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View Full Version : Any interest in an Eclipse Mod game at PBW?


Ed Kolis
June 1st, 2005, 08:08 PM
If so I'll ask the PBW admins to set up the mod and we can get one started!

Kevin Arisa
June 2nd, 2005, 06:36 AM
I have been trying to squeeze out a new patch to fix a few problems and make a few additions and revisions. Therefore it might be best to put a hold on any PBW games. The new patch will most likely destroy saved games. If anyone is actually interested in starting a PBW game soon I can try to pick up the pace. If not I will continue my casual rate. If a PBW game is started I may join myself depending on my situation at the time. Would be interesting to see how Eclipse performs in simultaneous turns. http://forum.shrapnelgames.com/images/smilies/cool.gif

Randallw
June 2nd, 2005, 07:59 AM
I'd be interested in trying a new mod, but where can I find it or what changes it has?

Kevin Arisa
June 2nd, 2005, 01:26 PM
Eclipse Mod changes a lot. Tech Areas, Components, and Facilities have been completely redesigned. There are also tons of Audio\Visual enhancements. It is designed for solo\hotseat sequencial turns but it should work in PBW. You can download it from SE.net's file repository.

Ragnarok-X
June 2nd, 2005, 01:37 PM
I would like to as well.

Ed Kolis
June 2nd, 2005, 01:50 PM
All right, let me know when you get that patch ready and we can get a game set up!

Ed Kolis
June 7th, 2005, 02:50 PM
Well, I started a SP game of Eclipse just to get a feel for the mod, and I have to say that the remote resource generation and ship-based research/organics generation is VERY powerful... was that intended? I don't think the AI is smart enough to hide a bunch of research outposts in a nebula, so once I do that I'll be virtually unstoppable... unless they attack me first! http://forum.shrapnelgames.com/images/smilies/wink.gif

edit: oh yeah, and you might want to make a lot of the fighter weapons unmountable on troops... warheads do a LOT of damage!

edit: weapon mounts should not apply to missiles, they don't work properly

edit: aren't Docking Bays useless when you have Unit Launchers?

edit: why does the Assault Shuttle target all but seekers? shouldn't it target Ships?

Kevin Arisa
June 7th, 2005, 08:49 PM
Thanks for the input. Many of the issues you mention are already being dealt with in the new patch.

The Docking Bays have a better built-in storage and launch rate than Unit Launchers but only work for fighters. The next patch reinforces this distinction by removing storage from the Unit Launchers completely. Remote mining was meant to be very useful but will deplete asteroids fairly quickly. The Hydroponics Dome however will have it's rates reduced.

Do the warheads not destroy the troops when they use them? If not I see a possible disaster.

Lots of stuff is being fixed and revised so dont hesistate to post any more suggestions. I may or may not have thought of it.

Ed Kolis
June 7th, 2005, 09:10 PM
The Docking Bays have a better built-in storage and launch rate than Unit Launchers but only work for fighters.




No, they don't. True, they store 4 times as many fighters and launch 3 times as fast, but they're a whopping 5 times as bulky, which means you could fit 5 Unit Launchers in the space of one Docking Bay!


The Hydroponics Dome however will have it's rates reduced.



What about the Hydroponics Bay, Research Lab, and Covert Ops Installation (sorry if I got the name wrong)? Those also are quite powerful compared to their planetary counterparts...


Do the warheads not destroy the troops when they use them? If not I see a possible disaster.


I haven't personally tried it, but I'd expect them not to, since most other special weapon abilities like range, damage type, etc. are ignored... also, when I mentioned it to Fyron and SJ on IRC, Fyron seemed to think that the troops would survive... Don't worry, though - there's always the "Vechicle" list type override! http://forum.shrapnelgames.com/images/smilies/wink.gif

BTW, you have some REALLY great planet graphics in your mod... ever considered submitting them to the imagemod? Also, you probably already know this, but the Star Trek AI's in your mod are completely nonfunctional http://forum.shrapnelgames.com/images/smilies/frown.gif It might also help to provide a PBW/dialup/lite version of the mod which doesn't include any races, because the mod is absolutely HUGE due to all the included race sets, which may already be present on the player's hard drive anyway! http://forum.shrapnelgames.com/images/smilies/wink.gif

