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se5a
July 13th, 2007, 04:24 PM
To celebrate the new patch, I've created a Junk Yard Wars mod for SEV.
It's based of balance mod, with a few tweaks, ie - I've included a 5kt thin armor, and intend to include some half size engines too. gritty galaxy style militia is also on the list.

Expect the first version of this out early next week.

se5a
July 16th, 2007, 05:02 PM
I've a small problem if anyone can figure it out.

in the StellarAbilityTypes.txt under normal planet, there are seven abilitys, three Empire - Grant Random New Tech Levels, and four Empire - Grant Unique Discovery.
the chances for these all add up to 1000, however I'm still getting about a quarter of the planets that do not have ruins on them.

anyone have any ideas on why this is happening?

Ed Kolis
July 16th, 2007, 06:21 PM
Are there any planet entries that are NOT "Normal Planet"?

Suicide Junkie
July 16th, 2007, 08:08 PM
I suspect the problem may be as Fyron complained about;
The chances are now all independent.

You might get multiple abilities on one planet, you might get none.

AgentZero
July 16th, 2007, 08:10 PM
See, this is one of those reasons SE5 should have included support for derelict ships. Limit the player to only building crappy little ships that are only good for zipping around and taking over the masses of derelict ships lying around the galaxy. Now that would be an awesome Junkyard War!

Ed Kolis
July 16th, 2007, 08:30 PM
So what if you made one regular ruins ability with a chance of 1000, and a few other abilities (regular and unique) with smaller chances? Then you'd have all planets having at LEAST one tech, and some might have more... Sorta like the "random magic paths" in Dominions 3 http://forum.shrapnelgames.com/images/smilies/wink.gif

se5a
July 17th, 2007, 06:34 AM
ok, I've finished the first release. I'll start a game as soon as Geo has goten it and the new patch installed on PBW.

gregebowman
July 17th, 2007, 01:18 PM
se5a said:
ok, I've finished the first release. I'll start a game as soon as Geo has goten it and the new patch installed on PBW.



Where did you release this mod to?

Fyron
July 17th, 2007, 01:32 PM
http://home.spaceempires.net/downloads-file-639.html

geoschmo
July 17th, 2007, 10:58 PM
I've added support to PBW for 1.44 + JunkYardMod v0.1

se5a
July 18th, 2007, 03:48 AM
Awesome!

Game is up, name is:
seV JunkYardWars

Get the mod here:
http://seiv.pbw.cc/Download/filelib/1458/JunkYardWars.zip
or here:
http://home.spaceempires.net/downloads-file-639.html

gregebowman
July 18th, 2007, 07:37 PM
Thanks for the info. I'll check it out.

se5a
July 19th, 2007, 04:02 PM
I've uploaded a new version to PBW which fixes the militia amounts.
I'm away for the weekend, hopefully we have a few more players when I get back and we can get started.

se5a
July 23rd, 2007, 08:08 AM
Last chance to sign up! spots are filling up fast!

and geo, can you edit the game options to be a bit more suited to SEV?
for example, starting tech level in seV has FIVE options,
None
low
med
high
all

Something I missed when I was going through the game description, and I selected "Low" when I should have rewritten it to "None"
(maybe we need a whole different set of description settings if seV is selected? could start getting a pain though...)

geoschmo
July 23rd, 2007, 07:06 PM
se5a said:
and geo, can you edit the game options to be a bit more suited to SEV?


The settings that appear by default when you create a game show up before you select the version you are using, so it would take a pretty extensive rework of the page to make it version specific.

It's really just a text are control with suggested text already filled in as a template. I guess I could add the SEV evivalent to the pre-filled text and the game owner could delete the half that's not appropriate.

Geoschmo

se5a
July 24th, 2007, 04:28 AM
yeah that would work for now.

se5a
August 10th, 2007, 03:18 PM
I've just had a player withdraw from this game.
Anyone interested in taking over his empire?