have to be involving the Aether drive stuff. Even though the Aether engines are better then the Quantum engines, when show only latest is checked, the Aether engines(and sails) and not considered latest and are hidden away.

TNZ
September 20th, 2003, 08:35 AM
Here are some ideas for your mod. They might be useful in getting the AI to use your new components better. http://forum.shrapnelgames.com/images/icons/icon7.gif
1064039562.zip (http://forum.shrapnelgames.com/newuploads/1064039562.zip)

Wydraz
September 21st, 2003, 03:24 AM
tanx http://forum.shrapnelgames.com/images/icons/icon7.gif

Ran-Taro
September 23rd, 2003, 12:17 PM
I haven't been able to download it yet - but I am moved to say that those preview screens (including the race design and flavour text)look beautiful.

If the solitare gameplay lives up to the promise of those pages, I think I will be a fan.

Wydraz
September 23rd, 2003, 09:07 PM
It is still Version 0.9, mind you. But I am working on a patch! If only I can stop tinkering with StarFury....

Ran-Taro
September 30th, 2003, 01:07 AM
Any news on that patch?

Is it just going to be data changes to make the AI use the Aether engines properly?

Wydraz
September 30th, 2003, 05:06 AM
.091 patch for mizendar

Includes minor AI and text fixes. Should allow Ai to use Aether engines and sails properly. Let me know how it works for you!

mizendar091patch.zip (http://forum.shrapnelgames.com/newuploads/1064894708.zip)

[ September 30, 2003, 04:08: Message edited by: Wydraz ]

Ran-Taro
October 1st, 2003, 11:27 PM
Finally got to download this. It looks really nice. However I have a problem.

I extracted the first zip fine, extracted the patch fine, but the second zip file doesn't seem to want to extract. When I go to open it it comes up with a window that says "Compressed (zipped) files. Insert Last disk of the multi disk set"

I figured maybe it auto extracts when the first one extracts? Is that correct? The mod loads OK, but I'm not sure if I am missing stuff in it (from the second zip) or not.

Sorry - I'm not very technical! But any advise would be appreciated!

Fyron
October 2nd, 2003, 12:44 AM
Perhaps Wydraz needs some instructions with the mod link? http://forum.shrapnelgames.com/images/icons/icon12.gif

With more advanced archive utilities (ie: not WinZip), you can create zips/rars/aces/etc. that come in multiple parts (files), so you can get under limits like the 30 GB file limit on Shrapnel, stick them on floppy disks, etc. Useful for large files being downloaded on slow connections as well. My guess is that this is what Wydraz did when making the zips. http://forum.shrapnelgames.com/images/icons/icon7.gif

Wydraz
October 2nd, 2003, 01:24 AM
I don't understand the problem. All the zips are discreet files that should be unzipped into the same directory.

Also, I am not using WinZip. I am using Windows XP to create the zip files. All I do is drag and drop the proper directories, and all the files are zipped.

[ October 02, 2003, 00:25: Message edited by: Wydraz ]

Ran-Taro
October 2nd, 2003, 01:57 AM
OK, perhaps the file I downloaded has been corrupted somehow?

That's the only thing I can think of...I'm running XP too.

Anyone else have a similar problem?

Wydraz
October 2nd, 2003, 03:09 AM
I would try and download the files again. I just did, and the opened just fine. http://forum.shrapnelgames.com/images/icons/confused.gif

Fyron
October 2nd, 2003, 05:16 AM
It would be better to use an actual zipping program instead of the built-in XP zipper, as it is not very good (worse than WinZip even IIRC). http://forum.shrapnelgames.com/images/icons/icon12.gif

Ran-Taro
October 2nd, 2003, 06:49 AM
Well, if it works fine what's the...

oh, hold on. http://forum.shrapnelgames.com/images/icons/icon12.gif

Ok, It's probably just corrupted. I'll try again...

Thanks for the help!

Ran-Taro
October 6th, 2003, 01:17 AM
re-downloaded. Works now. nice work.