Space Wars Mod v0.1

Originally posted by Daftpanzer
Bobisback im downloading your zips now, ill have a look although i wont be able to play because i dont have PTW :( although i might be buying it in a week or so.

Don't worry, I am going to covert it to Civ 3.;)
 
>The star carrier seems a little expensive? its 100 compared to >most others which are currently below 10...

i will sometime release a version with the carrier fixed and new races with UUs
:rolleyes:


edit: download this, it is the new version of the file

http://www.civfanatics.net/uploads4/SpaceV0.3.zip
 
the 'irrigation in space'.. i guess it was supposed to be 'hydroponics space stations' or something.... yeah i guess it is a bit weird, amybe better without it.

thing about irrigating planets only is that any resource graphics like the planets will show up infront of any 'irrigation', so how do you represent it?. I think its the same for mining too, its hard to spot without making it wierd.. maybe it could be a kind of green halo around the planet, with a red halo for mining?

i tried to delete some of my sp4mm0r from grey fox's thread but it doesnt seem to let you delete your own posts...
 
That's not a problem! You only have to think backwards a bit. If you make holes in the rescource graphics, the mining/irrigation will shine through, like this:
 
the 'irrigation in space'.. i guess it was supposed to be 'hydroponics space stations' or something.... yeah i guess it is a bit weird, amybe better without it.

i like the 'irrigation in space' it can represent food factorys off-planet due to crowding on your planets.
 
I just tried this mod (using the PTW version by Bobisback) and I think this has a lot of potential. I know you're still working on it, but I though I would point out a few things I found:

1) The Defense Battery needs to have an AI flag, otherwise the computer will just disband it because it won't know what to do with it. My scout ship basically walked right into the Zulu capital and took it because it had no defense - they had disbanded their Defense Battery. You can flag 'bombard' then artillery AI. Otherwise you'll need to remove the 'immobile' tag and give it defense AI.

2) One resource you have in the game is Fish, but the resource icon looks like metal bars of some sort. I'm assuming this is just an oversight but you may want to check it for the next version.

3) The Advanced Damage Control small wonder only reduces corruption and reduces the chance of the city being bribed, but it costs 50 shields, which is very expensive for just these two abilities. Is this supposed to be a city improvement instead, or was the wonder supposed to have some additional abilities?

4) Just wondering, why are the strategic and luxury resources assigned to the star terrains? It seems more logical (to me anyways) that the resources would be found on the planets. I know you are using the planets as bonus resources, but you could make some that are strategic/luxury by afixing the small resource icons to the corner of the planet icon. For example, you could have a normal terran planet which is a bonus resource, then a terran planet with luxury foods which would be a luxury resource, then a terran planet with rare minerals as a strategic resource. I realize you only have so many resource slots to work with so you can't do every combination of resource and planet, but you could do the logical combinations (i.e. you wouldn't have luxury food on volcanic worlds for example, but you would have gems on volcanic worlds, etc.).

5) If you aren't ready to use the remaining technologies yet, you should change the era on the ones you aren't using to 'None'. It's kind of weird to be researching Space Engineering and then research Monotheism or Gunpowder next. :)

There were some other things, but they were minor and I'm assuming they'll be fixed as you improve the mod. If you like, I'd be happy to provide a detailed list. :)

I had an idea for a scenario using this mod as a basis. Would it be okay with you guys (Daftpanzer for the original work and Bobisback for the PTW conversion) if I used your material for a scenario (giving credit where credit is due, of course)?
 
Originally posted by Ed O'War
I just tried this mod (using the PTW version by Bobisback) and I think this has a lot of potential. I know you're still working on it, but I though I would point out a few things I found:

1) The Defense Battery needs to have an AI flag, otherwise the computer will just disband it because it won't know what to do with it. My scout ship basically walked right into the Zulu capital and took it because it had no defense - they had disbanded their Defense Battery. You can flag 'bombard' then artillery AI. Otherwise you'll need to remove the 'immobile' tag and give it defense AI.

2) One resource you have in the game is Fish, but the resource icon looks like metal bars of some sort. I'm assuming this is just an oversight but you may want to check it for the next version.

3) The Advanced Damage Control small wonder only reduces corruption and reduces the chance of the city being bribed, but it costs 50 shields, which is very expensive for just these two abilities. Is this supposed to be a city improvement instead, or was the wonder supposed to have some additional abilities?

