View Full Version : Golden Eclipse BETA
Kevin Arisa
November 14th, 2006, 12:35 AM
Golden Eclipse BETA v1.0 for Space Empires 5 is now available.
This version includes many changes. Here are just a few:
New Components
New Tech Tree
Beta Planet Pack
New Music and Sound
This version does NOT include a functional AI. In fact, any assistance in that regard would be greatly appreciated. The file is sizeable due to the large amount of new content. Dialup users beware!
Size and Format: 196MB - RAR
Download from my site: www.isacommand.homeip.net (http://www.isacommand.homeip.net)
SE.net mirror coming soon!
narf poit chez BOOM
November 14th, 2006, 01:57 AM
What's the mod about?
shinigami
November 14th, 2006, 02:25 AM
Almost 200 megs? That's a lot of new content!
I'll echo narf, what's it about?
Atrocities
November 14th, 2006, 03:01 AM
My God! How long have you been working on this?
President_Elect_Shang
November 14th, 2006, 03:05 AM
Kevin Arisa said:
Size and Format: 196MB - RAR
http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/eek.gif
Me thinks this can wait till morn!
Dizzy
November 14th, 2006, 04:11 AM
Ok, Kevin. Before you go and offer a 200mb sev mod, we are gonna want more info and stuff on what it includes...
If you have done a lot of work, no one will be interested unless you sell it. So sell it to us. Why would we D/L your mod?
Kevin Arisa
November 14th, 2006, 09:35 AM
I cut the new music out of the download, so it is now 135MB.
This is a direct evolution of Eclipse Mod for SE4. Many of the same technologies have returned. Era based tech tree(Fission, Fusion, etc). There are new weapon graphics and sounds. New explosions. New planet images(WIP) with atmosphere glows. Weapons and Shields are now seperated into 3 classes. Weapons are Matter, Energy, or Hybrid. Shields are Molecular, Energy, or Phased. Armor plating placed in armor slots, and Armor Mesh placed in outer slots.
I can't think of anything else on the spot, but i've been working on this since i started beta testing.
President_Elect_Shang
November 14th, 2006, 10:05 AM
I’m having problems downloading it. I went to your sight which was opening very slowly. I clicked the link to start the download and it was 26.3kbs which ground down to a complete stop. The second and third time I started the download it did the same thing and now I’m on my fourth try which is saying 5.0kbs with 7:53:21 time remaining. It is 07:02 my time in CST and I have high speed internet.
shinigami
November 14th, 2006, 10:06 AM
That still seems high. You didn't accidently include the stock images, did you?
Phoenix-D
November 14th, 2006, 12:04 PM
Nope, I checked. 57 MB of that is new sounds, some over a MB in size, plus 260 planet models (half of which seem to be .jpg duplicates of the .bmps..) and other data.
Lots of stuff.
Kana
November 14th, 2006, 07:36 PM
Alot of people must be trying to download his mod...
Kevin Arisa
November 14th, 2006, 09:33 PM
The only explanation for the super slow download is that my site is too busy. Thats why I want to get the Se.net mirror up ASAP. My site can't handle a lot of traffic very well. Sorry.
Possum
November 14th, 2006, 10:49 PM
what about a torrent?
And, to be honest, 135 megs or even 200 megs isnt that much these days...
Phoenix-D
November 15th, 2006, 12:12 AM
Torrent will probably come with the Se.net mirror. I was getting 400 K/s downloads from the main site at times, though (other times..8 K/s).
Had a chance to play with it a little- looks fairly interesting..
EDIT: found a bug, though. if you put organic mesh armor on a dread, the combat simulator won't work. All ships just sit there, reporting movement but never actually moving.
Also, the intelligence lab and science lab don't work.
President_Elect_Shang
November 15th, 2006, 12:22 AM
I’ll have to leave it running when I go to bed. The connection is just too slow. Oh well I can wait one more day.
Aristander
November 16th, 2006, 03:18 PM
I hope other people are trying this mod. So far I have only taken a quick look, but the changes in technology are interesting. Some video issues as I could only get it to run in windowed mode. The planetary atmosphere effects are cool and the planet textures are much superior to stock. I can't wait to see some of the new weapon effects.
Fyron
November 16th, 2006, 03:54 PM
Kevin Arisa said:
Thats why I want to get the Se.net mirror up ASAP.
I don't think SEnet has the bandwidth to handle 135 MB mods... Torrent will do nicely.
Kevin Arisa
November 16th, 2006, 09:29 PM
Okay, I made a torrent file. Never done this before so I hope it works. The link is below.
