View Full Version : (Devolpement Thread) SPORE: Intergalactic Colonization


GK1823
Oct 03, 2009, 05:00 PM
http://i559.photobucket.com/albums/ss36/goober09/th_Civ4ScreenShot0001.jpg (http://i559.photobucket.com/albums/ss36/goober09/Civ4ScreenShot0001.jpg?t=1254603736)http://i559.photobucket.com/albums/ss36/goober09/th_Civ4ScreenShot0006.jpg (http://i559.photobucket.com/albums/ss36/goober09/Civ4ScreenShot0006.jpg?t=1255873455)

Welcome to the developement thread for SPORE: Intergalactic Colonization for BTS 3.19.

This mod will be about colonizing planets, exept these planets are extreme, from burning volcano planets, to water covered aquatic planets, to freezing ice planets, and more, at least, that's what I'm planning.:smug:

Battle against The Grox/MOD Version 0.1 is in progress!!!

Discussions: http://forums.civfanatics.com/group.php?groupid=124

Alien Empires:
Unlike regular civ, you will be able to play as alien civs, as well as the Human Empire with leaders from Final Frontier.

Battle the Grox Empire:
The Grox Empire are a race of evil cybornetic space bunnies with one goal in mind: to eliminate all life in the Galaxy.:assimilate: They have the power to terraform planets to dust, as well as convince your citizens to beleave in there religion, Groxism.

http://forums.civfanatics.com/images/icons/icon1.gifHelp Wanted:
I currently need help with making 3D stuff (units, leaderheads, etc.), if you have experiance with 3D programs, please help by making some 3D objects for this mod, I should be able to put them in the mod myself.
-GK1823

Progress:
This mod is still in the planning stages, ideas are welcome.
Units/Buildings: 0%:sad:
Terrain: 0%:twitch:
Artwork: 0%:dubious:
Tech Tree: 0%:mad:
Civs/Leaders: 5%:undecide:
Civics/Religions: 0%:gripe:


There is currently NO KNOWN RELEASE DATE, it will stay that way until planning is finished.

GK1823
Oct 03, 2009, 05:01 PM
This post is to show the progress of the MOD, and what's in the mod.

Units and Buildings:

Completed Units:
No units are made yet.:(

Requested Units:
You may request or make a unit to be put in the mod. There are currently 1 requests:
DOOMSDAY MISSLE:
This is going to be the ULTAMATE weapon in this mod (stronger then the ICBM), what does it do, find out once its built. -GK1823

Completed Buildings:
No buildings are made yet.:(

Requested Buildings:
No buildings have been requested, you may request or make a building to be put in the mod.

Terrain, Bonuses, and Improvements:

Completed Terrain:
None.

Requested Terrain:
None.

Completed Improvements:
None.

Requested Improvements:
There are 5 requests:
Domed Improvements:
Since this is a mod where you play on extreme planets, we are going to need domed improvements, otherwise: :suicide:

Needed Dome Improvements:
Domed Farm
Domed Mine
Colony Toobs (replacement for road)
Rised Train Toobs (replacement for railroads)
Domed Town (replacement for cottage) -GK1823

Completed Bonuses:
None.

Requested Bonuses:
None.

Artwork:

Completed Artwork:
None.

Requested Artwork:
None.


Tech Tree:

Tech Tree Photo:
:nuke:In progress of DELETING.:nuke:

Completed Technologies:
None.

Requested Technologies:
None.

Civilizations and Leaders:

Completed Civilizations:
Human Empire

Civs in Progress:
The Great Galactic Empire
Cyplox Gang
C.U.S.T.O.S.
Voodoo Intergalactic
Pit Demon Horde
Bananaz Empire:banana:
The Grox Empire

Requested Civilizations:
None.

Completed Leaders:
Hector Alvarez
Kanji Takeno
John Richards

Requested Leaders:
There is 1 request:
The Grox Emperor:
The Emperor of the Grox won't look any different then any other Grox, I'm hoping to get a leaderhead, if I can't, I'll just use a 2D photo:

http://i559.photobucket.com/albums/ss36/goober09/th_180px-Groxpicture-1.png
Possible Leaderhead

http://images4.wikia.nocookie.net/spore/images/4/44/Grox_Image.png
.png Photo (you can hack this into SPORE, but there are no other uses I know of:confused:)
Civics and Realigons:

Completed Civics:
None.

