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spoon
March 17th, 2004, 02:40 AM
Tired of bLasting your enemies with Phased Polaron Beams? Drain their souls instead!

Fantasy Empires mod v1.01 is ready for play. This is a full conVersion, multiplayer-only mod for SE4Gold v1.91. Here's what you get:

Three races to choose from with eight distinct characters for each race. Examples:
- Elves: Pixies, Elves, Rangers, Centaurs
- Orcs: Imps, Goblins, Ogres, Trolls
- Undead: Ghouls, Banshees, Vampires, Liches

Completely new research tree with over 100 areas to research. Examples:
- Magic: Runecraft, Elemental Mastery, Circle Theory, Dark Arts, Metamagic
- Skills: Armorcraft, Tactics, Willpower,
- Infrastructure: Temples, Fortifications, Mercenary Guilds

All new art, mostly from Wizards of the Coast's Magic: The Gathering cards.

Check it out -- I'll be starting a game on PBW soon if people are interested!

Download it here: http://imagemodserver.mine.nu/SE4subhosting/spoon/FantasyEmpiresMod.zip

(The mod is also available for download from the PBW (http://24.145.157.194/) mod files library - named Fantasy Empires Mod v1.00 (3 files))
The Version 1.01 patch is also located in the PBW mod library

Any feedback is more than welcome - you can post it here or send it to me directly. Thanks!

edit: added v1.01 info

[ July 16, 2004, 23:58: Message edited by: spoon ]

Fyron
March 17th, 2004, 03:23 AM
About time! http://forum.shrapnelgames.com/images/icons/icon10.gif

Combat Wombat
March 17th, 2004, 04:32 AM
Sounds excellent!

Could this be the mod that kills Adamant?
Better get working Fyron you've got competition in the realm of magical mods now.

narf poit chez BOOM
March 17th, 2004, 07:33 AM
i wanna play it!

but i've got to much going on already. http://forum.shrapnelgames.com/images/icons/icon9.gif

General Woundwort
March 17th, 2004, 12:26 PM
Sign me up! One caveat - I want the DWARVES.

BARUK KHAZAD!! KHAZAD AIELIMU!!

(translation - "Axes of the Dwarves! The Dwarves are upon you!" - ancient Dwarf battle cry)

[ March 17, 2004, 10:27: Message edited by: General Woundwort ]

narf poit chez BOOM
March 17th, 2004, 12:32 PM
i don't see any dwarves.

spoon
March 17th, 2004, 06:28 PM
Originally posted by General Woundwort:
Sign me up! One caveat - I want the DWARVES.<font size="2" face="sans-serif, arial, verdana">There aren't any dwarves in now, but if there is enough interest in the mod, I was planning on adding a few more races (dwarves, humans, dragon-born - and others if people request them.

Originally posted by Combat Wombat:
Could this be the mod that kills Adamant?
<font size="2" face="sans-serif, arial, verdana">I doubt it! I think there's plenty of room for more than one magic mod. And if you like Adamant, check out this mod... And if you like this mod, check out Adamant!

Originally posted by Imperator Fyron:
About time! http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">Only took a year and half of diligent slacking and procrastination http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron
March 17th, 2004, 10:20 PM
This mod and Adamant are of entirely different approaches. I doubt either would be able to kill the other off. Not that either Spoon or myself want to kill off any mods, mind you.

narf poit chez BOOM
March 18th, 2004, 02:23 AM
Originally posted by spoon:
Only took a year and half of diligent slacking and procrastination http://forum.shrapnelgames.com/images/icons/tongue.gif [/QB]<font size="2" face="sans-serif, arial, verdana">ah, sounds like my methods. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

Atrocities
March 18th, 2004, 02:24 AM
Originally posted by Imperator Fyron:
This mod and Adamant are of entirely different approaches. I doubt either would be able to kill the other off. Not that either Spoon or myself want to kill off any mods, mind you. <font size="2" face="sans-serif, arial, verdana">Having to mods like this would be great. It is like having the Star Trek Mod and the AST mod. They are simular, but differant enough from each other to be seperate self sustaining mods.

