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

Stargate Mod.

Image de dwiebe18
Soumis par dwiebe18 le Jeu, 2006-09-28 23:10 SE:V MODs

To quote myself.

dwiebe18 wrote:
I would like to see a mod where a starbase works almost like a stargate so to speak, the wormhole is one way 1 time travel, and has to be reopened again from the other end to go back. And this would be done between the 2 starbases. There wouldn't necissarily be the need for naturally occuring wormholes, as the starbase is not necissary for recieving the wormhole only opening it. Open send in a colony ship with a supply ship or something like it set up a colony and creat the second starbase for 2 way travel and so on.

This would require being able to target the open wormhole device when creating the new wormhole, for example in SE IV I would have like to be able to target a warp point from sector 6,6 in System A, to secotr 6,6 in system B.

The warp point manipulation tech would have to be modified so as not to require movemnet to operate. And resised so as to require a mount on a base to be put on a base only.

I suppose I could live with merely learning to anticipate which sectors to use to get the wormhole to come out in the same place every time, if thats even possible in SE V.

Im not even sure it would be possible to target the warp point though, im no modder yet and it seems even to me like that would be difficult to implement without getting into the barebones of the game itself.

How possible is this?

If you have any ideas or suggestions let me know. This is the mod I plan on working on for myself. so if all you experienced modders would help me out by giving me a helping hand as far as what might be possible and what might not that would be cool.

‹ GUI program for editing AI scripts Any way to filter Availability list besides Tech Level or Vehicle Type? ›
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Image de dwiebe18
Mod Designer

Stargate Mod.

Soumis par dwiebe18 le Ven, 2006-09-29 15:51

2 questions.

First, are warp points still able to stack in SE V?

Second, If they are would it be possible to make it so that the warp points can only be opened in 1 sector of the system map?

______________________________________________________________
Interdum feror cupidine partium magnarum Europae vincendarum
Sometimes I get this urge to conquer large parts of Europe.

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are we talking an actual stargate(like the movie) mod here

Soumis par rukoth le Ven, 2006-09-29 20:48

i'm afraid i have no information or answers to offer, but i like the idea, more than that, i'd like to see an actual stargate mod, as in stargate the movie and tv series, atleast as much of one as there could be. i'm sure certain elements would have to be left out, like the ancients and the ori, maybe the wraith could be brought in( a race that feeds on other races poses interesting situations from a playing standpoint, even if they are forced to be an npc type monster)

a thought, could you have special circumstances, for instance say gating into a system with a black hole might have very bad, or atleast unexpected consequences?

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Mod Designer

Yes, I mean like the movie

Soumis par dwiebe18 le Sam, 2006-09-30 01:47

Yes, I mean like the movie and tv show. And I do realize that it must still be done within the confines of SE V, like the fact that starbases would have to be used for thew gates. I do want to include the ancients, but only in a manner of speaking. Leftover peices of technology, a base ship for example wouldn't be a small base ship it would be the atlantis class cityship and would be prohibitivly expensive to build and maintain but would also be very formidable. There would also be ALOT of reasearch involved in getting to that point as well. And yes a blackhole would be very bad for all but the most advanced ships.

The Ancients - Most like would be very much the same as in the series. Aside from the obvious issues in trying to have a race of Ascended beings. Which really isn't a problem as the ancients in the series, didnt really do much of anything at all ever. Mostly its just leftover peices of tech here and there. Which could be implemented in the form of ruins.

The Asgard - would probably be a playable race as they are still physical beings, all though much much more advanced than the Tau'ri(Us).

The Goa'Uld - Playable race, probably centered mostly around planet capture troops and the like.

The Tau'ri - Aside from the obvious balance issues we of course would be able to play them as well. There would have to be some creative advancement as far as they go, even as they are now in the series they are still somewhat less advanced than everyone else.

The Wraith - Im not entirely sure how they would be implemented. The easiest way would be maybe a HIGH organic maitenance cost to convey the need for human food stuffs. Otherwise playable.

