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View Full Version : The Crazy Outta Control Mod


ZeroAdunn
November 29th, 2001, 11:13 PM
Ok, I have been planning this mod creation for some time, here is the info on what I have planned.

Once the uploads are finished I will begin by uploading basic datafiles (COMPONENTS, VEHICLESIZE, AND TECH AREA) All technology will be removed except basic colonization tech. These will be the basis for the mod.

Once these are uploaded one person will post here, "I got it." This will mean they, and only they can add to the files, using the rules listed below. Then once they are done they will upload the files here, and somebody else will post, "I got it," and the process will continue.

This will continue on into infinity, or untill we decide the mod can go no further.

The rules for modifaction:

A person can add:
1) Any new tech area that has a prerequisite of one or more (preferably more later in the mod) of the preexisting tech areas. Under this Category they can also add one new compenent type with various level.

2) Any new vehichle size that erquires one or more preexisting tech areas.

3) Any new componet that requires two or more preexisting tech areas. (this is if you do not wish to add your own tech area)

4) Any new tech area, with or without components attached to it. Must have a prerequisite of 1 or more existing techs.

5) Any additional tech levels, additional component levels, and additional components to a preexisting area.

6) Facilities in the same manner as listed above.

Things to consider: If creating a tech for the low end of the tech tree the components should be weak and low tech, while higher on the tech tree things should become more powerfull and stronger, as well as more sci-fi'ish.

Try not to add to many tech areas with the same requirements. Try and make the research costs resonable. Necessary and powerfull component yielding tech areas should cost more while insignificant or weak component yeilding tech areas should cost less. Higher up the tech tree components should become more expensive.

Try not to make weapons or components to uber-powefull. Try and compare them to other components on the same are of the tech tree to see if they are reasonable.

Feel free to add multiple compoents that do the same thing, just make them have different requirements and different descriptions/values. Also feel free to make components that perfom multiple tasks, long-range scanner/combat sensor is a good example.


So can I get some feedback? I would really like to see some support for this idea. Feedback and suggestions are always welcome. There is still time to change rules.

President_Elect_Shang
November 29th, 2001, 11:49 PM
Too many cooks spoil the meal. You should devide it up by:
Mr A, you take Star Wars
Mr B, you take Star Trek
etc.....
This can also lead to many problems, but this will be faster, in the end everyone involved will also get assigned races to work on, etc.....
To heck with the "I got it". http://forum.shrapnelgames.com/images/icons/icon8.gif

[ 29 November 2001: Message edited by: President Elect Shang ]</p>

Rollo
November 30th, 2001, 12:10 AM
Hey, what a great idea http://forum.shrapnelgames.com/images/icons/icon10.gif . Everyone can contribute and put their favorite stuff in, without doing a whole mod by themselves. This should be a bLast!

Rollo

Phoenix-D
November 30th, 2001, 12:27 AM
Shang, I think you're on the wrong thread http://forum.shrapnelgames.com/images/icons/icon7.gif

This is chaos for the sake of chaos, not the sci-fi mod..

Phoenix-D

Suicide Junkie
November 30th, 2001, 05:32 AM
It must just be the sheer size of this board. Not too many are large enough to support so many independent projects.
Heck, not many games are flexible enough to support so many projects http://forum.shrapnelgames.com/images/icons/icon7.gif

ZeroAdunn
November 30th, 2001, 08:00 AM
So what does everybody think? If you would contribute say so. If not I probably will just shelve another one of my bad ideas. By the end it could actually be the most unique, and interesting mod out there.

But a few cooks spoiling the whole pot is a good point, even if it is on the wrong thread. If something comes up about some components not fitting or something (say a planet killer at lvl 1 tech) then production can stop and a decision can be made about what to do about it.

While not meent in any way to be a serious, nailed down, balanced mod, it should be somewhat reasonable.

Really though I would like feedback and suggestions on rules for the mod.

dogscoff
November 30th, 2001, 10:35 AM
I'll have a go. This is a good opportunity for ppl like me who can't / won't mod (or don't have the inspiration for more than a few components) to have a go.

Val
November 30th, 2001, 05:12 PM
I think it would be fun, though I am a little busy right now, I'd still take the time to grab the mod when I could. The mind boggles at how insane this could become.

ZeroAdunn
December 2nd, 2001, 07:58 AM
And so it begins:

Here is the innitial upload
1007272545.zip (http://forum.shrapnelgames.com/newuploads/1007272545.zip)

Once you are done with it you can upload it again through the scenario archive, the upload file link should be to the left side of the screen when posting a new message. Then make a new message here with the link on it.

Rollo
December 2nd, 2001, 01:40 PM
The zip doesn't work. It's somehow corrupt.