Civics in Progress:
Wanderer
Diplomat
Bard
Ecologist
Knight
Scientist
Shaman
Trader
Warrior
Zealot

Requested Civics:
None.

Completed Realigons:
None.

Requested Realigons:
None.



Total Completion: 1% :gripe:

GK1823
Oct 03, 2009, 05:02 PM
If you would like to help, feel free to do so, it would help a lot. I can handle making buttons and icons, editing the XML, and editing the mod, I'm unable to make units or building though.

Credits will be included with the mod as a text file.

:king: Main Designer/Mod Creator:
GK1823

:badcomp: 3D Designers:

:badcomp: Asset Contributers:

:thanx: Special Thanks:

Afforess
Oct 03, 2009, 05:15 PM
The religion is obviously spode (http://spore.wikia.com/wiki/Spode). Basically, it's split between the believers and non-believers, so that might be a little strange.

You might want to use Final Frontier as a base for this mod, as it's already set in space...
But problems arise with the whole procedural generation thing. How does one go from a land-based terrain to a space one?

GK1823
Oct 03, 2009, 05:18 PM
The religion is obviously spode (http://spore.wikia.com/wiki/Spode). Basically, it's split between the believers and non-believers, so that might be a little strange.

You might want to use Final Frontier as a base for this mod, as it's already set in space...
But problems arise with the whole procedural generation thing. How does one go from a land-based terrain to a space one?

This mod has nothing to do with space, if this mod is succesful, I might consider doing a Spore: Final Frontier mod, this mod is played on planets.:)

mechaerik
Oct 03, 2009, 05:35 PM
The religion is obviously spode (http://spore.wikia.com/wiki/Spode). Basically, it's split between the believers and non-believers, so that might be a little strange.

You might want to use Final Frontier as a base for this mod, as it's already set in space...
But problems arise with the whole procedural generation thing. How does one go from a land-based terrain to a space one?

Some speculate that the Shaman archetype actually worship another god, which the Spodians call the False God that will come (IIRC).

Knight ftw!

Carnivore->Predator->Friendly->Economic!

GK1823
Oct 03, 2009, 05:43 PM
Some speculate that the Shaman archetype actually worship another god, which the Spodians call the False God which will come (IIRC).

Knight ftw!

Carnivore->Predator->Friendly->Economic!


Would the architypes be realigons, or civics?

Afforess
Oct 03, 2009, 05:58 PM
Would the architypes be realigons, or civics?

Civics, methinks.

GK1823
Oct 04, 2009, 11:38 AM
Alright, civics then.

I finished the 2 reserved posts, mod planning can begin.:goodjob:

GK1823
Oct 06, 2009, 07:41 PM
:bump:

I posted a few requests in the Developement Area, you can post your own ideas for the MOD if you want. However, I can't make any 3D stuff, that's why I posted the requests. :help:

Afforess
Oct 06, 2009, 07:46 PM
It's too bad there isn't some kind of hack to import Spore Creatures into other games... It would be so incredibly useful...

GK1823
Oct 06, 2009, 08:36 PM
It's too bad there isn't some kind of hack to import Spore Creatures into other games... It would be so incredibly useful...

I completely agree, but EA/Maxis would never allow that. :faint:

mechaerik
Oct 10, 2009, 02:58 PM
It also wouldn't be possible. Spore Creatures and ships and stuff are saved as .png files.

Afforess
Oct 10, 2009, 03:25 PM
It also wouldn't be possible. Spore Creatures and ships and stuff are saved as .png files.

Yes and no. They display as PNG's, but actually have a lot more info stored in them than the image.

mechaerik
Oct 10, 2009, 03:33 PM
Well, that's the file extension, .png. Anything downloaded from Spore.com is a png.

Afforess
Oct 10, 2009, 03:38 PM
Well, that's the file extension, .png. Anything downloaded from Spore.com is a png.

Yeah. I'm not disputing that. I'm saying that the file has a lot of extra information in the header, mainly so it can be interpreted by the game correctly.

mechaerik
Oct 10, 2009, 03:45 PM
I always did wonder how the engine read it.

GK1823
Oct 11, 2009, 02:31 PM
I'm back.