The Knox & The Furlings - Both would require some very creative thiking as we havent seen much of either of these races and to be honest have only actually heard of the Furlings. And that only in passing. The Knox maybe a very stealthy race with small but potent ships and tech? And they were peaceful to the point of letting themselves be destroyed if it came down to it, so there would be some storyline deviation there as well.

The Tolan - I would like to include them as well, I always liked those inherintly arrogant, self righteous, pricks lol. Aside from that they were quite advanced but again I know little of their tech aside from their ability to construct a stargate, and their planetary defences.

I have to give it all alot more thought but however much I have to modify the actual stroy I will still make some sort of mod based around stargate.

Now all I gotta do is learn to mod. LOL
______________________________________________________________
Interdum feror cupidine partium magnarum Europae vincendarum
Sometimes I get this urge to conquer large parts of Europe.

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can't wait to see what you do

Soumis par rukoth le Sam, 2006-09-30 19:10

no idea how to mod this game myself either.

the limitations of this game i expect will give quite a bit of difficulty. for example the wraith should really just be ship based, on one of their hive ships. maybe start out in orbit around a planet with a neutral and edible population to sustain them till they find another food source. with other hive ships possibly in hibernation, and the ability to hibernate part of your population as needed, but i don't think that would be possible.

o'neill said the furlongs are fury if that helps. really i'm guessing on par with the asgard technologically, maybe a little more, since in the stargate world the more advanced you are, the less you have to do with anyone else, unless you're evil. while you didn't see them, if i'm not mistaken you saw a bit of their architecture atleast in the ep where o'niell and mayborne where looking for what mayborne claimed was a weapons cache, but ofcourse wasn't.

you could do something similar to the recent atlantis story line, have a group of coporeal ancients who were otherwise indisposed for the last few millenia, reemerge to rebuild their empire. you could handicap them with a limited starting population, but in this game that doesn't appear to be much of a handicap. or maybe, if possible, just a warship capable of colonizing a planet, or make them capable of colonizing a single world if it has ruins on it?

a few other races,

were you planning on including the replicators? not my fav

theres also the ashen, those little buggers who come in peace, and sterilize your population when you aren't looking, to let you die off slowly and quietly.

theres also the armoured red guys who took over the sgc, and used devices to make them look like the sgc personel. though all we saw was them, no ships, not even a name as i recall

the reeto? i know i didn't spell that right, but the little invisible terrorists who want to kill all humans so the goauld will have no hosts.

marty's(i thinks) race, the 5 deserters who fled to earth when the goauld attacked their world. he's the one who made the wormhole extreme series. atleast you saw one of their ships.

theres also whoever karen blacks character tried to trade the prometheus to for weapons grade whatever-its-call, naqueda?, but now i'm really reaching, so ill stop. but i just wanted to throw out another actual alien looking race.

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Image de Isopsyco
Mod Designer

Re: Stargate Mod.

Soumis par Isopsyco le Mer, 2007-11-21 09:47

I can help out with the modding bit on WPs: Yes you can target Wps to open in a specific place, every time. WP don't stack in SEV. You can't 'move' or 'transport' WPs on ships. However, for an alternative 'method' you might say deploy your Stargate using ships and bases and you can also gather them back up to 'move' them to another location to be re-deployed.

I do a similar set up in my BSG mod except the FTL drive is my WP device and it stays with the ship and is only open for one turn, its listed as a navigation marker on the screen in game. You could easily change the graphic of the WP to that of the Stargate. You have to tweak your menu commands so they mask the SEV original mechanics behind the WP but its doable.

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Mod Designer

Re: Stargate Mod.

Soumis par Isopsyco le Mer, 2007-11-21 09:49

Oh, and one other point, you can limit the system to only one stargate at a time (would make for an interesting game...), this way no one else can 'dial in' while your using the gate to that address.

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Re: Stargate Mod.

Soumis par Arkonide le Mer, 2007-11-21 10:23

There are some nice ideas here!

The Jaffa could be another race, either as rebels or as a nation, like in the end of the series. The Wraith could be a nomad race, and the replicators from the Pegasus Galaxy would be interesting as well. They would have the mechanoid racial trait, but normal, although advanced, ships.