TORRENT DOWNLOAD (http://www.isacommand.homeip.net/Files/Golden Eclipse BETA v1.0.rar.torrent)
Phoenix-D
November 16th, 2006, 10:05 PM
Seeding, but I'm not seeing any peers or clients..
EDIT: duh. No tracker yet.
Elsemeravin
November 17th, 2006, 03:23 AM
Phoenix-D said:
Seeding, but I'm not seeing any peers or clients..
EDIT: duh. No tracker yet.
Try to get it but no tracker http://forum.shrapnelgames.com/images/smilies/happy.gif
Kevin Arisa
November 17th, 2006, 04:17 AM
I really dont understand this. I'll have to try to figure it out later.
Fyron
November 17th, 2006, 04:21 AM
I altered the torrent and stuck it on my tracker. Once we get someone with the mod file it to join as a seed, we can get it going. http://forum.shrapnelgames.com/images/smilies/happy.gif
http://kazharii.no-ip.com:6969
President_Elect_Shang
November 17th, 2006, 09:50 AM
I’ve got the file. It took me a few hours but I did it overnight. How do I “join as a seed”?
Fyron
November 17th, 2006, 02:57 PM
Open the torrent for Golden Eclipse (from my tracker) in a torrent client and select the location for the download to where you saved the mod file. It will then check to make sure the mod file is intact, then begin seeding. Make sure to have your client's port forwarded (http://www.portforward.com).
President_Elect_Shang
November 17th, 2006, 04:49 PM
As my son would say: Whate-Whata-What-What? What is a torrent client and were can I get one? Ok deep breath... time for a little research and self teaching lesson.
YES I did it, I think. Now can someone check to see if it is working right? It says one seed so I think I did this correctly. Also do I leave the BitTorrent program running at all times so the mod can be downloaded?
Fyron
November 17th, 2006, 05:44 PM
It appears to be working.
If you want to help seed the file for others (not just me), you would need to leave the torrent client running. The more people that help seed, the faster the torrent download can go for others.
Elsemeravin
November 17th, 2006, 06:13 PM
I cannot download the torrent you modified. Can you insert it directly in one post (I cannot seem to reach the link you gave)? In 30mins I will have the mod and I could seed it also.
President_Elect_Shang
November 17th, 2006, 06:35 PM
Imperator Fyron said:
If you want to help seed the file for others (not just me), you would need to leave the torrent client running.
Open it is!
Ragnarok-X
November 17th, 2006, 07:01 PM
Does this work with the AI ? I have SEV installed since its release, but havent played it. I once tried, but even the first turns were taking LONG to process. And thats happening to me, just bought a new system with 2 gigs of ram a e6600.
Anyways, is the mod capable of singeplayer ?
Kevin Arisa
November 17th, 2006, 10:57 PM
Nope. No AI is available yet. I hope to get some help from someone more knowledgeable in that area.
EDIT: Thanks Fyron! I'm now seeding the file.
Ed Kolis
November 18th, 2006, 12:17 AM
Well then, anyone up for a test game? http://forum.shrapnelgames.com/images/smilies/wink.gif
Ed Kolis
November 18th, 2006, 12:47 AM
Ah, one comment, just from looking through the race traits... Combat morale does nothing, so you can get a free 2500 points by selecting all the morale penalties! http://forum.shrapnelgames.com/images/smilies/eek.gif
thesilliest
November 18th, 2006, 03:43 AM
Trying to build new colonies in my homeworld's system results in constant riots - they don't get any supplies. <:o
Ragnarok-X
November 18th, 2006, 05:51 AM
Hm i would like a game Ed Kolis, but how we share the turn files ?!
Ed Kolis
November 18th, 2006, 01:17 PM
Email, bittorrent, ftp?
Kevin Arisa
November 18th, 2006, 01:52 PM
Morale does NOTHING!? That's not fair. http://forum.shrapnelgames.com/images/smilies/frown.gif
Ragnarok-X
November 18th, 2006, 02:20 PM
Ed Kolis, i was asking since i heard that turn files are pretty large. I believe i read they are ~ 75 mb in size. lol.
Anyways, who would be up for a game, apart from Kolis and myself ?
Ed Kolis
November 18th, 2006, 05:39 PM
Not typical turn files - only if you have a bunch of protracted combats, and I think the repeated protracted combats are being fixed in the next patch, which is due out Monday or so http://forum.shrapnelgames.com/images/smilies/wink.gif
Kevin Arisa
November 19th, 2006, 07:04 PM
I would like to give it a shot. Never had a chance to test the multiplayer.