I had the same problem with the TDM-Mod, btw. Maybe the uploads don't work correctly. (Just guessing here).

Rollo

dumbluck
December 2nd, 2001, 01:45 PM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Rollo:
Maybe the uploads don't work correctly.<hr></blockquote>

*sigh* And they went and got my hopes up, too.... http://forum.shrapnelgames.com/images/icons/icon9.gif

[ 02 December 2001: Message edited by: dumbluck ]</p>

ZeroAdunn
December 2nd, 2001, 08:14 PM
Ok they say they fixed the problem, so here is the upload again:

1007316835.zip (http://forum.shrapnelgames.com/newuploads/1007316835.zip)

Have fun!

Richard
December 2nd, 2001, 08:22 PM
Please post the links and such in the forum and discuss here please. Otherwise most folks may miss the mod.

ZeroAdunn
December 2nd, 2001, 10:25 PM
And don't forget to post if your the one working on the mod at the moment. Don't want to have two people working it at the same time.

dogscoff
December 4th, 2001, 04:19 PM
OK, let's kick this off:

!I got it!

And I've made my changes... but I'm not allowed to upload. Tell you what, next person to shout "I got it" on this thread, include your email address and I'll mail it to you. Then you can post here when you're done and report the changes you've made, ready for the next shout.

Anyway, I'm a complete noob when it comes to modding so I kept my additions modest:
I added a "Research" Tech Area. No prerequisites. (Space flight / colonisation didn't seem appropriate.)
I then added 3 minor research facilities: campus (I), college (II) and university (III). University also provides a reproduction bonus from all those frisky students=-) It might be cool to leave bonus that out of higher level research facilities, so the player isn't so sure about upgrading, but hey - that's up to you lot.

Oh, and I may have noticed an error in the facility file, but being inexperienced in these matters I could be wrong: The urban centre lists 4 abilities but the field only says it has 3.

Sorry if I bent the rules, but I wanted to get this great idea rolling.

ZeroAdunn
December 4th, 2001, 10:05 PM
I'm gonna try and keep this moving by saying:

"I got" -ZeroAdunn@hotmail.com

While a violation of the rules am going to leave the research tech in, as I think it is appropriate, however the tree should grow off these two from now on.

[ 04 December 2001: Message edited by: ZeroAdunn ]</p>

ZeroAdunn
December 5th, 2001, 11:12 AM
Here it is. 1007542853.zip (http://forum.shrapnelgames.com/newuploads/1007542853.zip)

I had to do some changes. Dogscoff you had the start level for your research set to 3, so if I started a game I would get that at max level to start.

I added one more base tech "Planet utilization: The science of utilizing planets" and made it a prerequisite for research.

I slightly moded your research output to show the slower progression I was going for. (this is so we can have more unique facilities and components)

Val
December 5th, 2001, 04:21 PM
Got it!

Val
December 5th, 2001, 06:03 PM
Ok, let me in on the secret, how did you upload the file???

Rollo
December 5th, 2001, 06:47 PM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Val:
Ok, let me in on the secret, how did you upload the file???<hr></blockquote>

Go to the Mod section.
Post reply.
There is an upload button on the left side beside the space where you type the text.
After uploading and posting you can link to the file here (not really necessary).

Rollo

Val
December 5th, 2001, 06:57 PM
1007571303.zip (http://forum.shrapnelgames.com/newuploads/1007571303.zip)

Ok, there it is. I added satellite tech, but really low end. Keeping with what I understand from the rules, I have also only added a basic satellite component, so what the satellite will be used for remains a mystery for now http://forum.shrapnelgames.com/images/icons/icon12.gif

Thanks Rollo, I hadn't realized you could upload "over there" without actually needing to post.

[ 05 December 2001: Message edited by: Val ]</p>

Rollo
December 5th, 2001, 07:08 PM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Val:
&lt;snip&gt; Thanks Rollo, I hadn't realized you could upload "over there" without actually needing to post.<hr></blockquote>

Oh, you can? I didn't know that, either http://forum.shrapnelgames.com/images/icons/icon12.gif .

Rollo

ZeroAdunn
December 5th, 2001, 07:42 PM
I got it

ZeroAdunn
December 5th, 2001, 07:54 PM
Here it is: 1007574818.zip (http://forum.shrapnelgames.com/newuploads/1007574818.zip)

The Mod finaly gets weapons!

Everything looks to be going well, keep up the good work!

dogscoff
December 6th, 2001, 03:54 PM
1007646574.zip (http://forum.shrapnelgames.com/newuploads/1007646574.zip)

Ready for the next participant. Guidance systems tech area and a few little seekers put in.

Feel free to add more levels to guidance if you want to.