Randallw
June 8th, 2005, 03:32 AM
I am highly impressed by the mod overall. I tried to see everything by giving players 10 good planets with max tech and resources and the whole game froze while loading. I worry that the game will be impossible once we reach high levels. I have some questions however.
1. I looked at it at max tech and couldn't see any wormhole openers/closers. Are they not possible or did I miss them?.
2. Some of the new components say stuff like "Engines are repaired by engineering". Does this mean they are automatically reapired each turn?.

It should be a very interesting and expansive game if we start one.

Ragnarok-X
June 8th, 2005, 01:05 PM
i agree, lets start one.

Kevin Arisa
June 8th, 2005, 02:33 PM
Yeah a lot of balancing has been going on.

1. I was considering reducing the fighter launching capabilities of the Unit Launchers further, but I decided to remove that function from them completely. This solves the problem clean and simple. Should have been this way for the start anyway.

2. I forgot to mention that the other ship\station resource components would be recieving a significant price increase but otherwise maintain their current effectiveness. They are supposed to be really nice, but you would not be able to build a lot of them until later. This also helps races that decide to completely ignore colonization. I tested it, and although difficult, it is possible to survive without any colonies. Perhaps even without your homeworld but I havent tested that just yet.

3. Please elaborate on this vehicle type list override. So far there is only one warhead components of each type that can be used on all designs. Perhaps making it 100kt but adding warhead mounts for various vehicles would make it easy to exclude the troops. Before I d any major changes I will test out the warheads as they are on troops. If they dont blow, I'll make some changes.

4. Basic Warp Point generation\closing is available from the start ona medium tech start. On low tech you need the Stellar Observation technology from the Astrophysics science.

5. Engineering components have the ability to repair one component per game turn an have a small regeneration capability during combat. All "primary" systems have a regenration rate of 1 damage point per turn which is nothing by itslef but when engineering is present it has a more noticable effect. All major damages to "secondary" systems like weapons, shields, armor, etc. cannot be repaired by the crew during combat but can be repaired 1 component per turn by engineering. This simulates the crew's ability to repair their own ship. Organic components ALL have a 1 point regeneration. They also have components called Regeneration Cores which do nothing but provide a large amount of damage regeneration. This greatly makes up for thier rather unreliable bioelectric field generators which are meant to protect mostly from weapons inneffective against shields like mass and laser based weaponry.

6. When it comes to those insane starting settings with 10 planets, High Tech and such, I never did that kind of thing so Im not sure what kind of glitches are going to result. I wil try those settings and look for problems. However, I have had some very large empires with no problems. We will just have to see what happens.

7. I will filter out all of the shipsets for a smaller download option soon. I have been too lazy to do so earlier. http://forum.shrapnelgames.com/images/smilies/tongue.gif

Keep the responses coming! My feedback rate has been rather low up until now so any suggestions are greatly appreciated.

Ed Kolis
June 8th, 2005, 02:44 PM
Kevin Arisa said:
3. Please elaborate on this vehicle type list override. So far there is only one warhead components of each type that can be used on all designs. Perhaps making it 100kt but adding warhead mounts for various vehicles would make it easy to exclude the troops. Before I d any major changes I will test out the warheads as they are on troops. If they dont blow, I'll make some changes.



Sure! Just add these two lines below the Vehicle Type field in your warhead entries in Components.txt:

<font class="small">Code:</font><hr /><pre>
Vechicle List Type Override := Ship, Fighter, Mine, Drone
Vehicle List Type Description := Ship\Ftr\Mine\Drone
</pre><hr />

It's a new feature in 1.91 http://forum.shrapnelgames.com/images/smilies/wink.gif

edit: remember to misspell Vehicle the first time but not the second http://forum.shrapnelgames.com/images/smilies/wink.gif

Kevin Arisa
June 8th, 2005, 02:52 PM
Thanks, this is an invaluable feature. Makes my life so much easier. I still want to see if kamikaze troops are functional first before I change anything.

