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Spaceempires.net :: Sky Mod released :: View topic
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Sky Mod released
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ekolis
Virtual Guru


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

PostPosted: Sat Jul 14, 2012 9:20 am    Post subject: Reply with quote

Somehow the prospect of "your daughters may be kidnapped at any time and executed" doesn't seem very happiness-inducing Razz

That's no space station - it's a spreadsheet!


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Sat Jul 14, 2012 3:47 pm    Post subject: Reply with quote

yeah really... There are better uses for nubile young women...

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gurachn
Space Emperor


Joined: Aug 03, 2010
Location: Osaka, Japan

PostPosted: Sun Jul 15, 2012 5:19 am    Post subject: Reply with quote

ekolis wrote:
Somehow the prospect of "your daughters may be kidnapped at any time and executed" doesn't seem very happiness-inducing Razz

I suspect it is more like, "Rejoice, poor farmer, your daughter has been selected to join the Old ones in paradise. She will serve the gods in eternal bliss and your family will be eternally honored and rewarded.
Even more important, the gods will be satiated and bring happiness and prosperity to the whole of the empire!"


SEV Visual Mods:
Black UI
Reduced Size Shipsets


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Skyburn
Space Emperor


Joined: Mar 12, 2008

PostPosted: Mon Apr 29, 2013 7:32 pm    Post subject: Reply with quote

I'm putting Sky Mod into cold storage. I may return to it at some point, but done for now.

The latest version is here if you want to try it: http://files.spaceempires.net/user/2047/Sky_Mod_DevCopy.7z

I haven't cleaned it up for release but it does mostly work. Creatures and energy beings sorta work, but I didn't finish them and balance is still way off. I added a few more things after 0.6 Alpha-2, but I forget what they are. If I can find the change log I'll post it to this thread.


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Skyburn
Space Emperor


Joined: Mar 12, 2008

PostPosted: Thu Nov 28, 2013 4:23 am    Post subject: Reply with quote

Link: http://files.spaceempires.net/user/2047/Sky_Mod_v0.6.7z

SE5 MMP: http://mmp.spaceempires.net/download.php

Version 0.6 of Sky Mod is finally available. Extract to your SE5/GameTypes folder. The Component Pack from the MMP is required. This version is not compatible with savegames from older versions, including the 0.6 Alpha versions.

The latest version adds and changes quite a lot from v0.57. If you tried any of the Alpha versions you'll recognize many of the changes. Note that you no longer need to manually create AI players.

The biggest changes are below. A complete change list is here: http://files.spaceempires.net/user/2047/Sky_Mod_0.6_change_list.txt.7z

Code:
1. Added - AI Players and NeoNeutral AIs
2. Changed   - Only one of each monument type can be built per empire
3. Changed   - Super Industrial Facility is now an upgrade for Industrial Facilities
4. Changed   - Monsters are less powerful
5. Added      - Creatures, Energy Being, and Scavenger culture types
6. Changed   - Domed planets now have ½ facility space of breatheables
7. Fixed      - IGBMs would not attack planets if ship was not in sector
8. Added      - Adaptation Tech is now functional
9. Changed - Worldships improved
10. Added      - Scenario builder


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Skyburn
Space Emperor


Joined: Mar 12, 2008

PostPosted: Fri Dec 13, 2013 1:29 am    Post subject: Reply with quote

I'm noticing some issues with Adaptation. It looks like component abilities are set when a ship design is made, so changes in adaptation tech don't actually work. Annoyingly, the changes usually display fine on the actual components. Anyone have any suggestions?

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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Sat Dec 14, 2013 9:00 pm    Post subject: Reply with quote

Hmm... I'm not sure it can. At least for components. Hulls seem to work. One thing I noticed in Warp 10 was that Megascalar construction would increase the size of weapon platforms I'd already built. Passive hull stealth values seem to work the same way. But components? those seem to be different.

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Skyburn
Space Emperor


Joined: Mar 12, 2008

PostPosted: Tue Jan 07, 2014 3:50 am    Post subject: Reply with quote

I've done some testing, and hull ability that changes ship maintenance is definitely working. Maybe assigning modifiers to the hulls instead of components is the way to go.

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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Tue Jan 07, 2014 9:09 pm    Post subject: Reply with quote

Yeah, the developer seems to have forgotten to finish certain parts of the code, and some abilities that LOOK like they should work really don't.

Such as comets and destroyed stars, I still haven't figured out how to spawn a comet, and destroyed stars actually become stars after you spawn them. They are useful for spawning special stars though. The game does do the checks for whether something is a star or destroyed star BEFORE spawning it, it's just that the spawn process results in a star. In Warp 10, I have some special system types that spawn a random destroyed star, and those don't get used elsewhere.

But I digress... It's frustrating, but test everything! Weird things can happen...


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Skyburn
Space Emperor


Joined: Mar 12, 2008

PostPosted: Sat Mar 29, 2014 9:59 pm    Post subject: Reply with quote

http://files.spaceempires.net/user/2047/Skymod_v0.61_patch.7z

This patch corrects some issues with Creatures and Energy Beings. Extract to your Skymod v0.6 folder.

Code:
1. Fixed   - Creature weapons not targeting orbs or pods
2. Changed   - Increased reload time of Pacific Tide to 60 seconds
3. Changed   - Creature brains store supplies
4. Changed   - Reduced power of Creature Beam Long
5. Fixed    - Descriptions of restrictions on Eyeball 5 and 6 were incorrect.
6. Added   - Supply consumption warnings on all Energy Being weapons


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Skyburn
Space Emperor


Joined: Mar 12, 2008

PostPosted: Sun Apr 13, 2014 3:32 am    Post subject: Reply with quote

I'm working on a 0.62 patch to take care of some more bugs. After that I'll mess with fixing adaptation.

I've done some testing with Cities that can only be added by scripts, which is what I originally wanted for them. The only way you can add a facility to a construction queue is if that facility is in your regular build list. So it isn't possible to add a "special" facility that's only added via script.

There was an idea floating around a few years ago about adding a fourth resource somehow via event script. Anyone remember how this was supposed to work?


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