AdvancedLife v0.31

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Re: AdvancedLife v0.31

Unread post #21 by spikd_telecaster » Fri Jul 29, 2016 11:31 am

I finally was able to download the newer version of this mod and I love it! Haven't quite played it to its 'full extent' (I've only used it while playing on the creature stage so far), though. But I still love it.


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Re: AdvancedLife v0.31

Unread post #22 by Raella69 » Sat Nov 19, 2016 11:27 am

spikd_telecaster wrote:I finally was able to download the newer version of this mod and I love it! Haven't quite played it to its 'full extent' (I've only used it while playing on the creature stage so far), though. But I still love it.


Does the mod even make any changes to the creature stage? Doesn't seem like it does.

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Re: AdvancedLife v0.31

Unread post #23 by Obliivious » Sat Nov 26, 2016 2:53 pm

Raella69 wrote:
spikd_telecaster wrote:I finally was able to download the newer version of this mod and I love it! Haven't quite played it to its 'full extent' (I've only used it while playing on the creature stage so far), though. But I still love it.


Does the mod even make any changes to the creature stage? Doesn't seem like it does.


Haha, no it does not. It's space stage only. He tested it earlier, before I made the update -- I think that's what he's referring to.
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Re: AdvancedLife v0.31

Unread post #24 by Raella69 » Tue Nov 29, 2016 10:40 am

Out of curiosity, what does the Starfall laser actually do? Just a ton of damage? Or is it a non-ammo, energy-based version of the Planet Buster?

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Re: AdvancedLife v0.31

Unread post #25 by Obliivious » Sat Dec 31, 2016 1:59 pm

Raella69 wrote:Out of curiosity, what does the Starfall laser actually do? Just a ton of damage? Or is it a non-ammo, energy-based version of the Planet Buster?


It is the heat ray effect as a laser if I remember correctly. It deals like 400 damage a second. Very long range and very large beam diameter. Definitely good for killing Grox spaceships in like 3 seconds. As powerful as it is, I do think it is balanced. Good luck getting your hands on one.

I can't remember if I implemented high energy costs yet, but if I did you better hope you upgraded your energy capacity because it is most certainly not energy efficient.
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Re: AdvancedLife v0.31

Unread post #26 by Irineu » Tue May 02, 2017 6:02 am

I can help in the dev with translation for portuguese

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Re: AdvancedLife v0.31

Unread post #27 by Obliivious » Sun Jun 18, 2017 7:52 am

Irineu wrote:I can help in the dev with translation for portuguese


Well alright then. I guess I can release a Portuguese version of the mod.

Also, an update to everyone: the upgrade tree mod is proving quite difficult. Weapons that have already been bought will not be sold again after upgrading to the next tier even if I make them a re-offer-able consumable object. The problem is that I don't want to clutter the weapons tray with unwanted and unused weaponry, otherwise I would simply not add the weapons to the same upgrade tree. Also, apparently there is no way to make weapons backwards upgradable even if they are in the upgrade tree that way -- empires won't sell them anymore. :x

I believe it is time to change my upgrade tree idea to a decision at each upgrade stage. Three choices. Reduce energy consumption, increase damage, or increase range. Your choice. Of course, I will keep the lore and stats section at the beginning of the description.

Now that I've said all that, I've suddenly gotten the idea of creating upgradable consumable weaponry. Maybe all bombs will have ammo now or something difficult like that. Wow, actually that sounds quite immersive. Perhaps empires will sell up to 20 bombs at a time for a reasonable sum. Does anyone else think this would make the game more interesting? I feel that our empires' single spaceship versus an entire planet will be much less overpowered and really give you a reason to explore some terraforming and spice trading. Now just to make allies much more tanky and slightly more powerful to make allies much more desirable...
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Re: AdvancedLife v0.31

Unread post #28 by TheLoneChipmunk » Sun Jul 23, 2017 1:30 pm

Is this still being worked on? It sounds very interesting, so I think I'll give it a try.

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Re: AdvancedLife v0.31

Unread post #29 by Obliivious » Sun Jul 30, 2017 12:50 pm

TheLoneChipmunk wrote:Is this still being worked on? It sounds very interesting, so I think I'll give it a try.

Yes, I just don't have as much free time as I used to.
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Re: AdvancedLife v0.31

Unread post #30 by Kisutora » Sun Sep 17, 2017 9:22 am

Loving the changes so far, great work!
I have some suggestions:

-More cargo space upgrades as storage space can become a problem if you like terraforming, collecting rares and what not.

-As of now the mod basically makes going for a blue card in creature stage worthless since the ship is fast by default. Could this be made an optional feature, or perhaps the creature blue ability be changed to something else?

-The ability to choose your homeworld spice.

-Bringing the White Spice into the game as the rarest and most expensive spice.

Oh and this is just extra, but I would love for there to be Orange Spice and Indigo Spice. Why? Because then we would have the full rainbow(ROYGBIV) of spice; Red, Orange, Yellow, Green, Blue, Indigo and Violet.. well Purple but it's close enough. And all of those combined makes White Spice! - the rarest most expensive spice. I think this would only be a good idea if we had expanded cargo space however. And Pink Spice... Who doesn't like Pink Spice..