This new file upload method is wierd. Think I might have uploaded the file twice. D'oh!

Val
December 6th, 2001, 06:56 PM
Got it!

Captain Kwok
December 6th, 2001, 09:00 PM
How is this mod working? Do I just add things to it and post it again?

I have a nice little component called Engineering that performs minor repairs (2/turn), reduces maintenence cost (-10%) and acts like an auxiliary control and self-destruct device...I find it pretty useful and I would like to add if possible...

Val
December 6th, 2001, 09:06 PM
With the advent of Orbital Construction and larger ship sizes, citizens (and the military) have turned their eyes toward the rest of the solar system.

OutOfControl.zip (http://forum.shrapnelgames.com/newuploads/1007665503.zip)

I have added Intra System Hull Tech (small ship hulls - 100 tons or less), Bridge, Life Support, Large Rocket Engines I-III (as they are extensions of fighter techs) and Crew Quarters (gotta spend the off hours somewhere).

I also updated the Update.txt file with changes that have been made since Dogscoff started it and fixed some typos in the Weapons & Guidance Systems (the Tech Area Req were all labeled 1 instead of 1 & 2).

ZeroAdunn
December 6th, 2001, 09:08 PM
It is still to early to have components that are that powerfull. Give it a few days or so. In the mean time add some other stuff! What I have now is just a basic text file with stuff I will eventually add, once I feel the tech level of the mod is in the right place I will cut & paste it. I find this is a good way to get components ready. And shortens the time I need to keep the mod when I download it.

Val
December 6th, 2001, 09:10 PM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Captain Kwok:
How is this mod working? Do I just add things to it and post it again?

I have a nice little component called Engineering that performs minor repairs (2/turn), reduces maintenence cost (-10%) and acts like an auxiliary control and self-destruct device...I find it pretty useful and I would like to add if possible...<hr></blockquote>


Simply Post "Got it" (or something to that effect) and then you are allowed to make modifications based on the rules included within the ZIP. Then post the file back up here for someone else to grab and modify. Now that there are ships in the game, your Engineering component would be usuable, though you may want to add a "companion" tech area for it.

Captain Kwok
December 6th, 2001, 09:28 PM
okay...that sounds cool.

BTW, the engineering relies on ship construction I, propulsion I, and repair I tech levels...

ZeroAdunn
December 6th, 2001, 10:34 PM
Hey captain, this mod is a complete rebuild of the data files. None of the old tech still exists. We are slowly working form low tech to high tech. You shuold download the files and check it out.

jimbob
December 6th, 2001, 11:04 PM
OK, now this is just a very cool idea!

I will definitely, absolutely be doing some stuff for this mod. Just got to put on my "super low-end techs" thinking cap.

dogscoff
December 7th, 2001, 02:37 AM
I got it!

Hey this is fun=-)

ZeroAdunn
December 7th, 2001, 07:52 AM
Well anyone going to do an update or we just going to chit-chat?

Urendi Maleldil
December 7th, 2001, 09:20 AM
Can we add racial techs?

ZeroAdunn
December 7th, 2001, 10:55 AM
Sorry no.

ZeroAdunn
December 8th, 2001, 12:22 AM
I've got and I've made my changes.

1007763685.zip (http://forum.shrapnelgames.com/newuploads/1007763685.zip)

Added tech area: Defense Systems
Added comp: Titanium Armor I II III

ZeroAdunn
December 9th, 2001, 01:56 AM
&gt;&gt; Bump

Come on any one want to give it a go?

Urendi Maleldil
December 10th, 2001, 06:20 PM
I will as soon as I get some extra time. Prepping for finals week is eating it all up.

Krsqk
December 11th, 2001, 05:43 PM
I got it--changes made.

Edit tech level--Guidance Systems now max level 3.
New component--Combat Radar I II III.

1008085900.zip (http://forum.shrapnelgames.com/newuploads/1008085900.zip)

BTW, are edits like that w/in the rules? I didn't want to start a whole new tech area when that one fit so well, and it was max level 1.

[ 11 December 2001: Message edited by: Krsqk ]</p>

ZeroAdunn
December 12th, 2001, 06:36 AM
Yes, edits like that are within the rules, and encouraged!

ZeroAdunn
December 17th, 2001, 01:56 AM
Oh no, second page, this calls for a bump...

ZeroAdunn
December 31st, 2001, 07:22 PM
1009819321.zip (http://forum.shrapnelgames.com/newuploads/1009819321.zip)

I've got it and I've made my changes.
I've decided from here on in we will be using to neostandard hullsizes. (just for more variety)

I've decided to go slack on the rules, you can now add several tech areas and components Groups and what not, they just all have to be linked somehow.

This is the Last update I will be forcing, if it dies after this it dies.