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Accueil » news » forums » Space Empires V » Space Empires V General

Battlestar Galactica mod?

Soumis par dlagace80 le Lun, 2006-11-13 13:19 Space Empires V General

Ok, I don't know much about modding and I haven't gotten far enough in to know, but there should be a way to make a Galactica mod, correct? You'd probably need to create an immensely large ship size that could hold tons of population and fighters. You'd have to either make that ship somehow produce enough resources (is that even possible?), supply (solar collectors), and ordnance (ordnance vats) to just cover its own needs and that of a few support ships. The support ships would have to include a couple colonizers, troop carriers, etc. You couldn't have there be any shipyards on any of the ships, but definitely repair bays. The key would now be to have a huge galaxy with almost no livable/colonizable planets. Is there a way to mod the galaxy or is it always random? The point would be that there would just be a couple useful planets (maybe have lots of mineable asteroid belts?) and you would spend lots of time running with a few major battles and lots of feints and ripostes. Also, once ruins become fixed that would help with technology. Is there a way to have derelict ships sitting out there with no crew? That would emulate the finding of the other Battlestar that Apollo commanded (what was it called again?). I might try to do work my way through doing this if someone thinks its possible. Any ideas what the sticking points would be? If there is now ay to mod the galaxy map then I think this is probably undoable. Thanks guys!

‹ Clearing Way Points...how? Changing settings in a saved game. ›
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map editor

Soumis par dlagace80 le Lun, 2006-11-13 21:15

Ok, so I realized I need there to be a map editor before I can even think about doing this. Does anyone know if that might be forthcoming? Also, I'm not sure I can make the AI (Cylons) aggressive enough to chase me all around creation or if they would just settle the one or two colonizable planets and not bother with me. Also, would the game consider me to be defeated with no planets?

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much simpler, make it a

Soumis par jeremy le Lun, 2006-11-13 21:25

much simpler, make it a scenario:

carrier, two remote miners, a colony ship.

Use a small ancient galaxy, and give the cylons a half-dozen worlds.

Start the colonials out with some fighter tech, some point defense (galactica's gotta have flak cannons after all), and some decent missile/DU cannons.

That should about do it.

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more thoughts

Soumis par jeremy le Lun, 2006-11-13 21:57

If the cylons are given, say, six basestars to start, along with five fully built worlds, and the AI is coded to abjectly hate humans...well, things should work out just fine.

the TV show can't be completely like SE5, because the galactica and pegasus and following ships all had jump drive, which SE5 doesn't have. But I played a similar game to this by strictly eschewing energy weapons and shields. I research Depleted uranium cannons, missiles, armor, defenses, sensors and fighters.

I'm trying to track down some instructions on how to make a mod right now.

You could actually start the scenario with the colonials having 12 worlds and master computers, and just give the cylons "computer virus" weapons to take out the defenses.

just some thoughts...

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Ok, all good ideas

Soumis par dlagace80 le Lun, 2006-11-13 22:21

But I'm not even sure how to create a scenario. I'm looking at Captain Kwok's Balance Mod to see what all the files actually do. The text files are easy to create, but the .csf script files are proving much more difficult to read. Kwok, if you are out there, any advice?

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Image de Captain Kwok
Mod Designer

AI Scripts for Balance Mod

Soumis par Captain Kwok le Mar, 2006-11-14 00:34

The .csf are the compiled script files. My Balance Mod page has the source scripts for v0.95 of the Balance Mod posted - those you can read with any .txt editor.

-----

Space Empires Depot | SE:V Balance Mod

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Excellent

Soumis par dlagace80 le Mar, 2006-11-14 07:17

Ok, thanks a ton. I'll check it out. Do I need to download a program to compile them after I create them? I'm hoping there is a free one somewhere.

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Re: Excellent

Soumis par TrXtR le Mar, 2006-11-14 07:43

the compiler is in one of the directories where seV installed. sorry dont have it with me, so wont remember.

Maybe you can create a hidden plannet or something, that would help by not giving them anything. And then you could even give them caprica, and make it close to destroyed or something (innevatblebleble)

Smiling Just my thoughts, cause I would die of pleasure if you make this.

If it's possible to make an object change your position, maybe it's possible to create a jump drive?
I dont think you'd be able to make do it during tactical combat thouhg, and one of the things that's kept the battlestar alive was being able to get away in the nick of time when the jumpdrive was available.

Lots of empty space Smiling To make that empty feel.

I'm bummed still about the water... that was a serious issue that never got resolved though Smiling (s1e2?)

anyways Smiling Hope you do this Smiling You allready have a fan boy.

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Scenarios

Soumis par sander le Mar, 2006-11-14 07:50

How can I do a scenario?
Thanks

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Mod Designer

Saving some work

Soumis par Bugbear le Mar, 2006-11-14 08:37

In SE4 there was a monster mod. They had no planets. Maybe looking at a SE4 mod would help. Anyone remember the name of that mod?

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checked out Kwok's files

Soumis par dlagace80 le Mer, 2006-11-15 12:52

Thanks Captain Kwok, I did check out some of your uncompiled text files. I can see how it works, but it's a bit above and beyond me at this point. I'm also thinking it might make sense to wait until the map editor comes out somewhere down the line. I'm also not sure that we can make the AI aggressive enough to chase down the human player. Maybe if there are almost no colonizable planets it will work though. Anyone good at modding interested in doing any of this? I can certainly do some, but there'll be some growing pains.

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