Ed Kolis
June 8th, 2005, 04:31 PM
Yeah, you can also do it with target types, although you still can't make weapons target ships and bases separately... http://forum.shrapnelgames.com/images/smilies/frown.gif

BTW, any reason the specialty mounts like Efficient and Ranged don't apply to bases? Just too lazy to duplicate them all again? http://forum.shrapnelgames.com/images/smilies/wink.gif

Kevin Arisa
June 8th, 2005, 04:50 PM
The base mounts handle all the needs of bases so I saw no need for specialty mounts on bases.

Effecient Mount reduces supply usage. Bases have no supply. Ranged and Accurate Mount arent needed because base mounts already increase range and accuracy. Burst Mount reduces range and increases power. Not a good strategy for an immobile base. The sheer size of a base mount negates the need for Armored mountings. The reduced mounts are also unnecessary.

As a side note, the mounts for Satellites and Weapon Platforms have been changed so you will usually have only one strong weapon per platform\satellite. Maybe two or three on large ones. This way during tactical combat it takes less time for planets and satellites to finish firing weapons. I always hated waiting for a long time while sats and planets fire several hundred shots. Now its one per unit.

Ed Kolis
June 11th, 2005, 02:25 PM
Oh yeah... what's with all those zero point racial traits? Haven't decided on values for them yet, or just unimpelemented?

Kevin Arisa
June 12th, 2005, 01:30 AM
I did it on purpose. There are advantages and disadvantages to using many different technologies. More technologies mean more options and strategies. However, the amount of research required to advance a large number of sciences will slow down the overall progression of the race. Many advanced techs require a large "entry fee" of research points to even begin that area of study.

For example, a species researching both Crystaline Manufacturing and Mutation Control would require twice as much research time as a species devoted entirely to Solid Energy Studies. The pros and cons are notable for both sides.

Ed Kolis
June 12th, 2005, 03:14 AM
But there's no disadvantage to picking all the racial traits - shouldn't they at least cost something, if even just 100 points?

Fyron
June 12th, 2005, 03:33 AM
If they cost zero, you might as well remove the racial aspects and make them all available in the regular tech tree. Everyone is going to take all of them, resulting in over-flowing the empire descriptions and hiding other traits that might be different...

Kevin Arisa
June 12th, 2005, 04:30 AM
I suppose someone could do that. But why would someone take all of them? I cant think of any race that would actually have the use of ALL of these technologies at once. It would make no sense for someone to select them all. It's absurd. http://forum.shrapnelgames.com/images/smilies/confused.gif

Ed Kolis
June 12th, 2005, 04:45 AM
To leave open the possibilities to counter any enemy strategy? To confuse the enemy so that he doesn't know what he's up against?

Fyron
June 12th, 2005, 05:01 AM
Because there is absolutely no incentive not to take all of them. You lose nothing by selecting all traits. You have more strategic options available, as Ekolis said. You obscure any traits you have at the end of the list due to only showing 2 and a half rows of traits. It is not absurd at all when there is no possible bad effect from taking all of the 0 point racial tech traits. So what if you might not ever research most of the techs they allow? You don't research many of the techs in the tech tree anyways. The question you should be asking is: why would someone not take all of them?

Kevin Arisa
June 12th, 2005, 06:27 AM
Well I guess it is because my friends and I usually roleplay in SE4. Therefore we take what the race is supposed to have and nothing else. If the temptation is too great for the average player to resist taking them all I guess I will have to add some sort of cost for them. I'll also have to go and rewrite all the AI general files and recreate the empire files to adjust for the added cost of technology. I REALLY didnt want to have to do all that, but oh well. http://forum.shrapnelgames.com/images/smilies/frown.gif

Ragnarok-X
June 16th, 2005, 01:39 PM
so, how is it going.

Kevin Arisa
June 17th, 2005, 06:11 AM
I have been a little busy so things have not been progressing as fast as I would like, but progress is being made. Reworking all the Empire files and AI General files is going to take far more work and effort than I feel up to doing at this time so the racial traits will remain as they are for now. I am focusing on finishing all the rebalancing and error fixing right now. It shouldnt be too much longer before the patch will be ready and we can start a PBW game.