4) Just wondering, why are the strategic and luxury resources assigned to the star terrains? It seems more logical (to me anyways) that the resources would be found on the planets. I know you are using the planets as bonus resources, but you could make some that are strategic/luxury by afixing the small resource icons to the corner of the planet icon. For example, you could have a normal terran planet which is a bonus resource, then a terran planet with luxury foods which would be a luxury resource, then a terran planet with rare minerals as a strategic resource. I realize you only have so many resource slots to work with so you can't do every combination of resource and planet, but you could do the logical combinations (i.e. you wouldn't have luxury food on volcanic worlds for example, but you would have gems on volcanic worlds, etc.).

5) If you aren't ready to use the remaining technologies yet, you should change the era on the ones you aren't using to 'None'. It's kind of weird to be researching Space Engineering and then research Monotheism or Gunpowder next. :)

There were some other things, but they were minor and I'm assuming they'll be fixed as you improve the mod. If you like, I'd be happy to provide a detailed list. :)

I had an idea for a scenario using this mod as a basis. Would it be okay with you guys (Daftpanzer for the original work and Bobisback for the PTW conversion) if I used your material for a scenario (giving credit where credit is due, of course)?


Frist I want to ask you was my maps balanced, if there are, I will make more but no one but you has giving me feedback on how I did on the maps.;) second I do not care if you or anybody uses my mod up to Daftpanzer of course.:) third you have a good idea about the strategic and luxury resources I might look into that, but right now I am working on a mod for TETurkhan so I will not be able to do anything right now. Four, could you fill me in on what kind of mod you are making.:) I might be able to help in some way or another.;)
 
Originally posted by Bobisback

Frist I want to ask you was my maps balanced, if there are, I will make more but no one but you has giving me feedback on how I did on the maps.;) second I do not care if you or anybody uses my mod up to Daftpanzer of course.:) third you have a good idea about the strategic and luxury resources I might look into that, but right now I am working on a mod for TETurkhan so I will not be able to do anything right now. Four, could you fill me in on what kind of mod you are making.:) I might be able to help in some way or another.;)

1) I only played map #2 so far. The map seemed pretty balanced to me, though it seemed every star had some planets around them (of course, I didn't explore the whole map, so maybe there were some stars without planets and I just missed them). Generally speaking, I think there should be a few stars without planets.

I looked at map #1 a little bit in the editor and it looked balanced. I think spreading out the nebulas and asteroid fields out more is more realistic.

2) The scenario I was thinking of was set in the future with the Terran Empire (that explains why there are no aliens ;) ). The civs would be various noble houses in the Terran Empire. The Emporer has died suddenly and the heir is not ready to assume the throne, so the Empire is thrown into chaos. Suddenly there is an opportunity for other noble houses to move up the Imperial ladder, perhaps even taking the Imperial Throne for themselves. As the noble houses begin to fight one another, lawlessness increases and order breaks down. Pirates begin to raid the inner worlds of the Imperium and rebellion breakouts out on the border worlds. It is total civil war.

I would use the same graphics but would change the name and stats of the ships. I would also rearrange some of the graphics. For example, I would use the Barbarian encampment graphic as the new Colony graphic and I would use the Starbase graphic to represent forts. I would also reconfigure the resource icons, per my previous post. Finally, I would bring in new unit graphics, mainly from the star wars space units that have been posted here.

I would need to tweak the technologies a little too, maybe even dropping research altogether. The map would have pre-positioned colonies along with infrastructure, city improvements and wonders, pre-placed units, etc.

Well, this is just a quick overview of what I would be doing. At this point I have all the stuff that I will need to proceed. What do you think of the idea?
 
I looked at map #1 a little bit in the editor and it looked balanced. I think spreading out the nebulas and asteroid fields out more is more realistic.


Map number one is Daftpanzer map, if I make any maps spread out the nebulas and asteroid fields more, and less planets. about the idea, great idea. I think it is cool:goodjob:
 
Hello :)

Bobsiback i tried out your PTW version, very cool :goodjob:. I dont know if i agree with frigates upgrading to cruisers tho, i personally like the idea of keeping firagtes for when you have poor industry or lack fo resources for other things. I think i personally prefer maps with smaller nebulas and asteroids etc and stars closer together, but i think the maps you made are very cool, suppose its jsut what you prefer. If i carry on with this mod, i think ill try to make all the units myself in the end, just to make everything look similar. The custom units you added were very cool and well animated, so there a bit out of place with my stuff :lol:

Ed o' War, Yes there are many things that still need to be done with this mod, its not near finished yet. This was a basic test version. Ive now bought a copy of PTW, after my university work is all done i will hopefully start making a new PTW version.