Alneyan
March 18th, 2004, 11:44 PM
It does look like an intriguing concept, and I like what I have seen so far. Please count me in if you set up a game on PBW with this mod. http://forum.shrapnelgames.com/images/icons/icon12.gif (As an Elf kin, or something along these lines)

Imperial
March 19th, 2004, 01:11 AM
bah--the only 2 fantasy type mods are styled for MP play-- wish i could not work-- have a family etc--so i can play em--lol

Fyron
March 19th, 2004, 08:43 AM
You only need to play a turn once each day, or every other day, for most PBW games. It is not a huge time commitment all at once, but spread out over many months. http://forum.shrapnelgames.com/images/icons/icon12.gif

spoon
March 19th, 2004, 08:57 PM
Originally posted by Alneyan:
It does look like an intriguing concept, and I like what I have seen so far. Please count me in if you set up a game on PBW with this mod. http://forum.shrapnelgames.com/images/icons/icon12.gif (As an Elf kin, or something along these lines) <font size="2" face="sans-serif, arial, verdana">Great! Any other takers? Any people who want to play, but have some concerns???

Ed Kolis
March 19th, 2004, 11:48 PM
I'd be interested...

spoon
March 23rd, 2004, 07:00 PM
Great, what race type would you like to play, orcs, elves, or undead?

There are 3 shipssets for each race, so the game can support up to nine players.

Anyone else interested? I think if you like any of the following, you'd really enjoy this mod:
- fantasy rpgs
- hex-and-counter fantasy wargames
- reliving your early SE4 days, discovering all the new research areas.

Give it a look!

Ragnarok-X
March 26th, 2004, 08:46 AM
I would like to join a PBW game ! http://forum.shrapnelgames.com/images/icons/icon7.gif

Ragnarok-X
March 27th, 2004, 07:34 PM
heck i tested your mod against the AI (just to get what your mod is about)

This mod is great ! IMHO its the first total conVersion of SE4. You changed almost everything !! I tired the fallen shipset, and it looks really nice. I have to admit i only designed a skeleton, but the idea behind your mod is great ! I hope you will develope it further, maybe another 2-3 races http://forum.shrapnelgames.com/images/icons/icon12.gif ?
! looking forward for the PBW game !!

Ed Kolis
March 27th, 2004, 10:37 PM
I'll play as elves... I've been playing a lot of "The Wind Waker" lately on the Gamecube so I could easily get into ruling the kingdom of Hyrule http://forum.shrapnelgames.com/images/icons/icon12.gif

spoon
March 30th, 2004, 07:36 PM
Originally posted by Ragnarok-X:
heck i tested your mod against the AI (just to get what your mod is about)

This mod is great ! IMHO its the first total conVersion of SE4. You changed almost everything !! I tired the fallen shipset, and it looks really nice. I have to admit i only designed a skeleton, but the idea behind your mod is great ! I hope you will develope it further, maybe another 2-3 races http://forum.shrapnelgames.com/images/icons/icon12.gif ?
! looking forward for the PBW game !! <font size="2" face="sans-serif, arial, verdana">Thanks. I do plan on putting in more races after playing a pbw game or two to shake out the cobwebs. Dwarves for sure are on the top of the list -- is there any other race you'd like to see?

spoon
March 30th, 2004, 07:40 PM
Ok, I put in the request to have the mod setup on pbw... As soon as that's done, I'll create the game and we can start signing up.

To avoid shipset conflicts, it might help if you post what race and which shipset you'd like to use. They are:
Elves:
- Drow
- Farseer
- Kelborn
Orcs:
- Bloodfist
- Eyebiter
- Iron Claw
Undead:
- Demonlord
- Fallen
- Sorrow

Thanks! Hopefully we'll be up and running soon!

