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icon3.gif  Space Empires V Stars! Mod? Fri, 22 September 2006 12:21 Go to next message
ekolis is currently offline ekolis

 
Petty Officer 2nd Class
Stars! Nova developer
Stars! Nova developer

Messages: 51
Registered: May 2006
Location: Cincinnati, OH, USA

Say, Supernova might be dead, but who says fans of Stars! can't get together and make a Stars! style mod for a highly flexible game engine due to be released next month? I've tried to make a Stars! mod for SE4 but never got very far, but perhaps with the expanded modding capabilities in SE5 we can do it together! If anyone's interested in looking at the data file format, there's a demo of SE5 available. It's pretty buggy at the moment, but hopefully the most serious issues will be cleared up for a release-day patch.

Here's a collection of download links for the demo:
http://www.strategyfirst.com/en/games/SpaceEmpiresV/download s/

You can't actually test out any mods in the demo, of course, but you can make a copy of the data files and fool around with them just to get familiar with them! Wink



Mr. Flibble says...
Game over, boys!

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Re: Statbuilder or Progress Quest Stars! Mod? Fri, 22 September 2006 14:04 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
My memory of space empires III and IV was a quite different game than stars. For example combat wasn't automatic (makes multiplayer more difficult), universe was divided into sectors, no minefields. Space empires imo handled damage in interesting way, damaged ships limped by with less weapons and engines.

However both Stars and space empires can be time consuming. We have lost PicklePea (can't spare the time), one of the semi-finals of championship duel is overdue for finishing, and I recently missed a turn in my game (work extremely busy, slept in when got home).

So perhaps we need a simpler Stars mod based on Statbuilder or ProgressQuest engine. Wink

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Re: Statbuilder or Progress Quest Stars! Mod? Fri, 22 September 2006 14:40 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
multilis wrote on Fri, 22 September 2006 13:04

My memory of space empires III and IV was a quite different game than stars.


A few friends and I bought SEIV. Eric and I went head to head for the first multiplayer game, to get a feel for it. We each built a big fleet, and when we met, we both decided to attack each other. He lost all his ships in the first salvo... We both looked at that combat and said in unison, "That sucked". Never played it again.

Just my opinion, but the combat engine was worthless, everything else was very nice. Has this changed?

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Space Empires V Stars! Mod? Fri, 22 September 2006 16:42 Go to previous messageGo to next message
ekolis is currently offline ekolis

 
Petty Officer 2nd Class
Stars! Nova developer
Stars! Nova developer

Messages: 51
Registered: May 2006
Location: Cincinnati, OH, USA

The combat engine is now real-time, so no more "first player wipes out the second in one shot" silliness - but it's not a clickfest either: you can issue orders while paused! Very Happy Grab the demo, design some ships, run a simulated combat, and find out for yourself if you like it! Wink There are a number of non-trivial UI issues where the interface is less streamlined than SE4, and the demo is prone to crashing on some machines (personally it only happened to me in one particular combat situation) The main game is still turn-based, of course - this is not Homeworld or anything! Wink But it does look a lot nicer with a large 3D rendered hex map instead of the top-down square map...

edit: oh, to address multilis' concerns as well:
There is an automatic combat mode in SE4 and SE5 (not sure if it was in SE3), and multiplayer in SE4 works mainly through PBW, which is very similar to Autohost in its operation. Yes, there are sectors and systems and warp points and whatnot, but in SE5 you are able to change the size of the systems so (theoretically) you could create a custom map consisting of one very large system with no warp points! (The current UI doesn't let you actually zoom in, though, so viewing such a map might be difficult...) SE4 and SE5 do have minefields; they just operate somewhat differently than in Stars!: minefields take up one sector and are typically placed either in orbit of planets to defend them or on the warp points to choke off enemy invasions. But minefields are limited in size so if you really want to defend against huge fleets you will need to put mines in several sectors surrounding the area you want to protect. (This is rarely done in practice, though, as the default minefield size limit is quite high. You can mod it lower, however; I think Proportions Mod does this to make minefields more "realistic".) Damage is quite interesting indeed; components take damage individually, and it's even more detailed in SE5 (ships can run out of ordnance, which prevents them from firing missiles a
...



[Updated on: Fri, 22 September 2006 16:57]




Mr. Flibble says...
Game over, boys!

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Re: Space Empires V Stars! Mod? Fri, 22 September 2006 18:59 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
I suspect that it is impossible to get truely turn based feeling of stars into that SEV. It also seems impossible to make something like SD PRT there. However I may be wrong because its crappy alpha demo there.

Stars! main problem is that it is still time consuming to play it and SEV seems even worse.

Better idea IMO is to:
a) develop freestars into playable. As open source it so open to modding as can be ever dreamed.
b) clone the best tools of stars! around into its client.
c) develop some additional MM reducer AI-s into its client.

The problem seems to be that all universities on our planet are preparing useless java or C# guys. However every room in our planet has minimum 6 devices in it and every device has electronics in it and all electronics has computers in it and C# does not run there at all and java may be used only for limited entertainment purposes (like say on cell phones). If you look into shops then stuff for sale renews completely at yearly basis. Rumours that there are decent vacant and cheap C/C++ developers available in China or India are that ... hype rumours that got only slightly more ground in them than the e-mail that there are millions of dollars lying in some Ethiopian bank for you. Converting a java guy into C++ guy takes minimum 2 years of training. Therefore people who can develop stable things in C or C++ (or both on my case) these days ... are under serious head hunt. All their work time will be purhased and "please sell us few more minutes" begs will stay constant. Rolling Eyes Saying that "i will go to surgery at tuesday and probably recover after it at least for two weeks" (so it goes i am not kidding) had impact of Armaggedon missile. Dead All levels of management ended their meetings, turned off their cell phones and ran together to discuss that disasterous situation. Laughing "May we install all neccessary hardware into your bedroom?" Going insane In such environment one got to use 98% cloaks to hide he is working on open source C/C++ project. Lurking

I wonder why young
...

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Split topic: Re: Space Empires V Stars! Mod? -> Java vs C/C++ Tue, 07 November 2006 05:14 Go to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Kotk wrote on Sat, 23 September 2006 00:59

I wonder why young people want not to learn C/C++?


Java vs C/C++ split off to it's own thread here in the Circular File,

mch,
modaw

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