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-   -   Governments Mod (http://forum.shrapnelgames.com/showthread.php?t=31715)

President_Elect_Shang November 8th, 2006 09:06 PM

Governments Mod
 
1 Attachment(s)
EDIT: File updated to version 0.11

Ok here it is; based on Kana’s suggestion I am turning this out as a Governments Mod to SE5. There are 31 governments but technically two are duplicates. They have different names and slightly different concepts. I felt it was important to add them for role playing purposes!

(Commentary edited to "get to the point".)

frightlever November 11th, 2006 08:05 PM

Re: Governments Mod
 
Wanted to try it out but couldn't get a game to start after two trys. Standard game is starting fine though. There was an error message I should have written down about unknown goverment type Tyranny for Amon'krie. Ish.

Phoenix-D November 11th, 2006 09:51 PM

Re: Governments Mod
 
Sounds like PES removed some of the default governments and didn't change the AI files. That'll have the game freaking out when the AI picks a government type that doesn't exist. http://forum.shrapnelgames.com/images/smilies/happy.gif

President_Elect_Shang November 12th, 2006 02:41 AM

Re: Governments Mod
 
You’re right and I have moded those back in. I created this for use in my mod so the default governments weren’t needed. It wasn’t until I was done with the file that Kana suggested releasing it as a mod to give others a government template of sorts to work off. I have added them back in so there should be no problems now.

Updated to v0.11 download link in original post.

frightlever November 13th, 2006 04:32 PM

Re: Governments Mod
 
Heh, that sorted it out. I like the expanded Govt types for RP reasons. I also hate Intelligence. (there's a custom made quote for you.)

President_Elect_Shang November 15th, 2006 12:27 AM

Re: Governments Mod
 
The RP aspect was the main motivator behind making all of these. There is nothing like watching a Hive mind and a Machine Species clash!

frightlever November 15th, 2006 05:40 PM

Re: Governments Mod
 
Heh, the difficulty for me was choosing between those two. I went Machine species and dubbed myself the Insectobots...

Interesting but I'm still suffering from the turn times. Obviously yeah I know. I meant to go small but forgot. Fix the turn times and I'd say my problems with the game have gone. I like so much else about 1.13. But seeing stuff like Kwok's balance mod and this Government tweak (which I like but imagine it with the balance mod or similar...) so soon after the disastrous launch have given me more confidence in the game.

President_Elect_Shang November 15th, 2006 06:19 PM

Re: Governments Mod
 
You can combine this with Kwok’s Mod if you want. All you have to do is point to the folder the Governments Mod is in; copy and paste the Governments.txt file into the data file of the Kwok Mod. It will ask if you want to overwrite so just click yes. It won’t screw the Balance Mod up any.

From a role playing point of view I sort of prefer the Imperial Monarchy. The point spread is more “generic” than either the Hive or Machine (or its clone the Cybernetic) though. If you really want to get wild check out the Rigid Democratic Socialism; in my opinion that is about as hard core RP as you can get.

As for bugs I think patch 1.13 broke more than it fixed. Either way I can’t complete the Mod this Mod is part of until MM fixes a few of the more subtle bugs a player doesn’t know they are seeing. Bugs such as abilities that should be there for a modder to use but aren’t.

Edited in:
Quote:

frightlever said:
Heh, the difficulty for me was choosing between those two.

You should have taken the Cybernetic, same abilities as the Machine but partly organic. Think Borg Bug fusion and RP that!

frightlever November 15th, 2006 07:52 PM

Re: Governments Mod
 
Ack. I looked at cybernetic but something made me veer away.

Actually I remember what it was - I play insect races and just figured that I had a choice between the full on hive mind or the machine "hive".

Hey that's what RP is all about.

If this turns out to be the basis of an Intel lite mod then I'll defintely give it a shot.

President_Elect_Shang November 15th, 2006 08:27 PM

Re: Governments Mod
 
I’m not sure how I could work intel into the file without a major redistributing of the points. It may look like madness but there is a plan and government “scoring” system that I used to create this mod. I never included intel since I have a major problem with intel in any game that involves different species and travel through warp points. Intel is just too “Human” of a notion for me to blandly accept. Then again I am playing a game that uses three abstract resources to build a star spanning civilization. And I am making a mod that gets even more abstract than that! I suppose if enough people asked for intel to be included I would be willing to do the work.


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