Ragnarok-X
April 2nd, 2004, 07:18 PM
i for one will choose the undead - fallen. I hope we get the game full. Just in case we dont get enough players for all shipsets, and someone else wants to take an undead race i could as well just switch to another race (just to keep the game interesting not like 3 undeads and no orc or something like that)

Ed Kolis
April 3rd, 2004, 08:17 PM
Elves - Farseer for me!

spoon
April 6th, 2004, 11:18 PM
Suicide Junkie has kindly offered to host the mod, so you can now download it as a single file from here:
http://imagemodserver.mine.nu/SE4subhosting/spoon/FantasyEmpiresMod.zip

Still waiting for the mod to be hooked up on PBW, but that should happen soon, I hope!

spoon
April 15th, 2004, 07:51 PM
All right, the mod is finally set up to run on PBW, and I've set up the first game. It's called, "Fantasy Empires - First Game".

If you want to see any specific settings, let me know. You can check the settings at the bottom of this post.

So come on and sign up! And if you have any questions, just ask. Thanks!

-----
Starting resources: 20000
Starting planets: 1
Home planet value: Good
Score display: all
Technology level: Low
Racial points: 2000
Quadrant size: TBD
Event frequency: Low
Event severity: Medium
Technology cost: Medium
Victory conditions: Last Man Standing
Maximum units: 20,000
Maximum ships: 20,000
Computer players: None
Neutral empires: None

Ed Kolis
April 19th, 2004, 04:18 AM
C'mon, I thought there were more than 2 people interested in this game! http://forum.shrapnelgames.com/images/icons/icon9.gif

narf poit chez BOOM
April 19th, 2004, 06:34 PM
Well, like me, they may not have time.

Stryke
April 21st, 2004, 12:54 AM
The Iron Claw Pack has arrived in the realm.

Surrender or die !

Warlord Stryke

spoon
April 21st, 2004, 06:15 PM
Welcome Stryke!

We are up to five players now (including myself) I was hoping to get at least six, but whatever the case, I say we start next Monday (Apr 26).

So if you were wanting to join in on the fun, do it now before it's too late!

Ragnarok-X
April 21st, 2004, 08:15 PM
whatever you say spoon, im with you !

ddaavvee72
April 23rd, 2004, 06:56 AM
Hey all, I just loaded my empire and I chose the elves with the drow shipset. If anyone has already claimed this let me know and I will change it.

Alneyan
April 23rd, 2004, 03:50 PM
I did choose to take this shipset at the beginning of the game, but I didn't confirm this choice later on, so. And I gather you joined the game before I did, so you should have the priority.

What are the other free shipsets for now?

Ed Kolis
April 23rd, 2004, 04:06 PM
I took Farseer, but I think there's one elf set left... or you could be Orcs or Undead... say, Elves/Orcs/Undead, do I detect a Warcraft 3 influence here? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

spoon
April 23rd, 2004, 06:22 PM
Here's what we have so far:

Elves:
- Drow - Ddaavvee72
- Farseer - Ed Kolis
- Kelborn - Alneyan
Orcs:
- Bloodfist - OPEN
- Eyebiter - OPEN
- Iron Claw - Stryke
Undead:
- Demonlord - OPEN
- Fallen - Ragnarok-X
- Sorrow - OPEN

I'll play whatever race has the fewest members when we start.

edit: added Alneyan

[ April 23, 2004, 18:08: Message edited by: spoon ]

spoon
April 23rd, 2004, 06:49 PM
Stryke has been pouring over the data files, and has discovered some bugs (thanks Stryke!!!). A few minor ones, and a couple of major ones. Here is the list:

1) Cannot create ChaosSpawn (drones) (missing "bridge" component)
2) Temple of Light II should require Temple Construction 2 (currently is 1).
3) Mana Matrix III should require Mana Storage 3 (currently is 4)
4) Missing component -- Gargoyle Ward (this makes gargoyles (fighters) nigh invincible, which is bad!
5) Additionally, I want to add "Fighter" as an acceptable target for most spells and weapons.
6) Rune of Gargoyle Control II and III should each require Runecraft I (currently is 3 and 5). This is in addition to the Gargoyle Creation requirements (which are correct)
7) Unused Tech Area - Circle of Cancellation (need to delete it - it was replaced by Unsummon).