I'm currently working on civilizations right now. I'm having trouble with getting the buttons to look right, my first attempt didn't work out so well:

http://i559.photobucket.com/albums/ss36/goober09/th_Civ4ScreenShot0004.jpg (http://i559.photobucket.com/albums/ss36/goober09/Civ4ScreenShot0004.jpg)

Now I can't seem to get any more buttons to look like that.

I also tried to romove techs from the tech tree, but I don't know where the nessasary files are.

I have a new leaderhead request, can you make The Grox as a leaderhead, if so, here's a few photos of The Grox:

http://i559.photobucket.com/albums/ss36/goober09/th_180px-Groxpicture-1.png
Communications picture

http://images4.wikia.nocookie.net/spore/images/4/44/Grox_Image.png
.png picture

The_J
Oct 11, 2009, 07:38 PM
I also tried to romove techs from the tech tree, but I don't know where the nessasary files are.


XML\Technologies\Civ4TechInfos.xml.

Removing a tech will probably affect the events, and all, what is unlocked by the tech (buildings, units, etc).

GK1823
Oct 12, 2009, 07:47 AM
XML\Technologies\Civ4TechInfos.xml.

Removing a tech will probably affect the events, and all, what is unlocked by the tech (buildings, units, etc).


Thanks, but I already know about the tech infos file, its everything else that's the problem, I don't know the names or the locations of the files.

If I can delete the tech tree, then I can start adding techs to the tech tree, and that would probably make it easier for everything else, too.:)

The_J
Oct 12, 2009, 08:23 AM
For units: XML\Units\UnitInfos.xml and UnitClassInfos.xml
Buidlings: XML\Buildings\BuildingsInfos.xml and BuildingClassInfos.xml
Events: XML\Events\EventInfos.xml and EventTriggerInfos.xml
Resources: XML\Terrain\BonusInfos.xml
Religions: XML\GameInfo\ReligionInfos.xml
Corporations: XML\GameInfo\CorporationInfos.xml

...that should be all, i guess.

GK1823
Oct 12, 2009, 08:42 PM
I have a new problem, I'm trying to take the Valcano from FfF: Age of Ice and copy it to my mod, but it keeps crashing every time, I've added the info to the FeatureInfos file and copied Art and .nif files, but it doesn't work, am I missing something?:(

The_J
Oct 13, 2009, 11:28 AM
Does the volcano appear in the civilopedia?

And when does the game crash?
When it loads, or when the map is created, or after that?

GK1823
Oct 13, 2009, 03:03 PM
Does the volcano appear in the civilopedia?

And when does the game crash?
When it loads, or when the map is created, or after that?

It does not appear in the civilopedia, and it crashes when I try to access the WorldBuilder. It also does not appear on the map.

The_J
Oct 13, 2009, 05:14 PM
Does "does not appear" mean, that there's even no entry in the civilopedia?

GK1823
Oct 13, 2009, 08:03 PM
Does "does not appear" mean, that there's even no entry in the civilopedia?

Yes, its not in the civilopedia.:(

The_J
Oct 14, 2009, 12:28 PM
Then you should re-merge it (kick all the old entries out and merge it again).

TC01
Oct 15, 2009, 08:05 PM
I have a new problem, I'm trying to take the Valcano from FfF: Age of Ice and copy it to my mod, but it keeps crashing every time, I've added the info to the FeatureInfos file and copied Art and .nif files, but it doesn't work, am I missing something?:(

Have you copied the art define? The art files in XML\Art\ contain art defines that are referenced by, say, the feature xml. So if you don't have the art define feature for the Volcano, but have the art and the actual feature, you won't get anything.

LordVoltron
Oct 16, 2009, 03:02 PM
I am still learning to model but i have come along way. I might need help with animating though. You will need someone to texture the models too. I build better than i paint.:mischief: I could read up on letter heads and see if i can model the grox. I will probably do a basic texture and someone else would have to improve it. It does not look like it will be terriblely bad to model. I love to model so to me it looks fun.

GK1823
Oct 16, 2009, 04:32 PM
I am still learning to model but i have come along way. I might need help with animating though. You will need someone to texture the models too. I build better than i paint.:mischief: I could read up on letter heads and see if i can model the grox. I will probably do a basic texture and someone else would have to improve it. It does not look like it will be terriblely bad to model. I love to model so to me it looks fun.