About 1, Ive never seen the a.i disband the defence battery thing in normal civ3, maybe this happens in PTW tho, havent really tried it yet. That unit was supposed to be some kind of immobile defence, then i made it a starting hoemworld defence thing, but it kept causing massive pauses of my machine when i had the defence mission (i think it was trying to 'move' the units to escort colony ships or something). Artillery misison sounds cool, ill try that.

2, i think theres a few normal resources left in at the moment, also theres a different grapihcs file for showing luxury resources in the city screen, but i cant quite figure out how it works yet. Hopefully this can be fixed eventually to get correct graphics for everything and remove unused ones. I have some ideas for more planets/ resources etc.

3, Advanced damage control was just a lame rename for the battlefield medicine, are you sure it just reduces corruption?maybe hteres a mix up somehwere ill have to check. I was thinking of combining battlefield medicne and military academy abilities into one 'fleet command' small wonder or something.

4, I did that to start with because they are the only places where you can build cities, so you dont need to build a 'road' to a nearby planet to get the resource. I also thought that it was kind of cool to have only one resource for each system, so that some places become more important.

Also if you combine planets and resources, you cant have two types of planets having the same resource, e.g a volcanic world with minerals and a barren world with minerals, there would just be two types of 'minerals'. Since you can only specifiy one set of resources that are needed for each ship/structure, it seems to me that you'd just end up with a load of redundant resource types. You could have some planets as strategic or luxury resources themselves, 'industrial planet', 'mercenary planet' or something. But youd see the planet graphicson the trade screen etc. still not a huge probem. I dont know, i know the system as it stands has some problems, hopefully something can be worked out.

5, hopefully there can be a whole custom tech tree eventually. I have a game called deadlock II, from which i stole some resource graphics, it also has some cool pics for its research tree of missiles and things, hopefully i can steal some grapihcs form that.

Its fine with me if anything in this mod is of any use to you. I can also give you the 3D files of the spaceships that i made if you want. Your idea sounds very cool, im looking forward to seeing it
 
Thanks Daftpanzer (& Bobisback). I've already made some notes for the scenario. When it's finished would you want me to post it here, or can I start a new thread? I don't want to threadjack you. :)

Daftpanzer, what kind of 3D files do you have for spaceships? Are they .flcs or are they 3D models? If they are already .flcs I could probably find a use for them, but if they are 3D models I can't use them (I have absolutely no graphic talent, other than cut-n-paste). Right now using static .flcs is fine for me (I'm not too picky).
 
Well the files included in this mod are standard civ3 flcs. To make them, i made 3-D models in 3d studio max 3, and made renders in each of the main directions, then copied them onto a FLICster storyboard thing, then finally used FLICster to complie it into a flc.

I havent animated anything because i dont know how to do it in 3d studio yet. i dont know how most people make their units, i need to find out if theres any easy way of creating animations. It seems like there would be hundreds of frames and renders to fiddle with, all of which needs to be lined up properly... i think im too lazy to do that even if i could animate :) i usually play without any animations anyway, juut so the game goes quicker. Also, i dont play with sounds because it makes my civ3 crawl to a halt. So thats why the graphics so far are directional only... Maybe i can improve it in future

you can keep posting in this thread if you want, i was going to start a new one anyway if i ever get a more porfessional version of this. Maybe a new thread for your mod would get more attention tho
 
What I'll probably do then is start a new thread when the scenario is ready, but post a notice in this thread (if that's okay). I've already done a lot of the grunt work (setting up units, civilizations, techs, wonders, etc.). I've also changed the graphics that I wanted to modify. I'm building the map right now, and then I need to do the pediaicons and civilopedia text stuff. Maybe I'll have something up and running by this weekend. Thanks.
 
Done some new units, a stealth ship (dunno if its worknig properly), a battleship (best attacker) , a mobile battlestation (best defender but very slow), raider spaceship for the 'barbarians', a mercenary ship with hidden nationality (mercenaries are a strategic resource required for this, found in some systems). Also started some fighter graphics. Going to do some more work on tech tree and buildings soon.

I liked the cool neomega units, but i think ill make every unit myself in the end, just to keep things looking in-place and the download small.

Basically im still working on this, trying to make it fun to play, but it might be months before ive got a proper version to upload.
 
Well I finished the scenario. It took me a bit longer than I thought (writing the Civilopedia entries was a pain :) ). The link to the scenario is in my signature below, for anyone who is interested. Many thanks for letting me use your mod to make a scenario.
 
Originally posted by Daftpanzer
looks cool Ed o'war, downloading now

Cool, I hope you enjoy it. If you want to use anything I came up with, feel free to put it into your Spacewars mod. Thanks.
 
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