View Full Version : It's Coming!!!
kerensky
May 11th, 2004, 11:17 PM
The Evolution Mod
Comming soon to a mod community near you.
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This mod is based on the evolutionary process that an empire would go through. Basically, instead of starting with ship tech, you start with an aerofighter. You have to research to unlock ship tech. Also their are some new ship sizes and tech areas.
tesco samoa
May 12th, 2004, 01:51 AM
cool
Fyron and I always talked about a mod that started like this... We wanted to have the whole game go through different stages... 1 your planet , 2 your system , 3 discover worm holes....
cool... look forward to seeing your Version of the none space ship start
Puke
May 12th, 2004, 05:20 AM
oooh, grit tech! sort of.
Kamog
May 12th, 2004, 07:07 AM
Sounds good! http://forum.shrapnelgames.com/images/icons/icon7.gif
Captain Kwok
May 12th, 2004, 11:47 AM
One item you might consider is to 'cloak' the wormholes naturally, so that a race would require at least some sort of sensor level before they could see and use them.
Can orders like explore or randomly clicking on places with the warp order overcome this?
kerensky
May 12th, 2004, 08:09 PM
One item you might consider is to 'cloak' the wormholes naturally, so that a race would require at least some sort of sensor level before they could see and use them.
<font size="2" face="sans-serif, arial, verdana">Hadn't thought of that yet, good idea.
Currently, I am working on reworking the weapons tech. Does anybody have any weapon ideas that they would like to see????
EDIT:
Here are some weapon types I currently have in the works.
3 missile types ~ regular, fast attack, and assault
Plasma missiles that do more damage.
Something else that i can't remember because I'm not currently at my computer.
[ May 12, 2004, 19:11: Message edited by: kerensky ]
Fyron
May 12th, 2004, 08:14 PM
One item you might consider is to 'cloak' the wormholes naturally, so that a race would require at least some sort of sensor level before they could see and use them. <font size="2" face="sans-serif, arial, verdana">This is impossible. WPs can NEVER be cloaked. They are always visible. http://forum.shrapnelgames.com/images/icons/icon9.gif Making them have a black bmp is bad, as it forces tons of clicking around the system edges to locate them... move to orders still traverse the WPs fine, and the AI is unaffected.
capnq
May 12th, 2004, 08:15 PM
Can orders like explore or randomly clicking on places with the warp order overcome this?<font size="2" face="sans-serif, arial, verdana">Not sure about random clicking, but I think Explore will. I don't think cloaked wormholes will affect AIs, either.
kerensky
May 12th, 2004, 08:17 PM
[ May 12, 2004, 19:18: Message edited by: kerensky ]
kerensky
May 12th, 2004, 08:17 PM
Just thought about this but how do you guys number mod releases? Do you number your first release 1.00 and the others ones in order (1.01 1.02)?
tesco samoa
May 12th, 2004, 09:00 PM
1.00.01
where 1 is the major release
.00 is the minor release
.01 is the revision of that minor release ( used for tweaks etc... )
I think for the beginning that weapons should be missles and projectile types...
Later add the different beam and plasma weapons...
Different ages different weapons.
Fyron
May 13th, 2004, 12:50 AM
In addition to what Tesco said... generally, it is good to have the Version numbers tell you if a savegame created in a previous Version will be compatible with the new Version. Example:
x.yy.zz
A save game made with Version 1.00.00 of the mod should still be playable in Version 1.00.01, 1.00.76, etc. of the mod, but not 1.01.00, 2.00.00, etc.
Puke
May 13th, 2004, 07:13 PM
cloaked wormholes MIGHT affect the AI. it depends on if you can warp through it without seeing it.
Cloaked planets (like a planet placed inside a storm) sort of affect the AI: the AI will send a colony ship to the planet location, but it will stay in orbit without being able to colonize. Wormholes might work the same way.
This behavior may have changed after the Last patch, i dont know.
Fyron
May 13th, 2004, 09:08 PM
cloaked wormholes MIGHT affect the AI. it depends on if you can warp through it without seeing it. <font size="2" face="sans-serif, arial, verdana">Except that there is no way to cloak wormholes. They are always visible.
dogscoff
May 13th, 2004, 11:03 PM
what we need is moddable, tech-dependant warp capability. Maybe in se5...
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