You can help, I need all the help I can get. :goodjob:

It would be easier to make the Grox if you could just transfer it from SPORE to Civ or a 3D program. But that's never gonna happen. :faint:

LordVoltron
Oct 16, 2009, 08:24 PM
You can help, I need all the help I can get.

It would be easier to make the Grox if you could just transfer it from SPORE to Civ or a 3D program. But that's never gonna happen.

Honestly, i would prefer to just remake it. Not only does it bypass legal issues, but wheres the fun in modelling if its just converted?

Now i have done artitecture for other games like Oblivion, and i am starting to get into modelling units for Civ4. I am running into an animation how-to problem so i need a break and a leaderhead of a grox seems fun. I have played spore and while im unsure of how it will translate here, i figure i can add a bit of something.

Some suggestions:
Because i do not think it will translate well, actually brings opportunities to the table. Spore is not real "techie". It gears more to a kiddy style of play and not the technical aspects of like civ4 go into. Make spore more technical. If your doing a marathon geared game rather than a scenario mod. If you were wanting to stay close to spore, Maybe instead of a settler you start out with a creature dependent on your civilization(race) type. And you basically take on barbarian creatures gain exp (or DNA points!!!) Which you upgrade promotions(different evolutionary parts such as hands, eyes, spitter, strikers etc). Once you get to a certain promotion you can spawn a settler, destroying the creature. Then i would almost suggest this point the other civilizations are spawned. (I doubt the ai structure will understand before this)

I have no idea of how your going to switch between maps. I think you might find this to be a fatal limit you will have to expect. I think they have discussed multiple maps and layers before and i do not think anyone figured out how. I am not the top notch expert though.

GK1823
Oct 18, 2009, 08:56 AM
Honestly, i would prefer to just remake it. Not only does it bypass legal issues, but wheres the fun in modelling if its just converted?

Now i have done artitecture for other games like Oblivion, and i am starting to get into modelling units for Civ4. I am running into an animation how-to problem so i need a break and a leaderhead of a grox seems fun. I have played spore and while im unsure of how it will translate here, i figure i can add a bit of something.

Some suggestions:
Because i do not think it will translate well, actually brings opportunities to the table. Spore is not real "techie". It gears more to a kiddy style of play and not the technical aspects of like civ4 go into. Make spore more technical. If your doing a marathon geared game rather than a scenario mod. If you were wanting to stay close to spore, Maybe instead of a settler you start out with a creature dependent on your civilization(race) type. And you basically take on barbarian creatures gain exp (or DNA points!!!) Which you upgrade promotions(different evolutionary parts such as hands, eyes, spitter, strikers etc). Once you get to a certain promotion you can spawn a settler, destroying the creature. Then i would almost suggest this point the other civilizations are spawned. (I doubt the ai structure will understand before this)

I have no idea of how your going to switch between maps. I think you might find this to be a fatal limit you will have to expect. I think they have discussed multiple maps and layers before and i do not think anyone figured out how. I am not the top notch expert though.

I don't know how much SPORE gameplay aspeks will go into the MOD (like the creature DNA thing).

Anyway, I've decided to create a prototype mod scenario called:

http://i559.photobucket.com/albums/ss36/goober09/th_Civ4ScreenShot0006.jpg (http://i559.photobucket.com/albums/ss36/goober09/Civ4ScreenShot0006.jpg?t=1255873455)

I call it v0.1, the only civs in this MOD/scenario is The Human Empire and The Grox Empire, so I need a Grox leaderhead. This MOD will also include two new victories, new gameplay aspeks (of course), and gnimrofarreT. I'll reveil more as I go along, once its done I will publish it.

GK1823
Nov 13, 2009, 08:18 AM
bump

Sorry I haven't updated this thread in awhile (I was playing Spore:D).

Mod Updates:

- Added 2D Grox Leaderhead (from SporeWiki)

http://images3.wikia.nocookie.net/spore/images/thumb/b/b0/The_Grox.png/250px-The_Grox.png

-Adding Terrain from FfH2 and core game.
-Trying to make an Earth map compatable with the MOD.

That's it, I plan on getting into Python (as soon as I figure out how to do it) to add new gameplay aspects, I can't add new art without help.

I will make sure to keep this thread updated.