A balanced mod would eliminate some problems, but I think it would be more interesting to play a game similar to the series, with powerful Asgard shields and not so powerful weapons for the Tauri, for example. One of my favorite battles was that when the Daedalus fought the Hive ships above Atlantis. They couldn't damage them, but the shield was holding long! It would be cool to see the Tauris with more than 2 ships at the same time Smiling

One thing I always thought would be interesting was the ZPM. Suppose the more powerful weapons and shields used a lot of supplies. If there was a way to create a (very expensive) component with lots of supply, but that would not be refilled in a resupply depot, it would look like the one in the series. Maybe it could be a emergency ressuply component. But if it can be repaired, it would be too powerful.

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Re: Stargate Mod.

Soumis par Draco18s le Mer, 2007-11-21 16:43

I think the main problem is that you won't be able to have AI layers. As far as I know, no one has written an AI to deal with warp point technology.

Like the idea though.

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Mod Designer

Re: Stargate Mod.

Soumis par Isopsyco le Jeu, 2007-11-22 11:14

Draco18s wrote:
I think the main problem is that you won't be able to have AI layers. As far as I know, no one has written an AI to deal with warp point technology.

Like the idea though.


I'm tackling that right now, its slow going with the scripting because there are so many options to consider when playing with moving or no WP quadrant but its doable.
I'd be more than willing to give out the script when I'm done so you can mod it to match the SG-1 style since it will be very similiar.

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Mod Designer

Re: Stargate Mod.

Soumis par Isopsyco le Jeu, 2007-11-22 11:19

Arkonide wrote:
One thing I always thought would be interesting was the ZPM. Suppose the more powerful weapons and shields used a lot of supplies. If there was a way to create a (very expensive) component with lots of supply, but that would not be refilled in a resupply depot, it would look like the one in the series. Maybe it could be a emergency ressuply component. But if it can be repaired, it would be too powerful.

This is definetly doable, just some component code and soe empire script code to make sure no abuse use. Just set a script function to search for damaged ZPMs and remove them permanently from the ship inventory so they are truely destroyed or used up.

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Re: Stargate Mod.

Soumis par Draco18s le Ven, 2007-11-23 01:15

Then the problem is building them.

How expensive would the component be? If it's expensive, building a ship with one would be hell and probably not worth it.

I think a way to do it would be that you create a "fake" supplies counter represented by the damage to the ZPM. Such that supplies used would be deducted from the module by giving it damage, when completely destroyed, remove it from inventory.

Soultion?

Give it an ass-ton of structure, hardly any size, moderate cost, couple thousand rads. We want the ship to be built fairly easily. Limit one per ship/etc.

Script wise, it should dole out supplies on a constant basis--if the ship needs them, give it 1000, afterall, the ZPM powers things, right? Then hit it for whatever you think 1000 supplies is to it's structure (1%?)
Your uber-weapons could either cost real-supplies, with the ZPM granting supply regeneration durring combat somehow. Or could do direct "damage" to the ZPM (first checking that it is there and that it has enough structure left).
For taking damage, do something akin to the opposite of crystal armor: make it take TONS of damage when hit.
Anti-repair is the hard part.
I suppose you could have a script that could keep track of its damage and if it ever goes up, change it back.

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Re: Stargate Mod.

Soumis par Arkonide le Ven, 2007-11-23 09:50

Nice, so it can be done. I have not checked the components file, but if change a value in the crystal armor to negative or invert it, it will take a lot of damage instead of reducing it, right?

Is there any way to "find a component" with ruins? That would be the best way to get a ZPM, exactly like they do in Stargate.

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Mod Designer

Re: Stargate Mod.

Soumis par Isopsyco le Ven, 2007-11-23 10:13

Arkonide wrote:
Is there any way to "find a component" with ruins? That would be the best way to get a ZPM, exactly like they do in Stargate.
I don't think you can find a specific component, but you can make specific tech findable as ruins with only one component released from the tech find. Because its a component, you will need to have it on a unit or ship before actually having it.

