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Home » news » forums » Space Empires V » Space Empires V General

changing a mod(IRM in paticular)

Submitted by evader23 on Mon, 2007-02-05 10:38. Space Empires V General

What are the rules on that. I want to make a mod. I have been playing IRM mod for a couple of days

I think it is a good start. That basic mod plus some of my ideas would make a cool mod

Can I start with IRM mod it and submit here or do I have to start from stratch

Any thought espicaly from the person making IRM would be appriected

‹ Fighters -- the ultimate SE5 weapon in Stock or BM =( Babylon 5 Earth Alliance ship set ›
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Re: changing a mod(IRM in paticular)

Submitted by evilginger on Mon, 2007-02-05 11:29.

I am sure Falen Haven would be only to pleased to help I would drop him a PM if I where you Moding For SEV is a cooperative project

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Psieye's picture

Re: changing a mod(IRM in paticular)

Submitted by Psieye on Mon, 2007-02-05 11:38.

IRM itself borrowed code from BM. CaptainKwok shared coding inspirations with Maran and Fallen Haven. There's a reason why Fallen Haven's put his AI scripts as open source bundled with the mod itself.

Naturally, the polite thing to do would be to discuss with the relevant people first and to include them in some sort of "Credits to..." document/.txt/mod-definition/something. But you certainly shouldn't start from scratch.

Heck, I always immediately edit the Settings.txt of BM (and now IRM) as soon as I get it to tweak it to my personal tastes (e.g. much more Near Miss and Critical hits). AI adjustment is currently beyond my skill set (and I've too much to do to learn the programming language) so there's a limit to how much I can tweak in the data files but I take it for granted that this is an open source project and everyone's trying to get the most out of the game in their own way.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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I don't mind if my code is used...

Submitted by Fallen Haven on Mon, 2007-02-05 16:24.

I follow the philosophy of the open source, i don't mind using someone else code or if someone use mine. I don't understand all the game code and obviously someone is going to figure out things i haven't, or find a better way to code something i did. What's important to me is the end result, not the pride of having coded something that no one else can use...

We can do great things if everyone pool their knowledge to make this game better.

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Re: changing a mod(IRM in paticular)

Submitted by Kato on Tue, 2007-02-06 10:22.

Actually, I've downloaded your IRM mod, FH, and I have to say that I'm quite impressed. You did a LOT of number-crunching and re-balancing. Kudos all around!! Smiling

I'm taking you up on your invitation and have already begun doing some modding. The hardest part is being meticulous about recording all the changes I make. I know that someday you'll come out with an update and I'll have to port over my changes if I'm to "stay current". Thanks to you and the Captain for such fine work! Smiling

"Do not be too proud of this technological terror you've constructed." - DVader

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Re: I don't mind if my code is used...

Submitted by evader23 on Tue, 2007-02-06 13:33.

Fallen Haven wrote:
I follow the philosophy of the open source, i don't mind using someone else code or if someone use mine. I don't understand all the game code and obviously someone is going to figure out things i haven't, or find a better way to code something i did. What's important to me is the end result, not the pride of having coded something that no one else can use...

We can do great things if everyone pool their knowledge to make this game better.

Thanks for that I have begun working on it and when I release it as a mod itself(hopfully version 1.0 will be ready monday(besure to download it and let me know what you think)) I will be sure to give you credit for the work you have done up to that point

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Re: changing a mod(IRM in paticular)

Submitted by Fallen Haven on Tue, 2007-02-06 15:28.

Kato wrote:
Actually, I've downloaded your IRM mod, FH, and I have to say that I'm quite impressed. You did a LOT of number-crunching and re-balancing. Kudos all around!! Smiling

I'm taking you up on your invitation and have already begun doing some modding. The hardest part is being meticulous about recording all the changes I make. I know that someday you'll come out with an update and I'll have to port over my changes if I'm to "stay current". Thanks to you and the Captain for such fine work! Smiling

I have a new release comming, probably today. It fix a few game ballance issue, fix some ai flaws i had introduced in the last few versions and make the minister works with my mod. This should make my mod a lot more fun to play.

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Re: changing a mod(IRM in paticular)

Submitted by Fallen Haven on Tue, 2007-02-06 15:46.

Kato wrote:
I'm taking you up on your invitation and have already begun doing some modding. The hardest part is being meticulous about recording all the changes I make. I know that someday you'll come out with an update and I'll have to port over my changes if I'm to "stay current". Thanks to you and the Captain for such fine work! Smiling

Yeah, the meticulous recording of changes can be a real pain, especially if you make lots of changes at once then start removing them because they cause problems. Also you need to add comments (in scripts) where ever it's possible to let people know what you did or help yourself when you try to fix a bug.

At the rate i make changes and the size my mod has become, it's quite hard to keep track of all the changes...

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Re: I don't mind if my code is used...

Submitted by edge1218 on Mon, 2008-03-31 18:58.

Fallen Haven wrote:
I follow the philosophy of the open source, i don't mind using someone else code or if someone use mine. I don't understand all the game code and obviously someone is going to figure out things i haven't, or find a better way to code something i did. What's important to me is the end result, not the pride of having coded something that no one else can use...

We can do great things if everyone pool their knowledge to make this game better.

FH, wish everyone did that. I can't recall how many of the recently released mods include versions of the Main scripts. Not all do...guess some feel the need to keep it under wraps. Liked your mod though and appreciate that openness.

Was a nice touch on the Crimson Mod as well that it made available a rar of the script files in text form...very cool. Being able to see the logic is a great way to learn.

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