The major ones, in my mind, are bugs 1 and 4. The first makes it impossible to use Chaos Spawn (Drones). And the fourth makes gargoyles (fighters) unstoppable.

Our options are:
1) Go ahead and play anyway!
2) Fix the bugs first!

If we go with Option 1, we'll just exclude Drones and Fighters.

If we go with option 2, the game may be delayed (or maybe not -- it shouldn't take more than an hour or two to fix, but it might take some time to get it working on PBW (hopefully faster than Last time, though!)). Maybe a week delay?

Finally, the fix will come in a "patch" form, so you won't have to download the whole mod again, just a few data files (1 Meg, approx).

Opinions???

[ April 23, 2004, 20:32: Message edited by: spoon ]

Alneyan
April 23rd, 2004, 06:56 PM
I will take the other Elven shipset then.

I would rather fix the mod before starting the game, to save future hassle. However, you wouldn't need to alter the Empire files, as long as neither the Culture file (I ought to check this one, since it may not be the case. *Curses faulty memory*) nor the Advanced Trait file are altered. These two invalidate any Empire file when they are altered, and likely the min/max/threshold in the settings. (Changing the costs for the actual characteristics do not invalidate Empires however) Unless it happens when you update a game which has yet to be started on PBW.

spoon
April 23rd, 2004, 07:07 PM
Originally posted by Alneyan:
However, you wouldn't need to alter the Empire files, as long as neither the Culture file (I ought to check this one, since it may not be the case. *Curses faulty memory*) nor the Advanced Trait file are altered. These two invalidate any Empire file when they are altered, and likely the min/max/threshold in the settings. <font size="2" face="sans-serif, arial, verdana">Ok, cool... all the changes will be in components, facilities, and techArea -- so there's no need to redo the empires...

Ragnarok-X
April 23rd, 2004, 08:19 PM
Originally posted by spoon:

Our options are:
1) Go ahead and play anyway!
2) Fix the bugs first!

Opinions??? <font size="2" face="sans-serif, arial, verdana">Fix it first, it really shouldnt take that long, maybe one hour or even two, but i prefer to play a working mod rather than a bugged one, even if the bugs are small and few.

Ed Kolis
April 23rd, 2004, 08:23 PM
Let's fix it, I like working mods too http://forum.shrapnelgames.com/images/icons/icon12.gif

Stryke
April 24th, 2004, 01:19 AM
The Iron Claws are contempt to wait until they are unleashed. The axes will be sharpened even more and the soldiers will have some bloodlust after listening to the war drums for a bit longer.

Warlord Stryke

spoon
April 24th, 2004, 01:37 AM
Allright, fix it I will. And THEN, there will be much suffering!

(on a side note, if any of you had any ideas for other stuff to add/delete/tweak, now would be a good time to bring it up!)

Stryke
April 29th, 2004, 12:40 AM
Hey Spoon,

any news on the progress with updating those files...? The Iron Claws are a bit impatient by now. They want to collect a few Undead heads and elven ears....

Warlord Stryke

spoon
April 29th, 2004, 12:54 AM
Not yet http://forum.shrapnelgames.com/images/icons/icon9.gif (If you can believe it, I haven't had more than an hour's free time since Last Friday. (Well, free time that coincided with access to a computer! (Well, not counting that hour that I spent playing my turns for the too-many SE4 games that I am in... http://forum.shrapnelgames.com/images/icons/icon7.gif )))

My hope is to make the changes tonight, and get them tested and uploaded by tomorrow...

Last thing I want to do is have an under-fed, over-eager Orc on my hands!

[ April 28, 2004, 23:55: Message edited by: spoon ]

spoon
May 4th, 2004, 02:01 AM
Finally finished the patch -- you can download it from the PBW mods library for now (named Fantasy Empires Mod Patch v1.01). I'll put in a request to have this Version supported on PBW, then we can start. Sorry for all the delays - and thanks for being patient!

The zip file is small (57k) and should be extracted to your Space Empires IV Gold folder. There are 6 files in it (facilities, TechArea, Components, VehicleSize, Readme, and ModInfo) that will replace your existing files (so click Yes to overwrite). If you have any questions, lemme know!

