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Spaceempires.net :: ModWorks Concept Mods :: View topic
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ModWorks Concept Mods

 
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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Sat Jul 09, 2005 8:23 pm    Post subject: ModWorks Concept Mods Reply with quote

I am working on a set of tutorial mods that take advanced modding concepts and provide a concrete implementation of them in an actual mod. The mods will just be stock SEIV + a specific modding concept. The data will be free to use or modify at your heart's content.

So far, these mods are ready for use:



Still planned:

  • Hybrid QNP

  • Leaky Intel

  • Anti-Crew Weapons

  • Regenerative Shields

  • Emissive Shields

  • Scale Mounts

  • Colony Tech Trading Prevention

  • P&N Style Fixed Maintenance

  • Infinite Range Seekers

  • Pollution


What else would be good to add?


Last edited by Fyron on Sun Jul 31, 2005 9:16 pm; edited 4 times in total


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SuicideJunkie
Leaky Guru


Joined: May 28, 2005
Location: Canada!

PostPosted: Sat Jul 09, 2005 9:22 pm    Post subject: Reply with quote

Unit Mounts? (Use same component for ships, troops and fighters)
Non-weapon mounts in general? (Shield scaling, cheap/quality internals, miniaturization tech, etc)

BTW, leaky intel is a free idea. Use is free and encouraged.


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Sun Jul 10, 2005 1:04 am    Post subject: Reply with quote

Could've sworn I posted here already...
Colony tech trading prevention
Alternate maintenance calculation
Use of the templatizer
Infinite range seekers


"Figuring out the UI is half the fun!" - Xintis, fan of both SE5 and WarioWare


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Kana
Space Emperor


Joined: Jan 15, 2005

PostPosted: Sun Jul 10, 2005 7:27 pm    Post subject: Reply with quote

Race Research, IE...how to setup the ability for captured ship tech to be researched, if you don't have that specific racial tech, etc...

Kana


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Fri Jul 29, 2005 12:06 am    Post subject: Reply with quote

We are ready for launch! The launch features 4 Concept Mods for Space Empires IV Gold:



Smarter than your average Texrak.


Last edited by Fyron on Sun Jul 31, 2005 7:34 pm; edited 4 times in total


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sat Jul 30, 2005 1:34 pm    Post subject: Reply with quote

The description for the Space Yard Expansions on its download page is the same as the QNP ones.

When I downloaded the leaky armor mod, the readme.txt file seemed to be corrupted...

Do you think it might be a good idea to collect the modified components to the top of the data file for easier access?


Space Empires Depot | SE:V Balance Mod


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Sat Jul 30, 2005 3:43 pm    Post subject: Reply with quote

It was a bad link.

The readme is not corrupt, it just has Unix style \n newline characters that the vile Notepad is not capable of interpreting. You'd think that Microsoft would have added support for them by now... Wordpad, also free with every copy of Windows, reads both... The funny thing is that all of the readmes are should be like this, but only some of them have problems in Notepad. Anyways, I've updated all of the mods.

I was trying to keep everything as similar as possible to the unmodded game.


Smarter than your average Texrak.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sat Jul 30, 2005 4:12 pm    Post subject: Reply with quote

I wouldn't mind putting together a couple of concepts for advanced cloaking schemes or design lineages.

Space Empires Depot | SE:V Balance Mod


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Sat Jul 30, 2005 4:29 pm    Post subject: Reply with quote

That would be handy. Smile Please follow the same format for the readme files as established in the first ones.

Smarter than your average Texrak.


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Kana
Space Emperor


Joined: Jan 15, 2005

PostPosted: Mon Aug 01, 2005 6:13 am    Post subject: Reply with quote

So these Concept mods are they going to be written up in article format for Modding 101, like QNP, Leaky Shields, and such and added to Chapter 17 ?

Shocked

Kana


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Aug 01, 2005 6:40 am    Post subject: Reply with quote

I suppose they will be since elements of the readme file included with each concept mod has a write up - so it's an easy addition.

Space Empires Depot | SE:V Balance Mod


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Aug 01, 2005 2:34 pm    Post subject: Reply with quote

The docs for most of the ones finished so far came directly from SEIV Modding 101. Wink

Smarter than your average Texrak.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Aug 02, 2005 2:06 pm    Post subject: Reply with quote

The link for the Worker Unhappiness concept mod is not working!

Space Empires Depot | SE:V Balance Mod


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Tue Aug 02, 2005 2:40 pm    Post subject: Reply with quote

Download link repaired.

Smarter than your average Texrak.


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Kana
Space Emperor


Joined: Jan 15, 2005

PostPosted: Tue Aug 09, 2005 5:38 am    Post subject: Reply with quote

How about AI controlled Space Monsters....?

The whole cloaked planet thing...etc...

Kana


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Tue Aug 09, 2005 5:51 am    Post subject: Reply with quote

I think Devnull might already serve as a good proof of concept for space monsters.

Can do planet cloaking mechanisms.


Smarter than your average Texrak.


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SuicideJunkie
Leaky Guru


Joined: May 28, 2005
Location: Canada!

PostPosted: Wed Aug 10, 2005 3:08 am    Post subject: Reply with quote

Feel free to use the intelprojects.txt from CBmod as a Leaky Intel example mod.

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