Ragnarok-X
November 20th, 2006, 06:51 PM
So, if you guys are serious, how do we go about it ? I have never played PBW / online / multi with SEV.
Fyron
November 20th, 2006, 07:44 PM
It's just like SE4 PBEM play, except you have bigger turn files to send around.
Ragnarok-X
November 21st, 2006, 04:11 PM
Okay, so what about you initiating the game, Kevin. Its your mod, after all :p
Intimidator
November 21st, 2006, 04:27 PM
If you are still looking for some players, I volunteer http://forum.shrapnelgames.com/images/smilies/happy.gif
Ragnarok-X
November 21st, 2006, 06:33 PM
I suppose 4 is better than 3. Lets wait and hear Kevin has to say.
Kevin Arisa
November 21st, 2006, 09:36 PM
I've never even hosted an SE4 game before, but there's a first time for everything, right? I'll look into getting one set up. Perhaps this weekend I can get it started.
EDIT: I hit a couple glitches so a minor fix has been added to the download. If you have already downloaded the mod, here is a link to the fixed files - DOWNLOAD FIX (http://www.isacommand.homeip.net/Files/Golden Eclipse Fix.rar)
arthurtuxedo
November 21st, 2006, 11:12 PM
I'm potentially interested in this PBEM game.
Ragnarok-X
November 22nd, 2006, 03:42 PM
Oh so we are already 4 or 5 if im counting right. Your turn, Kevin ! http://forum.shrapnelgames.com/images/smilies/wink.gif
se5a
November 25th, 2006, 01:51 AM
if somone sets up an FTP I can host.
Kevin Arisa
November 26th, 2006, 07:41 PM
I've decided I don't have time to work on the mod and host the game also. So I'll be sitting this game out. I still have lots to do, the mod is far from finished. I will try to keep ahead of the problems and release patches as I work. Sorry about bailing on you all. http://forum.shrapnelgames.com/images/smilies/fear.gif
Intimidator
November 27th, 2006, 03:37 PM
I will give it a shot if everybody agrees (there must be a first time for everything)
So please let me know who wants to play an SEV game ??
Ed Kolis
November 27th, 2006, 11:16 PM
I am! http://forum.shrapnelgames.com/images/smilies/happy.gif
arthurtuxedo
November 27th, 2006, 11:53 PM
As stated above, I'm interested.
Intimidator
November 28th, 2006, 12:03 PM
I just noticed that PBW is supporting SEV from now on.
So maybe we can do this by PBW, although I don´t know if it is already supporting the few mods available for SEV
How knows ?
Intimidator
November 28th, 2006, 12:22 PM
Disregard last, if I understand correctly all mods are automaticly supported (great, can be extremly handy http://forum.shrapnelgames.com/images/smilies/happy.gif )
Ed Kolis
November 28th, 2006, 03:11 PM
Not quite automatically - someone has to install them first http://forum.shrapnelgames.com/images/smilies/wink.gif
But pretty close I'd say! http://forum.shrapnelgames.com/images/smilies/laugh.gif
Phoenix-D
November 28th, 2006, 03:15 PM
As long as the mod folder is named *exactly* the same, and the game is created with the mod.
Ragnarok-X
November 28th, 2006, 03:22 PM
Im in, Intimidator.
Intimidator
November 28th, 2006, 05:10 PM
Okay will setup an game tommorow, and open another thread on this forum.
For now everybody can start posting their game wishes (Mod, racial, map etc,etc...........)
thesilliest
November 29th, 2006, 03:19 PM
i wish i could create a new colony and it would get supplies? <:o
and um ai :~)
Intimidator
November 29th, 2006, 03:29 PM
Okay , for everybody interested, leave your name on the new thread : Inti's SEV Game http://forum.shrapnelgames.com/images/smilies/happy.gif
And please post your favorite settings (Mod, racial points etc etc....)
Kevin Arisa
November 30th, 2006, 03:47 AM
One more quick fix. Damage types were busted.
DOWNLOAD FIX (http://www.isacommand.homeip.net/Files/Golden%20Eclipse%20Fix.rar)
Romulus68
November 30th, 2006, 11:17 AM
why don't you copy the race files from the Balance mod into your Eclips mod?
Are they compatible? is that ok with Kwok?
Romulus68
November 30th, 2006, 12:34 PM
I added your files to my Filefront account for more Bandwith in downloading.
