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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

GidMod

Submitted by Gideon on Thu, 2007-10-04 13:42. SE:V MODs

I'm baaaaack...

My hiatus from modding SE5 is almost over. This week/weekend I'm going to start working on the next version of my mod. I'm glad I took a break, as it helps me avoid burnout AND allowed for several patches to be released that I don't have to struggle with incremental updates for.

I will be delaying release of it until after the NEXT patch.

Planned new features include:

More in-depth espionage success calculations (details will be posted with the new version).

New AI ship design and construction logic (breaking ships down in to more types than "Attack Ship", with different races favoring different design schemes).

One or two minor tweaks to ship construction options.

Future changes:

Likely -

Implementation of the Null Space tech tree.

I'm going to have to set up a couple weapons, and a building tech or two, but I have an idea of how this will work. Will be implemented on the Sithrak.

Likely, but a ways off -

I would like to add more ship sets (what I wanted to do in the first place...oy). It'll take some time to familiarize myself with Blender, but the results should be worth it.

Possible, but a ways off -

Serious changes to the Political/Treaty system.

Still in the conceptual stage, but this area needs to be expanded towards the goal of it being almost a sub-game by itself. It will probably not be QUITE that complicated, but I'm going to get as close as possible.

‹ Rescripting the AI for a modification to the Balance Mod... Question about effects / blend types ›
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groovyfishguy's picture

Re: GidMod

Submitted by groovyfishguy on Thu, 2007-10-04 18:37.

New ship sets would be groovy Smiling

Groovy Baby Yeah!

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