If anyone has any more suggestions or ideas please post them soon. This could possibly be the last patch for the SE4 Eclispe Mod. I intend to get started on preliminary work for the SE5 Eclipse Mod as soon as I get more free time.

Kevin Arisa
June 20th, 2005, 02:20 AM
I am almost done. However, my gramma is in the hostpital because of a tumor in her head. So far they say it is benign but her age and health condition make solving the problem more complicated. Because of this my schedule is chaotic. I can no longer give an accurate time frame for the patch. I'll try to keep you all posted as I get stuff done, but no promises. http://forum.shrapnelgames.com/images/smilies/frown.gif

Ed Kolis
June 20th, 2005, 01:23 PM
Wish your grandma the best for me!

narf poit chez BOOM
June 20th, 2005, 02:29 PM
Hope your grandma gets better.

Both of mine are dead. Fortunatly, they lived good, long lives, but I still miss them.

Kevin Arisa
June 23rd, 2005, 09:44 PM
I found time to do some in-game testing. So far everything looks good. I only have a few more things to test and then it should be ready. Sorry for all the delays.

Kevin Arisa
June 27th, 2005, 04:44 PM
Okay, it is done. Go to my website in my sig to download it. I'll upload it to SE.net soon.

I dont want to host the PBW game so I just have a few suggestions about the game setup.

1 Huge Homeworld
High Starting Resource
High Racial Points
Low Tech Costs
Low Tech Start
Small Galaxy
Medium Event Severity and Rate

These settings should give Eclipse a good PBW trial run.

Oh and lets make an agreement not to take traits that our species does not have. A thing to remember is that even if you dont take any of the racial trait techs, there is still plenty of variety in the standard tech tree. http://forum.shrapnelgames.com/images/smilies/cool.gif

Ed Kolis
June 27th, 2005, 04:48 PM
Yay! http://forum.shrapnelgames.com/images/smilies/laugh.gif
I'll volunteer to host the game, and I'll ask Geo or somebody to set it up at PBW ASAP! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Kevin Arisa
June 27th, 2005, 05:07 PM
Errrg. I just noticed a problem in the Tylmai AI general file. I went ahead and fixed up the install file. Ignore the quick fix if you downloaded it.

Another note about game setup, your Empire Score should NOT be factored into the victory conditions. A race thats starts out on a Gas Giant will have a very high score by default. The balance to that is that Gas colony components are twice as expensive as Rock or Ice. I may add other penalties to it so I'm open to suggestions. Perhaps a negative speed bonus?

Fyron
June 27th, 2005, 08:46 PM
I'll poing Georgig to this thread next time I see him. He loves setting up mods on PBW. http://forum.shrapnelgames.com/images/smilies/cool.gif

eorg
June 28th, 2005, 02:50 AM
folks, please, upload somewhere version without pictures - i prefer not to download 80mb http://forum.shrapnelgames.com/images/smilies/happy.gif

georgig
pbw admin

Ragnarok-X
June 28th, 2005, 12:37 PM
Im on dialup. No way i will download 80 mb...

Ed Kolis
June 28th, 2005, 02:10 PM
There is the data-only version, guys... 3 MB small enough? http://forum.shrapnelgames.com/images/smilies/wink.gif
Though I wish someone would mirror the full file, as whenever I try to download it it comes though at near-dialup rates and inevitably I walk away and the download stops halfway through... stupid Firefox download manager doesn't have a resume feature like it's supposed to http://forum.shrapnelgames.com/images/smilies/mad.gif

Kevin Arisa
June 28th, 2005, 02:52 PM
[Post Deleted]

One must never post when stressed.
I apologise for my harsh words.

http://forum.shrapnelgames.com/images/smilies/fear.gif

Ragnarok-X
June 29th, 2005, 01:07 PM
I hope the deleted post wasnt meant against my "harsh" post ?

