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EvilMod Version history

Submitted by evilhamburger on Tue, 2008-01-15 18:59.

I could go on and on about the extensive changes, but I would rather just go ctrl c, ctrl v. like this...

//-------------------------------------------------------------------------------------
//Version 0.9.1
//-------------------------------------------------------------------------------------

Total changes in version 0.9.1: 015
Total changes so far in mod: 163

__________________________________________________________

001. Added - Lava Planets (Artist: SevenDeadlySins)
002. Added - Lava colonisation tech (Artist: SevenDeadlySins)
003. Added - Lava colony component (Artist: SevenDeadlySins)

» read more | evilhamburger's blog | 3 comments | 1 attachment

Under the hood: Gidmod Intel (or "...this world was being watched closely by intelligences greater than man's...")

Submitted by Gideon on Fri, 2007-11-09 14:01.

It has occured to me that it is rather unfair of me to change how intel defense works, and then not post details on the system. The following information is current as of 4.9.0-beta, with a game version of 1.58. Hopefully this helps you to better understand how intel defense success is calculated in my mod.

The first thing you should know is how intel and intel defense works.

Basically, an attack type is chosen. Then, the game accumulates points for that type (the ammount varies by type) until it has enough to launch the project. How much the attack project costs goes up by an ammount based on how many total attack points you are spending.

» read more | Gideon's blog | 4 comments

AI Script, planet max population capacity (or "Earth that was could no longer sustain our numbers, we were so many.")

Submitted by Gideon on Tue, 2007-11-06 12:57.

I was rather surprised to find out that the AI script has no system function to get the maximum population capcity for a planet. So, I made my own. I hope someone finds this useful.

» read more | Gideon's blog | login or register to post comments | 1 attachment

Domed colonies in the AI script (or "Is there air?!? You don't know!")

Submitted by Gideon on Wed, 2007-10-31 17:25.

A while back I found that I needed to detect whether a colony is domed. After sifting through the docs for a while, I realized that there is no way to directly check this. The function Sys_Is_Planet_Breathable() checks the planet against your Empire's primary race, but doesn't take in to account whether a colony is actually domed.

I created a script function that has since served me very well in many other script files. I thought I would post it here in case anyone wants to use or modify it themselves. I've also attached a .txt file with this information, as it might be hard to read here due to formatting.

» read more | Gideon's blog | 2 comments | 1 attachment

List of AI Script Files (AKA, Road Map to Madness)...

Submitted by Gideon on Wed, 2007-10-24 12:58.

For my first blog entry, I thought I would post a list of the stock AI script files, and what they do. To help new scripters find their way around the files.

If you see a word enclosed by %'s then this is a wild card. For instance, %mod_name% means whatever name you give your mod. So, that would be "BadassMod", not "%mod_name%".

This blog entry will not be going over the details of each file. Each file is generally complex enough to warrant its own blog entry (some of them might warrant several).

Well, enough of that Emo crap, on with the list!

» read more | Gideon's blog | 2 comments
TakAhLah's picture

Finishing off your models

Submitted by TakAhLah on Sun, 2007-05-13 14:49.

Firing points and engine glows:

This is pehaps for me the most annnoying, but at the same time fun part of making a ship set...setting the firing points.

Before we start you might need to know a few things...that I at first ignored as I didn't think it mattered!

» read more | TakAhLah's blog | 4 comments
TakAhLah's picture

A beginners guide to ship set making by a beginner...

Submitted by TakAhLah on Thu, 2007-05-10 12:10.

This is a blog about what I've learned about making ship sets...I say that, because I only started about 3 weeks ago...and I still have a lot to learn.
EDIT: I've changed some things here as I've learnt how to do them better Smiling

This by the way, is all the fault of SysOp, he convinced me to do it...so blame him! Eye-wink

So with out further delay lets get you started:

» read more | TakAhLah's blog | 3 comments
ekolis's picture

21st Century Mod preview

Submitted by ekolis on Mon, 2006-12-11 12:43.

The 21st Century Mod has a website now (not much of one, but still...)
And you can download the work-in-progress data files - yes, it does load up into SE5! Laughing out loud
http://kolis.dyndns.org/ed/se/se5/mods/21stcentury
Note that you should probably be a gas-giant native oxygen breathing race and start with all technology, due to the data files not being complete Sticking out tongue

» ekolis's blog | login or register to post comments
ekolis's picture

21st Century Mod screenshot

Submitted by ekolis on Mon, 2006-12-04 09:29.

Yep, I've been working on the 21st Century Mod...
Screenshot here:
http://kolis.dyndns.org/ed/se/se5/mods/21stcentury/big-planet.JPG
If you think THAT is huge, you should see the systems with STARS! 8O

» ekolis's blog | 2 comments
ekolis's picture

Antares Mod construction tech tree

Submitted by ekolis on Fri, 2006-10-20 16:13.

I wrote this up the other day when I was bored...
http://wiki.spaceempires.net/index.php/Antares_Mod
Check it out! Laughing out loud

» ekolis's blog | login or register to post comments
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