Stryke
May 4th, 2004, 09:31 AM
Great work spoon !

The Iron Claws are ready to conquer the realm.

Warlord Stryke

Rasorow
June 23rd, 2004, 01:05 AM
is intrigued and wonders how the game goes

[ June 23, 2004, 00:06: Message edited by: Rasorow ]

spoon
June 26th, 2004, 03:27 AM
Month 13. The treacherous demon eared elves to the East have began spreading like vermin, threatening our way of life by protecting the forests we like to burn. And to the North, the foul presence of an undead lich queen has us worried. One of our rogue imps burned out the zombie infestation in Vaulttower, and we are expecting retaliation even as we begs and asks for forgiveness.
- Warmaster Stench of the Foot Clan goblinhorde

(In other words, it's pretty early in the game, but it is shaping up to be fun!)

Alneyan
July 12th, 2004, 10:43 AM
"The Tales of the Alabaster Tower Nestled in the Evergreen Valley by the Sea Side, or ALastara in short.

Very little happened during the Last two cycles, and the newly-founded Alliance has yet to encounter any resistance. There have been rumours of other sapient life, roaming in the lands; beings called... orcs are said to dwell near our cities. Let it be known that there is no such thing as sapience lying therein. Any proper life form would have expressed interest in knowning about the Elvi'Thna, or at least polite curiosity; instead, these... things have expressed naught but contempt towards our people, and all that we hold dear in our hearts.

Let no doubt shroud your beliefs; saying that those orcs are primitive would be a marvel of understatement. The most courteous conversation we had with these creatures have been so enlightening that words fail me, for the meaning of "Scrumph, Gropmp, Trer" are hard to convey with mere sentences alone. All the richness of such a statement speaks figures about the cultural development of these beings, and for a surety it explains why they have no interest in establishing formal relationships with the Elvi'Thnis.

As of yet, their... diplomacy remained a mixture of threats, greetings and despite. One of us have been held prisoner for a couple of cycles, and served as translator. How craven one has to be for accepting slavery in the midst of those barbarians; taking his own life, and a few of his captors with them, was the path a proper Elvi'Thna was to follow. Nonetheless, we shall not delve into such matters. So, this renegade served as interpreter, or so we believe, for his knowledge of his own mothertongue was far from being irreproachable.

After having received one insult too many, the Elvi'Thnis have withdrawn from any formal negociation with such lifeforms. Ignoring was the most diplomatic answer at our disposal, and fate itself helped us by... removing the turncoat. Rumour has it that he overheard secrets belonging to the Elvi'Thnis; such is only gossip, and does not the slightest grain of truth in it. Likewise, a few dissidents consider that those orcs do not belong to the same group; some of them are said to follow one leader, while the other ones belong to another pack. Idle speculation regarding any creature shall not be tolerated; all mountains may be different from one another, but they remain mountains for all relevant purposes.

Lastly, a word of warning to all wardens of the Elvi'Thnis: treachery does not require civilization. Therefore, all soldiers are to remain ready to defend their city at a moment's notice. We shall not take any chance when dealing with these savage hordes, lest carelessness should herald the end of the days of the Elvi'Thnis.

Weaver Shahrizai, for the Elvi'Thna Alliance."

Now without all the propaganda from these arrogant, isolationist and sneaky Elves: we are at turn 20 or so, and two Orc tribes have already been encountered (one to the north, and the other one to the south). The current focus has been colonization, but a small standing army is being built for now. Besides this, not much is going on, save for the... ahem... tense relationships on the border between Elves and Orcs. http://forum.shrapnelgames.com/images/icons/icon12.gif

madkillercat
July 16th, 2004, 03:17 AM
First, neat mod. And where can I find that patch?
Next are some patchables I noticed.


No results/useless:

Chaos Rift
Item Creation
Alchemy 4 & 5
Weaponcraft (for Undead)
Undead ferocity


Easy fixes:

Name := Ghost
Tonnage := 2900

Name := Wizard
Name := Mage
Name := Archmage
Ability 2 Descr := A wizard never travels without a shield spell: [%ShieldPointsGenerated] phased shield points.