Fyron
June 29th, 2005, 01:39 PM
Ed Kolis said:
Though I wish someone would mirror the full file, as whenever I try to download it it comes though at near-dialup rates and inevitably I walk away and the download stops halfway through... stupid Firefox download manager doesn't have a resume feature like it's supposed to http://forum.shrapnelgames.com/images/smilies/mad.gif

SEnet has Eclipse 1.0 (http://www.spaceempires.net/home/modules.php?name=Downloads&amp;d_op=viewdownloaddetail s&amp;lid=445&amp;ttitle=Eclipse_Mod_1.0_Full#dldetails) mirrored currently. You could download it from there, then download the 1.01 Data Only (http://www.isacommand.homeip.net/Files/Mod/Eclipse Mod Data.exe) file, which I think is sufficient as a patch.

Kevin, could you please place version numbers in the mod file names in the future? It makes it easier to keep track of things. Thanks.

Kevin Arisa
June 29th, 2005, 04:40 PM
I didnt put any version numbers cuz i think this will be the last patch. If I do decide to make another, I'll include a version number to the file. Sorry for any confusion.

Fyron
June 29th, 2005, 08:30 PM
Eclipse Mod v1.01 Full (http://www.spaceempires.net/home/modules.php?name=Downloads&amp;d_op=viewdownloaddetail s&amp;lid=493&amp;ttitle=Eclipse_Mod_v1.01_Full#dldetail s) is now available for download from SEnet.

Kevin Arisa
June 29th, 2005, 08:46 PM
Thank you Fyron. http://forum.shrapnelgames.com/images/smilies/cool.gif

eorg
June 30th, 2005, 02:40 PM
something's wrong with pbw - i'll install eclipse when geo kick the server

Ed Kolis
June 30th, 2005, 03:13 PM
Thanks eorg http://forum.shrapnelgames.com/images/smilies/happy.gif

Ed Kolis
July 1st, 2005, 01:36 PM
(bump to remind eorg to set up the mod http://forum.shrapnelgames.com/images/smilies/wink.gif)

eorg
July 2nd, 2005, 03:51 AM
it keeps disconnecting me 2nd day http://forum.shrapnelgames.com/images/smilies/frown.gif i'll ask geo to install it locally when i see him or i'll do it when pbw server gets in shape

eorg
July 2nd, 2005, 03:54 PM
set http://forum.shrapnelgames.com/images/smilies/happy.gif enjoy

p.s. if something is wrong bug me on #spaceempires @ freenode i don't check the forums

Ed Kolis
July 2nd, 2005, 05:24 PM
Thanks once again! http://forum.shrapnelgames.com/images/smilies/laugh.gif
edit: Game Setup! Name: "Ecliptic Plane" http://forum.shrapnelgames.com/images/smilies/laugh.gif

RCCCL
July 2nd, 2005, 05:53 PM
I'm gonna sign up to play, but where is the mod at. I don't see it in the list on PBW. http://forum.shrapnelgames.com/images/smilies/confused.gif

Fyron
July 2nd, 2005, 06:08 PM
Imperator Fyron said:
Eclipse Mod v1.01 Full (http://www.spaceempires.net/home/modules.php?name=Downloads&amp;d_op=viewdownloaddetail s&amp;lid=493&amp;ttitle=Eclipse_Mod_v1.01_Full#dldetail s) is now available for download from SEnet.

RCCCL
July 2nd, 2005, 06:13 PM
I saw that one, but I'm in the same boat as the others who posted earlier. I'm using a dial up modem. 80 mb for a 4 hr download way too long.

Ed Kolis
July 2nd, 2005, 06:17 PM
You could always get the 3MB data-only version, or let it run overnight...

Fyron
July 2nd, 2005, 06:22 PM
There is an image-free (http://www.spaceempires.net/home/modules.php?name=Downloads&amp;d_op=viewdownloaddetail s&amp;lid=491&amp;ttitle=Eclipse_Mod_v1.01_Data_Only#dldet ails) version available, but playing with it might be very painful... You would get an error viewing any system wiht a custom background, would never be able to view the details of any component or facility (due to missing portraits), would have errors when viewing ships on the map and ship details, and so on.

