Author Topic: [EGM] SMAX-EGM, Extended Gameplay Mod for SMAX  (Read 1729 times)

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Offline Mart

[EGM] SMAX-EGM, Extended Gameplay Mod for SMAX
« on: April 12, 2015, 01:32:36 PM »
Extended Gameplay Mod for Sid Meier's Alien Crossfire.
This thread is to discuss this idea to create a new Mod, a major modding work.
-----
Links:
Propositions for release 0.1
New map of Chiron
...
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What is EGM?
A list of foundations:

- A major mod. It will utilize many, or most if not all possible modding capabilities of SMACX as they are in the game including new capabilities introduced in unofficial patch. This will hopefully make a very interesting mod, that many would like to try and will enjoy playing.

- Game experience changed. Yes, it will be so, to some extent depending on our individual feel as to what SMACX is to us. First, with many modding capabilities it is difficult to avoid it. And second, we would like something new, as there is no SMAC 2 yet... Recently in 2015 low interest in completing a SMACX games can be noticed. New features can revive the game.

- A long-time work with intermediate moderately frequent playable releases. The mod will be developed without definite completion date or set of changes. As new patches are released, new capabilities will make it possible to develop further. There is already a large number of possible changes/additions, in game mechanics, graphics, few additional techs.

- Community-wide project. Every member of the AC2 forum will be able to contribute. We will be discussing proposed changes and working out new features. This will produce something hopefully widely accepted. It is my experience, that all authored mods have only limited popularity. If we create a mod with features who were proposed by many people who also worked on them, discussed, etc. we may have something that will be often played.

- We will need some place to store files, that are worked on. Github comes to my mind. Any other possibilities?

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Any thoughts on this idea?
I will create a new thread for propositions for new features/content.
« Last Edit: April 17, 2015, 05:56:42 PM by Mart »

Offline Geo

Re: [EGM] SMAX-EGM, Extended Gameplay Mod for SMAX
« Reply #1 on: April 12, 2015, 02:35:48 PM »
Not to shoot things down before they even lift off, but in my experience the more people wanting their own stuff in a general worked on mod, the less is worked on it.

Offline Mart

Re: [EGM] SMAX-EGM, Extended Gameplay Mod for SMAX
« Reply #2 on: April 12, 2015, 03:12:00 PM »
I have seen some projects around gaming/modding and I'm aware of difficulties. To give examples:

- FreeOrion, which is free version/remake/new game based on Master of Orion series. It appeared around 2003, when Master of Orion III was released and due to design changes in the middle of game creation had issues. I liked MoO I and II, and III played only very shortly. The project is now 12-13 years? It is in version 0.4.4, quite playable, but it takes so many years.
I remember a lot of discussions about so many details. It was slow. Nevertheless, they still continue it making some game. No commercial game would afford 13+ years of development. Unless owned by billionaires...
With modding it is easier to get something playable, you just make small changes.

- Caveman 2 cosmos mod for civ4. It is a major mod. In development for many years, but amount of additions makes that almost a new game. I think this is a very successful work and they discuss many things and there are many people contributing.

Community-wide mods do require compromises, but developing it is also very interesting.

Offline Geo

Re: [EGM] SMAX-EGM, Extended Gameplay Mod for SMAX
« Reply #3 on: April 12, 2015, 03:40:19 PM »
The games you mentioned also still have a tremendous player base. ;)

Offline Mart

Re: [EGM] SMAX-EGM, Extended Gameplay Mod for SMAX
« Reply #4 on: April 12, 2015, 03:56:08 PM »
I agree for civ4, but Master of Orion is not so big.

That is interesting, space based games, like building empires in some galaxy and from planets are numerous. New games are created often, and speaking here about turn-based.
Can we say that about SMACX and similar games? We have civ series in historical setting, which has many times more players, while sci-fi setting is somehow not so popular.

Offline Yitzi

Re: [EGM] SMAX-EGM, Extended Gameplay Mod for SMAX
« Reply #5 on: April 12, 2015, 07:24:14 PM »
What is the goal here?  To make it have a more balanced and as-the-game-was-intended experience with mostly the same tech tree, factions, social engineering, etc.?  To completely redesign the tech tree structure, factions, etc?  To have something closer to a TCM?

Offline Mart

Re: [EGM] SMAX-EGM, Extended Gameplay Mod for SMAX
« Reply #6 on: April 12, 2015, 07:58:19 PM »
The goals would be also from propositions. The direction would be clarified from discussion/s.
- more balanced ...as intended. Yes, or rather with many additions. Experience would be different, at least some part of it.
- tech tree, we now can add some techs in these several unused slots (up to 89). In the future, I hope to have more tech slots.
- factions, the same, vanila redesigned, added new ones, and so on. in large part it would be addition of new possible factions to play
- social engineering, as the modders wish. I guess, we could balance it next to the changes we introduce in the RULES.
- redesigned tech tree? maybe after some release something like that will emerge. It's all open for discussion.
- TCM, total conversion mod, yes, but I think, when we keep large part of the story, it will be on the extension side. Vanila things plus more.

Such development may seem "not focused" but on the other hand, no one would feel, that his/her proposed changes would not fit into this community-wide mod.

Offline Yitzi

Re: [EGM] SMAX-EGM, Extended Gameplay Mod for SMAX
« Reply #7 on: April 12, 2015, 09:28:44 PM »
The goals would be also from propositions. The direction would be clarified from discussion/s.
- more balanced ...as intended. Yes, or rather with many additions. Experience would be different, at least some part of it.
- tech tree, we now can add some techs in these several unused slots (up to 89). In the future, I hope to have more tech slots.
- factions, the same, vanila redesigned, added new ones, and so on. in large part it would be addition of new possible factions to play
- social engineering, as the modders wish. I guess, we could balance it next to the changes we introduce in the RULES.
- redesigned tech tree? maybe after some release something like that will emerge. It's all open for discussion.
- TCM, total conversion mod, yes, but I think, when we keep large part of the story, it will be on the extension side. Vanila things plus more.

Such development may seem "not focused" but on the other hand, no one would feel, that his/her proposed changes would not fit into this community-wide mod.

You should be aware, though, that often there are two mods, each very worthwhile taken on its own, that don't work well together; the main purpose of clarifying goals would be to have a way to determine what should be done in that case.

 

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