Unless you make the ZPM a unit type and put the abilities on the size type. For those that play the game more than me, can units give supplies to fleets/ships? If so your zpm would be a unit that would just be put in a cargo hold (or a special cargo component that only takes zpm's).

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Re: Stargate Mod.

Soumis par Draco18s le Sam, 2007-11-24 22:41

If a unit could be utilized to be the ZPM itself, then this becomes much easier, is it possible to "spawn" units via a script?

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Mod Designer

Re: Stargate Mod.

Soumis par Isopsyco le Sam, 2007-11-24 23:50

Draco18s wrote:
If a unit could be utilized to be the ZPM itself, then this becomes much easier, is it possible to "spawn" units via a script?
I haven't cracked that nut yet. So far no, there seems to be now way to spawn units or ships without having one already in existence and changing allegiance. I've played with using an 'invisible' empire to make monsters and other units to appear out of no where and harass the players. Still working that idea.

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Re: Stargate Mod.

Soumis par Draco18s le Dim, 2007-11-25 09:46

Bugger. If only.

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Mod Designer

Re: Stargate Mod.

Soumis par Isopsyco le Dim, 2007-11-25 11:48

another possible method would be to script the cheat codes to assist the empire to make a ship/unit, then take it away for whatever script event you want (currently that is how I'm testing it). Its messy and leaves allot of room for error...

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Re: Stargate Mod.

Soumis par marhawkman le Mer, 2007-11-28 09:43

Hunh... nobody added the Tok'ra or Replicators(either version?) to the list?

Erm... the ZPM issue... you can't find units. you find tech fields. Then you build tech from them. So best case scenario, you script the game so that you can find ZPM tech on a special planet type. Adding it as a "unique" tech wouldn't work as only one race would be able to get it. Spawning it randomly wouldn't work either.

Also what is to prevent you from simply repairing the ZPM? Sticking out tongue

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Re: Stargate Mod.

Soumis par Draco18s le Mer, 2007-11-28 13:05

Quote:
Also what is to prevent you from simply repairing the ZPM?

A event script that checks to see if it's damage has gone up, and if so, deal out the correct damage again.

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Re: Stargate Mod.

Soumis par marhawkman le Jeu, 2007-11-29 18:31

Um... How would it store the "damage" seperately from the actual damage? and more importantly, what is to prevent this fix/break cycle from tying up your repair facilities indefinately?

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Mod Designer

Re: Stargate Mod.

Soumis par Isopsyco le Jeu, 2007-11-29 20:12

marhawkman wrote:
Um... How would it store the "damage" seperately from the actual damage? and more importantly, what is to prevent this fix/break cycle from tying up your repair facilities indefinately?

There is some event storage script functions that will allow this idea, it would be tedious to script the process, but not impossible.

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Mod Designer

Re: Stargate Mod.

Soumis par Isopsyco le Dim, 2007-12-23 20:37

I think I have a method for the Stargate mod. Using WP nullifier ability on a stellar object in every solar system to keep WP from working and also using stellar manip devices until research in a certain stellar map area is reached, once reached it sets of a script code to 'destroy' or deactivate the WP nullifier ability and allows WP travel to that location. This would also allow ruin tech to give tech for other WP addresses.

With an end of event all WP close order, no Stargate stays open for more than a turn. Give the Stargate a unlimited range to any system and each empire has one in there solar system.

I may do this in a quick mod style...

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Re: Stargate Mod.

Soumis par Arkonide le Lun, 2007-12-24 11:10

Good news! Have you found a way to allow the empires to communicate with each other when the warp points are closed?

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Mod Designer

Re: Stargate Mod.

Soumis par Isopsyco le Lun, 2007-12-24 16:48

I haven't tried it yet, but I think I can get some of the racial traits set in so every empire has ancient trait. However, you could always assume that you need a stargate connection to communicate Smiling

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Re: Stargate Mod.

Soumis par Arkonide le Mar, 2007-12-25 10:17

It makes sense, but it would be difficult to have treaties.

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