I could set up a multi-part archive of the mod with parts at 10 MB or so if that would be helpful.

Or a torrent on my tracker, which would also make it easier to download it in parts. No worries about the download stopping halfway through, as it is designed from the ground up to transfer files in small pieces and allows resuming from any point. In fact, I think I will do that. It is now available on http://kazharii.no-ip.com:6969. Check the stickied SE4 Files Tracker thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&amp;Number=312091) for info on how to use Bit Torrent.

Kevin Arisa
July 2nd, 2005, 06:46 PM
That is a great idea Fyron. Setting up a torrent should solve the large file problems many have. Thanks!

I also decided to join in on the game. I dont have any PBW games going and I think can squeeze one into my schedule. Not to mention I will have a first hand view on what needs to be fixed or changed. Let the games begin! http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Fyron
July 2nd, 2005, 06:57 PM
If you want to help seed it, rename your 1.01 archive to "Eclipse Mod 1.01 Full.exe", open the torrent file and point it to the location of that file.

RCCCL
July 2nd, 2005, 10:48 PM
Well I got the mod downlaoded, but now I'm having problaems accessing PBW to sign up to play. http://forum.shrapnelgames.com/images/smilies/frown.gif Oh well, I'll sign up in the morning when I get home from work.

Randallw
July 3rd, 2005, 07:23 AM
I'd like to know exactly what it means when a component says "Primary systems are repaired by engineering", does this mean that component is automatically repaired, or you need an engineering component to fix it? Also what is a gravitic stabilizer ofr?, is it used to keep a base in place when you build it over a blackhole?.

Kevin Arisa
July 3rd, 2005, 09:14 AM
All primary systems have a regeneration rate of 1 damage per second. The engineering component has a higher regeneration rate depending on it's level. The gravitic stabilizer will only be needed if you find either the sphere or ring world ancient technology. It is just an ingredient for planet construction. It would be cool if it could be used to protect you from black holes but sadly it cant.

Atrocities
July 3rd, 2005, 09:30 AM
What exactly is the Eclips Mod? What is differant about it compared to stock?

RCCCL
July 3rd, 2005, 10:26 AM
I'm with Atrocities on this. I'm looking at it now, and it's going to take a bit to sort through all of the changes.

Randallw
July 3rd, 2005, 10:27 AM
So far as I know he changed the UI, also there are a ton of new technologies and facilities and finally planets seem much more important. You can't colonise 400 planets and have them all be roughly equal. YOu get a few major planets with 80 or so facilities and the rest of your empire are small colonies, ie finding planets that are exactly right for you is the most important thing. The ships also seem to have be massive at high level with tons of components.

RCCCL
July 3rd, 2005, 12:02 PM
Why an I getting picture errors on a few celestial items?

Suicide Junkie
July 3rd, 2005, 03:02 PM
You must be missing pictures.
Since this mod isn't using the imagemod, you'll have to get the picture(s) from the author.

You will need to take note of which picture number(s) it is complaining about, and post which ones you need.

RCCCL
July 3rd, 2005, 08:21 PM
I seem to be missing a portion of the planet pictures. If someone can send me that whole file, it'd be greatly appreciated. http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Ed Kolis
July 3rd, 2005, 11:11 PM
I have it ready to send - but it's over 6 megabytes zipped. Do you want me to email it or did someone already get it to you? (Don't wanna overload your mailbox! http://forum.shrapnelgames.com/images/smilies/wink.gif)

Kevin Arisa
July 4th, 2005, 02:05 AM
Sorry about the late response. I've been away all day.

A basic summary of Eclipse Mod is that it is a complete rewrite of just about everything SE4. Components, facilities, ship sizes, research, intelligence, etc. Individual planets are very important. Missiles are powerful and use size mounts but can be hindered by most fighter weaponry. Ships get very large. However the larger the ship the less accuracy and evasion it has. Therefore smaller ships with good tech used in squads are effective at countering larger vessels. Research is divided up into very specific areas to allow more control and precision in your chosen studies. I'm sure there is more I can say but I can't think of anything else right now.