Name := Mobility I
Restrictions := One Per Vehicle

Name := Vampire (Dire)
Tech Level Req 1 := 2

High commander
Commander General
Sorcerer General
Pic Num := 10


"Family" issues:

Fear is an armor like Undead Tenacity?
Family := 2222

Gringotts Vault & Mana Matrix's
Facility Family := 9

Cavalry Stables & Crossbowman Barracks
Family := 1304

Name := Conjurer's Tower I & II
Name := Dark Tower I & II
Name := Celestial Tower I & II
Family := 1306


Is it an engine? What is supposed to do?:

Name := Resistance I
Number of Abilities := 1
Ability 1 Type := Standard Ship Movement
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0


Inconsistent/Incomplete:

Name := Caravan I
Tonnage Space Taken := 4
Tonnage Structure := 40
Name := Caravan II
Tonnage Space Taken := 20
Tonnage Structure := 20
Name := Caravan III
Tonnage Space Taken := 20
Tonnage Structure := 20


Play balance:

Early game "trade kings" with "Marketplace cities" are decidely more advantageous than those waiting on long leadtime Miners/Farmers/Mana Guild researchers. The Marketplace with 1500 total resource generation rivals the long leadtime Capitol City Resources.


Undead seem...not-so-dead:

Things don't seem riht unless, "Undead" are actually necromatic humans. The undead have no cheap "Medical Bay." Since Undead do not have specialized facilities, how about every undead "ship" has built in medical bay? Also, some inherent "Boarding Defense" ability. Too bad an undead killing cleric "bridge" isn't possible.

Alneyan
July 16th, 2004, 08:53 AM
The current patch is 1.1, but a 1.2 patch is in the plannings (some of the bugs you mentioned will be corrected; others slipped past my attention though, such as the size of the Caravan, not to mention the Ghost problem)

Mobility is the ship equivalent of Afterburners in the stock game, and not a proper engine (Movement is). So it is, and should indeed, be limited to one per vehicle.

The Resistance component works as an "armour" against Runes of Petrification (Engine Damage) and the various fear weapons (Weapon Damage). Resistance has a very high structure, which makes it much more likely to be hit when these special weapons make an appearance. But since it is also an engine, every Resistance component you put will lower your maximum speed; so you cannot use this component to become completely immune to Engine/Weapon damage, or to gain "cheap" hitpoints.

spoon
July 16th, 2004, 07:21 PM
Thanks madkillercat. The most recent patch (1.01) is located on the PBW server (click here) (http://seiv.pbw.cc) in the mods library.

Like Alneyan pointed out, some of the bugs you mention are already fixed, but thanks for the input. I'll definitely mark and fix the new ones you found in the next Version. I also plan on posting all known bugs as soon as I get the chance.

Play balance:
Early game "trade kings" with "Marketplace cities" are decidely more advantageous than those waiting on long leadtime Miners/Farmers/Mana Guild researchers. The Marketplace with 1500 total resource generation rivals the long leadtime Capitol City Resources.<font size="2" face="sans-serif, arial, verdana">Good point, I'll either reduce or remove the resource generation for marketplaces.

Undead seem...not-so-dead:
Things don't seem riht unless, "Undead" are actually necromatic humans. The undead have no cheap "Medical Bay." <font size="2" face="sans-serif, arial, verdana">The undead have a unique Necromancer class that all their creatures can equip, that give them 1 repair each. Since I gave regeneration to Trolls (high level Orc character), I didn't want to do the same globally for the undead. I kind of picture them as D&D undead, which tend to not have any innate regeneration either.

Thanks again for your interest in the mod -- all comments and criticisms are welcome!

[ July 16, 2004, 18:22: Message edited by: spoon ]

madkillercat
July 16th, 2004, 11:59 PM
Originally posted by spoon:
Like Alneyan pointed out, some of the bugs you mention are already fixed, but thanks for the input. I'll definitely mark and fix the new ones you found in the next Version. I also plan on posting all known bugs as soon as I get the chance.