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Re: AdvancedLife v0.31

Unread post #31 by zotobom » Fri Nov 03, 2017 5:01 am

Hey, gotta say this mod looks absolutely amazing.
You mentioned wanting space empires to expand quicker, and I completely agree.
I haven't tried it yet, but this mod claims to have that as a feature: viewtopic.php?f=125&t=6350
''changed it so empires will now grow bigger and faster (more empires)''

It might be worth digging through the mod or contacting the author :)

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Re: AdvancedLife v0.31

Unread post #32 by Obliivious » Mon Nov 13, 2017 3:27 pm

Hi all, just checking in to let you know where I am.

- At university working very hard at not failing some pretty difficult courses.

I expect that I will not have time to work on this for a while as I am doing rather a lot of extra-curricular work as well. Don't fret, I will eventually add my work to the link. A lot has changed since my last release, but it's not quite ready for the next one.

And now some responses to other forum goers:

zotobom wrote:Hey, gotta say this mod looks absolutely amazing.
You mentioned wanting space empires to expand quicker, and I completely agree.
I haven't tried it yet, but this mod claims to have that as a feature: viewtopic.php?f=125&t=6350
''changed it so empires will now grow bigger and faster (more empires)''

It might be worth digging through the mod or contacting the author :)


Thanks for the link!

I left a comment on the topic. Hopefully I get a response, but I do have one theory on how he's doing it. The parenthetical containing "more empires" is the issue at hand. I think we can agree that there are definitely more empires based on his description, but maybe they don't grow bigger and faster directly. Hmm, this idea is very interesting indeed.

Perhaps the fact that there are more empires means that they are closer together, meaning that they would be more likely to be in range of each other to interact -- something less likely in core Spore depending on difficulty level. When they interact, they often start wars and take over each other's land -- causing them to grow faster than their usual colonization rate.

If this is the case, then you would still have to deal with a greatly increased chance of being harassed by Spode's Followers or some other kind of annoying warmongering civilization near you constantly. Imagine starting within four stars of 6 religious civilizations constantly bugging you for money with the threat of war. Ick.

Kisutora wrote:Loving the changes so far, great work!
I have some suggestions:
-Snipped.


I will try to work some of this in, but I believe that some of these mods should remain separate on purpose so that users can install and uninstall components they don't agree with/like. I think some of these already exist separately anyway, but if you want I can try to add some lore to it.
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Re: AdvancedLife v0.31

Unread post #33 by zotobom » Wed Nov 15, 2017 9:38 am

Obliivious wrote:Hi all, just checking in to let you know where I am.

- At university working very hard at not failing some pretty difficult courses.

I expect that I will not have time to work on this for a while as I am doing rather a lot of extra-curricular work as well. Don't fret, I will eventually add my work to the link. A lot has changed since my last release, but it's not quite ready for the next one.

And now some responses to other forum goers:

zotobom wrote:Hey, gotta say this mod looks absolutely amazing.
You mentioned wanting space empires to expand quicker, and I completely agree.
I haven't tried it yet, but this mod claims to have that as a feature: viewtopic.php?f=125&t=6350
''changed it so empires will now grow bigger and faster (more empires)''

It might be worth digging through the mod or contacting the author :)


Thanks for the link!

I left a comment on the topic. Hopefully I get a response, but I do have one theory on how he's doing it. The parenthetical containing "more empires" is the issue at hand. I think we can agree that there are definitely more empires based on his description, but maybe they don't grow bigger and faster directly. Hmm, this idea is very interesting indeed.

Perhaps the fact that there are more empires means that they are closer together, meaning that they would be more likely to be in range of each other to interact -- something less likely in core Spore depending on difficulty level. When they interact, they often start wars and take over each other's land -- causing them to grow faster than their usual colonization rate.

If this is the case, then you would still have to deal with a greatly increased chance of being harassed by Spode's Followers or some other kind of annoying warmongering civilization near you constantly. Imagine starting within four stars of 6 religious civilizations constantly bugging you for money with the threat of war. Ick.

Kisutora wrote:Loving the changes so far, great work!
I have some suggestions:
-Snipped.


I will try to work some of this in, but I believe that some of these mods should remain separate on purpose so that users can install and uninstall components they don't agree with/like. I think some of these already exist separately anyway, but if you want I can try to add some lore to it.

Imho, the biggest problem isn't that empires grow slowly, it's that they don't grow at all until you discover them and even them seemingly only when close?
Venturing out of your homeworld space will net you only one-system empires, and it's boring. I want the excitement of finding a huge 20 system empire out of nowhere, or something like that. If it's somehow possible to change that so empires actually do grow on their own, that'd be the best. But alas i'm not sure that's possible.

For what it's worth, I have played with the Master Of All Worlds mod and I haven't personally seen a big increase in empire growth, it just seemed like vanilla. But that's anecdotal so who knows.


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