Eclipse was designed with solo and hotseat tactical combat in mind. This is the PBW simultaneous turns strategic combat trial run.

In regards to missing pictures the only problem I can think of is if you used the data only files to patch an older version. It may be missing some new warp and star images or something. I'll see if I can isolate those images and set them up for download by tomorrow.

Oh yes, Eclipse uses lots of stuff from the SoundMod so get that if you want to hear new sound stuffs.

RazorSharp
July 4th, 2005, 02:09 AM
for some reason i cant see facilities images i have full patched version. Any ideas what is the problem?

RCCCL
July 4th, 2005, 09:32 AM
I didn't patch. I downloaded the full version. It has the small pictures for everything, seems to be missing some of the large planet category pictures. Maybe it had to do with my using Dial-up internet, and taking 4 hours to download.

EK, if you'd e-mail it to me that'd be great. No one has yet.

I had another issue to ask as well, but didn't get it in before I had to leave for work.
I tried running a simultaneous game, and for some reason I saw every combat that happened every turn, whether I was involved or not, while the turn was processed. Although after I only got to replay my own combats.

RCCCL
July 4th, 2005, 09:43 AM
RazorSharp, you need to get the imagemod pack. The Eclipsemod didn't come with the pictures. You can get the imagemod pack on SpaceEmpires.net whenever the site is back up. It seems to be down right now for some reason. There maybe be somewhere else you can get it, but I'm not sure. Maybe some one else knows....hint....hint...anybody?

Ed Kolis
July 4th, 2005, 10:03 AM
OK, RCCCL, what's your email? It doesn't seem to be in your profile...

RCCCL
July 4th, 2005, 11:06 AM
Ah, hmmm, I'll have to change that I guess.

Its RCCCL@sbcglobal.net

Fyron
July 4th, 2005, 02:51 PM
Which images are you missing? Eclipse (full) comes with a bunch of planet images.

You can get the Image Mod from the Space Empires Tracker here:

Image Mod Archive (http://kazharii.no-ip.com:6969/details.tmpl?torrent_info_hash=A6FF96177E4BC411ACC 840E532A174A31EB71B42)

You can also get the packs from the Image Mod homepage here:

http://imagemodserver.mine.nu/other/MM/SE4/imagemod/

Ed Kolis
July 4th, 2005, 04:28 PM
Pictures sent!

RCCCL
July 4th, 2005, 06:15 PM
I've got 'em. Thanks Ed! http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/biggrin.gif

RazorSharp
July 5th, 2005, 07:16 AM
i fixed seems my facility.bmp file got corupted somehow.Works fine now.

Im ready to go:)

Kana
July 11th, 2005, 12:10 AM
Ok, I signed up...a version of the mod should be uploaded to PBW, so that it can easily be downloaded by players and whoever...

Kana

Randallw
July 16th, 2005, 02:47 AM
After sending off my emp file I tried to play a test game. when I try to generate the next turn it says "file not found" and freezes. I thought perhaps it needed to be a simultaneous game but it gets to 83% and then says "file not found" again and freezes. I think I played a test game before the patch.

Kana
July 16th, 2005, 03:12 AM
I think I tried and run a test game as well...it seemed to work ok...reinstall?

Kana

Randallw
July 16th, 2005, 03:50 AM
Well I just reinstalled everything and same problem. I then reinstalled mod and patch...AND not AI patch, and there's no problem so although I can't be certain I think it was the patch. It might also have been the new sounds. I didn't like them replacing the old ones in every mod so i removed them except this time, so maybe the file not found was a sound file. Who knows?.

Fyron
July 16th, 2005, 03:56 AM
The Sounds folder is one of those problem spots with SEIV where only one location will be used, either the stock folder or the mod folder. SEIV will not look for missing sounds in the stock folder if there is one in the mod folder. You could copy the stock sounds folder into the Eclipse Mod folder, then place the Eclipse sounds in there. This should alleviate any sound related problems without affecting other mods.