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Undead seem...not-so-dead:
Things don't seem riht unless, "Undead" are actually necromatic humans. The undead have no cheap "Medical Bay." <font size="2" face="sans-serif, arial, verdana">The undead have a unique Necromancer class that all their creatures can equip, that give them 1 repair each. Since I gave regeneration to Trolls (high level Orc character), I didn't want to do the same globally for the undead. I kind of picture them as D&D undead, which tend to not have any innate regeneration either.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Neat, I expected most of those problems to be fixed. I just didn't know where and how much. I'll check the PBW site later, thanks.

About the undead, I meant it seems strange for (a D&D) undead to get plagues. I assumed the undead are truly "dead" and not humans raising the dead. A special undead-only facility replacing a current facility might work. It would have a different picture and also w/plague preventation, etc.

By the way, walking dead only have room for Toughness or Undead Tenacity, but Undead Tenacity uses minerals/ore and radioactives/mana. I would expect UT not T in the undead, and UT is slightly better since it's not leaky, but the necromancer is organics-only.

spoon
July 17th, 2004, 12:37 AM
Originally posted by madkillercat:
About the undead, I meant it seems strange for (a D&D) undead to get plagues. I assumed the undead are truly "dead" and not humans raising the dead. A special undead-only facility replacing a current facility might work. It would have a different picture and also w/plague preventation, etc.

By the way, walking dead only have room for Toughness or Undead Tenacity, but Undead Tenacity uses minerals/ore and radioactives/mana. I would expect UT not T in the undead, and UT is slightly better since it's not leaky, but the necromancer is organics-only. <font size="2" face="sans-serif, arial, verdana">Good points, I'll address them in the next Version...

spoon
July 17th, 2004, 12:40 AM
Bugs/to do list

- Saboteur misspelled
- Water mastery has wrong description
- Glyph of Holy Bolt has wrong description
- Scroll of Holy Bolt has wrong description
- Metamagical Theory has wrong description
- Some intel attacks describe being able to destroy base supplies
- Colony Modules have no cost, which prevents retrofitting
- [%ShieldPointsGenerated] tag listed on hulls and facilities, which does not work
- Make different family numbers for:
= Base Commanders
= Base Towers
= Cavalry Stables
= Golems
= Glyphstones
= Mana Vault
= Resistance

- In hull descriptions, add amount of free space that would be available after the class weapon is added.
- Sorcerer General combat values don't match description.
- Imp combat values don't match description
- Minotaur combat values don't match description
- Berserker III Multiplex Tracking value wrong
- Tactics IV Multiplex Tracking value wrong
- Holy Aura VI and Holy Talisman cannot be researched, as they require Holy Aura VI and VII (only goes up to lvl V)
- Cyclops weapon description says their weapons can be enchanted, even though they cannot.
- Orcish Toughness should not apply to Mercenary Wizards
- List important changes to settings.txt in FAQ (-5% to hit per square, 500 mines per sector).
- List mine limit in wasp Hull description
- Allow Power Ritual mounts to work on Circle of Law, Circle of Banishment, and Unsummon
- Tech Area: Alchemy should only go to level 3
- WeaponCraft description should indicate that most undead characters cannot use it
- Undead Ferocity doesn't do anything (delete or add mounts)
- Mobility needs One Per Vehicle restriction
- Dire Vampires should require Vampire Recruitment 2
- Ghost tonnage should be 2900 (not zero -- sorry ghosts! Foul and Dire Ghost tonnage is correct, though)
- Pictures needed for: Chaos spawn, base generals
- reduce size of Resistance, raise hitpoint ratio
- Caravan II and III - fix tonnage and structure
- lower (remove?) resource generation of Marketplace
- increase effectiveness of toughness?
- Change Undead Tenacity into a mount, or change cost to be Organics only
- Add plague prevention facility for undead (?)
- tech level req for Unicorn Rider (elite) should be 2
- Tech level req for Cyclops (elite) should be 2
- Imp (elite) description does not match other imps (should use agility, not small size)
- Imp (regular) combat ability does not match description
- Ogre Spiked Club descriptions do not all match
- Doppleganger components generating Minerals instead of Intel Points (oops!)

