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Author Topic: UQM Mod  (Read 11279 times)
lightman
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UQM Mod
« on: February 15, 2004, 09:40:51 am »

There's quite a bit of talk about modifications to UQM (or a new game). I'd like to try making an add-on/modified UQM. Anyone that is interested in contributing, let me know here (preferably by private message). I have been doing programming and graphics work.

The two major things I would like to add are:

1. Increased difficulty
- Which will cover many of the suggestions made in other threads

2. A new side-quest
- This will most likely involve a new device or two, and perhaps a new race.
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Re: UQM Mod
« Reply #1 on: February 15, 2004, 10:00:06 am »

id like just better ai for all ships. but keep the behavior of the races true. thats about the only thing, right now, that comes to mind.

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Michael Martin
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Re: UQM Mod
« Reply #2 on: February 15, 2004, 02:39:09 pm »

Quote
1. Increased difficulty
- Which will cover many of the suggestions made in other threads
Much of this (not involving ship AIs) involves twiddling various constants.  Instead of just "having a hard mode", I would suggest you try to make a patch that reads all of the values for world-model constants out of a file, and then uses them consistently.  Then "hard mode" becomes just another add-on pack.  So does "easy mode".

Quote
2. A new side-quest
- This will most likely involve a new device or two, and perhaps a new race.
Such a mod will need to hack/extend the resource system, and as such would need to be completely rewritten after 0.4.
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Chrispy
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Re: UQM Mod
« Reply #3 on: February 15, 2004, 07:44:40 pm »

I have said this many times, but instead of changing this game, make a different starcontrol game. Much harder, I know I know, but you can work with your own coding, and so on.

I know that would take more than one person, but maybe you can come of with a frame or something.
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Deep-Jiffa
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Re: UQM Mod
« Reply #4 on: February 15, 2004, 10:58:12 pm »

Talk with the member "HentaiZonga"(I think that is the name...but if you search by letter, you won't find anything similar to it), he already did it when there was 0.2v but stopped and disappeared when 3.0v came...You might get few good tips from him.
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lightman
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Re: UQM Mod
« Reply #5 on: February 15, 2004, 11:42:21 pm »

Quote

Much of this (not involving ship AIs) involves twiddling various constants.  Instead of just "having a hard mode", I would suggest you try to make a patch that reads all of the values for world-model constants out of a file, and then uses them consistently.  Then "hard mode" becomes just another add-on pack.  So does "easy mode".

Such a mod will need to hack/extend the resource system, and as such would need to be completely rewritten after 0.4.

I was thinking of having the parameters selectable in the game. I'm also aware of the problem concerning the resource system. The 0.3 system is not particularly easy to work with. I've made some progress, but I've also wondered how far the team has managed to change it, and what the final plans for that are? What will the new system be like?

Quote
I have said this many times, but instead of changing this game, make a different starcontrol game. Much harder, I know I know, but you can work with your own coding, and so on.

I know that would take more than one person, but maybe you can come of with a frame or something.

Yes, but you don't seem to understand. I am interested in a new SC game, but I don't want to take on that large of a task, not right now anyway. What interests me more at the moment, is trying to add things that I think would be fun in the existing game. Also, making a whole new game would require writing a whole new SC story, which takes much more planning than add-ons.
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Re: UQM Mod
« Reply #6 on: February 16, 2004, 03:11:53 am »

Are you interested in game-design, or coding.
You could make a frame for a game, like decribe the main objective, some side quests, some other characters, and how you see the game design.
Of course, it could be for nothing if noone wants to help you take on the task.

Do you have any specific ideas for your Mod?
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lightman
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Re: UQM Mod
« Reply #7 on: February 16, 2004, 05:48:33 am »

Quote
Are you interested in game-design, or coding.
You could make a frame for a game, like decribe the main objective, some side quests, some other characters, and how you see the game design.
Of course, it could be for nothing if noone wants to help you take on the task.

Do you have any specific ideas for your Mod?

Coding is a necessity, but I'm more interested in game design.

Yes, I have some very specific (and some rather vague) ideas for the mod.
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lightman
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Re: UQM Mod
« Reply #8 on: February 19, 2004, 05:09:23 am »

I'm making some progress. For anyone that is interested, I could use help evaluating what I have added so far. I am interested to know, for example, if the random Ur-Quan/Kohr-ah fleets invading Sol are too small, too infrequent.. etc.

Currently working:

Setup Menu
No known bugs.

Options:

X Double cost
Costs are doubled. This means crew, fuel, modules, ships.

X UrQuan/Kohr-ah agression
About a month after the Ur-Quan probe leaves, Ur-Quan and Kohr-ah ships will begin regularly appearing around Earth and the Sol system.

? Probe multiplier
A higher value means that after visiting the starbase, the initial number of probes will be higher than normal. This option is only partially tested.

? Years to Kohr-ah victory
Years until the Kohr-Ah begin wiping the races out. Untested.

? Sa-Matra guards
This is the number of ships the player must defeat. The value is applied independently to Ur-Quan and Kohr-ah ships. Untested.
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Re: UQM Mod
« Reply #9 on: February 19, 2004, 06:05:27 am »

Personally I think the time limit the game has to begin with is fine. The rest of the ideas sound really good though. So, where can we get a copy of your changes?  Grin
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lightman
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Re: UQM Mod
« Reply #10 on: February 19, 2004, 06:27:02 am »

Yeah, the "Years to Kohr-ah victory" is just something I included since it was trivial. It might make the game harder... then again it might just mess things up.  Tongue  Wink

I need to find a place to host it... any suggestions? I'd better start looking...
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Re: UQM Mod
« Reply #11 on: February 19, 2004, 07:50:52 am »

Lightman - you can host it at my site if you'd like (http://uqm.chumbucket.org).

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Michael Martin
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Re: UQM Mod
« Reply #12 on: February 19, 2004, 09:28:22 am »

I'd like to see your menu, actually.  That "setup" option is intended to eventually handle what eventually becomes the command-line options.  Or is this just a variant of Paxtez's?
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Re: UQM Mod
« Reply #13 on: February 19, 2004, 12:08:31 pm »

Oh another thing you should put: VUX warp near you in the campian too, not just in super-melee.
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lightman
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Re: UQM Mod
« Reply #14 on: February 19, 2004, 04:45:52 pm »

Bwahaha: Thanks, that would be cool.

As a temporary solution, the files are available here:
http://www.freewebs.com/lightmanuqm/

Quote
I'd like to see your menu, actually.  That "setup" option is intended to eventually handle what eventually becomes the command-line options.  Or is this just a variant of Paxtez's?

I expected that the "setup" menu was going to be for that, I just needed something to work with at the moment. Try it out and let me know what you think.

Paxtez's?
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