Kevin Arisa
July 16th, 2005, 05:06 AM
If you installed the Sound Mod you should have all the sounds you need. The sound files included with the Eclipse install are completely optional except for Eclipse_repair2.wav. If you left out this file it is probably the source of your problem. The rest only modify a few UI sounds.

Randallw
July 16th, 2005, 08:28 AM
When you say sound Mod do you eman there is a sound mod I should get, cause I don't have one, or the sounds that come with eclipse. It stopped working again, though I swear I didn't do anything, but I reinstalled it all again http://forum.shrapnelgames.com/images/smilies/frown.gif. When enemy ships fire gauss cannons it uses a default windows noise.

Ed Kolis
July 16th, 2005, 08:50 AM
Do you have a bittorrent client? Then go here:
http://kazharii.no-ip.com:6969/
and download it.
If not, either find a bittorrent client (http://azureus.sourceforge.net/ Azureus is good) or find someone around here who knows where a direct download is, because I don't. http://forum.shrapnelgames.com/images/smilies/tongue.gif
BTW, your email seems to be broken - I replied to your message but I got an error back...

Randallw
July 16th, 2005, 08:59 AM
never mind. I'm happy with it now. If I mess with it any further it might stop working again. I do have the latest image mods and stuff, just not any Sound Mod. As for my email not working, it does infact work fine and I got your message. The bad address is someone else. I in fact got an unable to send message when I sent the original message to all the players. according to my response it is Razor that is unavailable.

Edit: actually this is important. He is the other player that hadn't uploaded his empire. He wouldn't have got the original message telling him to.

Ed Kolis
July 16th, 2005, 10:38 AM
Well he's uploaded it now so let's start! http://forum.shrapnelgames.com/images/smilies/laugh.gif
edit: ack, we've got a duplicate shipset... want to fix that or continue anyway?

Kana
July 16th, 2005, 11:58 AM
<font color="red"> </font> LAST CHANCE TO JOIN THIS ECLIPSE GAME ONE AND ALL !!!!!

As for the duplicate shipset...I think the first to join gets to choose to keep or get a new shipset. They should be different to avoid confusion. I assume that it is a stock or mod included shipset...same for Randall as well...

My 2 cents,

Kana

Kevin Arisa
July 16th, 2005, 02:16 PM
The three that did not upload a shipset, could you please post what shipsets you are using? We definitly do not want any duplicates.

RCCCL
July 16th, 2005, 03:32 PM
Eh, it's me and Razorsharp. I'll just change mine and send it in here right now.

There, I've sent EK my new emp file.

Hopefully we can start now. http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Ed Kolis
July 16th, 2005, 04:30 PM
Yep, game's started! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Kevin Arisa
July 16th, 2005, 05:23 PM
On the subject of shipsets, you might want to download my new Oxidran set to replace the one currently uploaded. They look much nicer. Completely optional of course. http://forum.shrapnelgames.com/images/smilies/wink.gif

RazorSharp
July 16th, 2005, 09:34 PM
eh hope we play fast i cant wait for next turn ;p

Kana
July 19th, 2005, 03:09 AM
Small Typo bug...Personell training...has one to many l...it should be personnel...

per·son·nel ( P ) Pronunciation Key (pûrs-nl)
n.

The body of persons employed by or active in an organization, business, or service.
(used with a pl. verb) Persons.
An administrative division of an organization concerned with the body of persons employed by or active in it and often acting as a liaison between different departments.

From: Dictonary.com-Online Dictionary/Thesarus (http://dictionary.reference.com/search?r=2&amp;q=personnel)

Kana

Ed Kolis
July 19th, 2005, 10:52 PM
Hey Razor... your email seems to be broken and the turn will run in approximately 12 hours...

RCCCL
July 21st, 2005, 11:14 AM
I think I saw this asked else where, but I can't find the thread.

How do you use the Transition Gate?

It can only be put on a base, but when you try to use it, it says the ship has no movement left.

Kevin Arisa
July 21st, 2005, 12:59 PM
Transistion Gate is supposed to give 1 movement point. It is missing that so it doesnt work right now.