edit: more bugs added 7/19

[ July 19, 2004, 18:06: Message edited by: spoon ]

madkillercat
July 19th, 2004, 01:01 AM
Req = 2 not 1
Name := Unicorn Rider (Elite)
Tech Level Req 1 := 2
Name := Cyclops (Elite)
Tech Level Req 1 := 2


Change dsc to "Agility" to match "weaker" Imps.
Imp (Elite)
Ability 1 Descr := Agility makes Imp 25% harder to hit in combat.
Ability 1 Descr := Small size makes Imp 25% harder to hit in combat.


Change dsc from "Preferred weapon of the Ogre" to match Superior and Masterwork
Name := Ogre Spiked Club (Superior)
Description := Preferred weapon of Ogres.


"Family" needs divorce so showing latest doesn't replace the other.

Resistance & Toughness
Family := 36


Doppleganger components don't generate intel. No minerals unless this ability behaves like remote mining.
Ability 2 Type := Generate Points Minerals
Ability 2 Descr := Gathers 50 points of intelligence each turn.


Strangely, "Outer Wall" is put into glyphs/weapon platforms by AI.


Sorry, if the above is already done. I messed up registering at PBW and haven't looked at the patch yet.

Alneyan
July 19th, 2004, 10:53 AM
As far as I know, the AI is rather... hmm... carefree with component restrictions, and so will unlikely abide by the same rules as we do (for example, I seem to recall the AI doesn't really like "one per vehicle" restrictions, and will say so by putting four bridges per ship).

The Generate points minerals shows nowhere, but it does work. It will not be displayed either on the creature or in the Empire status screen though (it should show in your score however). The same goes for the Generate points Intelligence ability, although this one may show in the Intelligence screen (at any rate, it will show in your score).

Ragnarok-X
July 19th, 2004, 03:50 PM
actually every point generation abilities (mineral, organic, radioactive, research, intel) will work on components but will not show up.

spoon
July 19th, 2004, 07:12 PM
Originally posted by madkillercat:
Sorry, if the above is already done. I messed up registering at PBW and haven't looked at the patch yet. <font size="2" face="sans-serif, arial, verdana">Nope, all those bugs were still there, so thanks! I edited the buglist below to include them.

With the Dopplegangers, I think I was testing to see if Mineral Generation worked at all (for a different component), but forgot to change it back to intel! Doh!

For using Point Generation in mods, I find that Research and Intel generation are fine, since your actual totals do show up in the Research and Intel screens. The Resource ones (mins, rad, orgs) do function, but the actual totals are not displayed anywhere... so you would have no way of telling how much you are generating (other than keep track manually... yech http://forum.shrapnelgames.com/images/icons/icon9.gif )

madkillercat
July 21st, 2004, 02:48 AM
Originally posted by Alneyan:
As far as I know, the AI is rather... hmm... carefree with component restrictions, and so will unlikely abide by the same rules as we do (for example, I seem to recall the AI doesn't really like "one per vehicle" restrictions, and will say so by putting four bridges per ship).
<font size="2" face="sans-serif, arial, verdana">I've noticed that before. I just don't remember seeing the AI put Base (only) components into a Weapon Platform...

narf poit chez BOOM
July 25th, 2004, 12:52 AM
Wouldn't it make more sense if all atmosphere's where oxygen?

madkillercat
July 25th, 2004, 03:11 AM
From Readme-FantasyEmpiresMod.txt:


Why do all the cities have an atmosphere type?
Each atmosphere type represents an alignment, but, unfortunately, the names are hard-coded, so we are stuck with atmospheres in our cities. I considered giving all the cities the same atmosphere, but I think that takes away part of the fun from the SE4 design.
<font size="2" face="sans-serif, arial, verdana">

narf poit chez BOOM
July 27th, 2004, 06:36 AM
Ah.