Golden Eclipse BETA v1.0 and Fix from Filefront.com (http://hosted.filefront.com/lacyj3aolcom)
Phoenix-D
November 30th, 2006, 01:46 PM
Romulus68 said:
why don't you copy the race files from the Balance mod into your Eclips mod?
Are they compatible? is that ok with Kwok?
So very not compatable. http://forum.shrapnelgames.com/images/smilies/happy.gif
AgentZero
December 1st, 2006, 03:16 AM
I've been fiddling around with the mod in single player to get an idea of how things work, and either I'm doing something wrong, or something's screwy with the supplies.
I designed a scoutship with the following components:
1xBridge
1xLife Support
3xCrew Quarters (as required)
1xBasic Sensor
1xGatling Cannon
2xFission Power Core
2xOrdnance Store
6xSupply Store
8xRamjet Engine
Despite having most of it's space devoted to supplies, the ship can't even survey one single system without running out of gas, so I figure either the supply use needs to be dropped way down, or the amount of supplies provided needs to go way up. Either that, or I'm missing something silly.
se5a
December 1st, 2006, 03:40 AM
you're going WAY too fast.
that ship is getting about 11 movement!
drop it down to 6 or so for the begining.
you trade speed for distance.
Kevin Arisa
December 2nd, 2006, 02:17 AM
In the beginning, your species is little more advanced than us and has just discovered warp points. Ramjet engines are the first drives capable of interstellar travel via warps. They are extremely inefficient and exploration will be difficult at best. However, raising the level of an engine reduces it's supply consumption. I suggest focusing on colonization and short range defense with the goal of discovering Nuclear Fusion as quickly as possible. Once you enter the fusion era things begin to improve significantly. It is also recommended to have only one power core on anything smaller than a cruiser. Power cores are expensive and take up 50kt each.
AminMaalouf
December 2nd, 2006, 09:17 AM
What are your priorities to add a working AI first or new ship-sets?
Kevin Arisa
December 2nd, 2006, 09:22 AM
AI is certainly #1. Unfortunatly, it will take me some time to come up with one. The new AI files have really stumped me.
AminMaalouf
December 2nd, 2006, 09:29 AM
My respect.
Intimidator
December 3rd, 2006, 03:20 PM
Kevin,
I lost track with the updates for your mod,
can you please explain (or send) me the latest fix/update on the Golden Eclipse mod.......
Inti,
Kevin Arisa
December 4th, 2006, 01:20 AM
Below is the most recent fix. It includes all previous fixes along with fixed shield regeneration I did yesterday.
DOWNLOAD FIX (http://www.isacommand.homeip.net/Files/Golden%20Eclipse%20Fix.rar)
Vezzra
December 4th, 2006, 03:24 PM
Ok, I applied the latest fix. So far I've found the following bugs in this most recent version:
1) ComponentEnhancements.txt: All ship mounts apply for vessels >=100kt (Requirement 2). So I can give a frigate a massive ship mount http://forum.shrapnelgames.com/images/smilies/tongue.gif
Satellite mount: The description says it's for satellites >= 100kt, but requirement 2 checks for >= 50kt
2) Components.txt:
Science Lab: Requirement 1 Description says level 1 in Resource Collection is needed (which I think is wrong), Formula tests for "Applied Research" (which I think is what's intended)
Operations Center: Requirement 1 Description says level 1 in Resource Collection is needed, Formula tests for "Applied Research" - but I think that should be "Intelligence Services", shouldn't it?
3) PlanetSize.txt: Small Planet has Cargo Space 1000 (500 domed), Medium Planet has 600 (300 domed) http://forum.shrapnelgames.com/images/smilies/confused.gif
Vezzra
Kevin Arisa
December 5th, 2006, 02:43 AM
Thanks for the bug report. I'll look into them. However, the mounting isnt a bug. If you can fit and supply a massive gun on a frigate, good for you. It may be hard to fit much else on it, though. http://forum.shrapnelgames.com/images/smilies/eek.gif
Randallw
December 5th, 2006, 02:57 AM
Maybe it's a gunboat. A large gun with a one man cockpit and engines attached.
Vezzra
December 5th, 2006, 04:51 PM
Kevin Arisa said:
Thanks for the bug report. I'll look into them. However, the mounting isnt a bug. If you can fit and supply a massive gun on a frigate, good for you. It may be hard to fit much else on it, though. http://forum.shrapnelgames.com/images/smilies/eek.gif
Oh, ok... interesting concept. However, in this case you should correct the descriptions accordingly, because they still say 400/1000/1500kt (large/heavy/massive). That's a bit confusing... http://forum.shrapnelgames.com/images/smilies/wink.gif
And then my question is: You only applied this concept to the ship mounts - why? All the other mounts (base, wp, etc) work like stock. That's why I thought this to be a bug...
Vezzra
Kevin Arisa
December 5th, 2006, 09:44 PM
Remember, this is the first functional version. There are lots of things that are only partially implemented. So if you see anything weird, it's probably not finished. The ship mounting style is experimental, so I made a quick change to the files, descriptions and stuff like that will come with time.
Ed Kolis
December 9th, 2006, 04:50 PM
Shipboard ops centers say they produce research... fortunately they actually produce intel http://forum.shrapnelgames.com/images/smilies/wink.gif
Great mod BTW - I look forward to exploring the tech tree! http://forum.shrapnelgames.com/images/smilies/laugh.gif
edit: Also, the mounts are alphabetized, rather than appearing in order of size... looks like it's not your fault because they are in proper order in the data file! /me goes to bug aaron http://forum.shrapnelgames.com/images/smilies/tongue.gif
Ed Kolis
December 11th, 2006, 11:33 PM
If I put 3 crew quarters supporting 20 crew each and 1 life support supporting 50 crew, somehow I end up with 60 crew on my ship instead of 50... I think somehow an ability doesn't match its description!
Vezzra
December 12th, 2006, 06:10 PM
Ed Kolis said:
Shipboard ops centers say they produce research... fortunately they actually produce intel http://forum.shrapnelgames.com/images/smilies/wink.gif
Hm... really? I tried the science labs in a test game and they actually produced nothing... looks like the point generation ability is not functional at the moment http://forum.shrapnelgames.com/images/smilies/tongue.gif
Vezzra
Ragnarok-X
December 12th, 2006, 06:21 PM
yeah, thats why im pissed. Im construction base space yards with science labs, and the research doenst show up. nice. fs.
:|
Vezzra
December 12th, 2006, 07:13 PM
Looks like we had the same idea http://forum.shrapnelgames.com/images/smilies/wink.gif
Although I planned to construct a pure space yard base first, then retrofit it to a class with added science labs. Otherwise it takes longer until it's finished and you loose one or more turns before you can use them. And during the first turns speed is very important...
Vezzra
javaslinger
December 19th, 2006, 12:46 AM
How's this mod coming alond? I'd like to try it whence it is a bit more complete...
Kevin Arisa
December 19th, 2006, 09:46 PM
Very slowly. My new job leaves me with very little free time for fun projects. http://forum.shrapnelgames.com/images/smilies/frown.gif
Intimidator
December 20th, 2006, 02:59 PM
Job's do that......... http://forum.shrapnelgames.com/images/smilies/frown.gif
Intimidator
December 20th, 2006, 03:19 PM
Hi Kevin,
Found samll bug in our PBW game with your mod, because you had problems before with planet pictures, I think it's an mod bug and not an 1.20 patch bug (but maybe I'm wrong)
Take a look at the picture I added and you see what the problem is !?
Phoenix-D
December 20th, 2006, 03:47 PM
Disco planet!
Intimidator
December 20th, 2006, 06:30 PM
http://forum.shrapnelgames.com/images/smilies/happy.gif
Kevin Arisa
December 20th, 2006, 10:34 PM
Umm. Wow. I have no clue what is causing that. Mine shows up fine. Is it doing that in everyone's game? http://forum.shrapnelgames.com/images/smilies/confused.gif
Randallw
December 20th, 2006, 11:12 PM
It's going to be a few hours for me as my sister was using my computer before I came into work. I had just enough time to see I was the last player and that it didn't load. I tried with 1.17 and it simply wouldn't work. I tried with 1.20 plus new file and I got the same error I had the other day. I took a screenshot but then went and away and when I got back my sister was using it.
edit: I see Intimidator has wisely removed all information that might tell us where he is http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Intimidator
December 21st, 2006, 03:31 PM
Indeed Randallw http://forum.shrapnelgames.com/images/smilies/happy.gif
Ed Kolis
December 25th, 2006, 12:51 PM
I found another bug... only cosmetic, but a bit confusing - Crew Quarters are not listed under Primary Systems in the design window; they are listed under Vehicle Control all by their lonesome http://forum.shrapnelgames.com/images/smilies/tongue.gif
Aristander
February 7th, 2007, 05:44 PM
Kevin, I hope you have not given up on this mod. I have enjoyed it very much so far and would love to see a version which would run with the 1.25 patch.
Thanks for all your hard work.
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