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Hyper Expansion Mod

 
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All Forums >> [Current Games From Matrix.] >> [Science Fiction] >> Armada 2526 Series >> Scenario Design and Modding >> Hyper Expansion Mod Page: [1]
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Hyper Expansion Mod - 12/23/2009 4:46:22 PM   
nicodede62


Posts: 190
Joined: 1/4/2008
From: France
Status: offline
Hi to all.

Since the patch 1.024, the problem of bureaucracy being set. The biggest inconvenience in my opinion is the feeling of always build the same thing on the planets.

So I edit the files in order to make each particular planet, now the planets are different in construction, maintenance, construction time, ect ..... with a system of bonus / malus.

The new planets come from the mod MooUniverse Mod, changed at my way.



http://translate.google.bj/translate?js=y&prev=_t&hl=fr&ie=UTF-8&layout=1&eotf=1&u=http%3A%2F%2Fwww.cyberstratege.com%2Fforum%2Fviewtopic.php%3Ff%3D20%26t%3D2730&sl=fr&tl=en&swap=1

All questions and suggestions are welcome here, i will try best to respond. ;).

Current Version: 1.5 béta for 1.024
LINK 1.5 béta: http://www.sendspace.com/file/skhtzd 45 Mo
HOTFIX:

My advice to reboot a party each version of the backup error and adding new features. Recommended for parts on a large map.
Note: the mod is still in beta 1.5, the work is not done on the toxic and irradied planets , and the battles for the tactical combats.



H.E.M. Features:
-Added additional 6 new planets (paradise, ocean, toxic swamp, desert and barren amended).

-Addition of 15 new buildings and they upgrade:

-Adding a unique building by planet:

-News music.
-Addition of 21 new research and tech-tree has been modified.
-The battle tactics were changed and the battle ground for a more realistic combat.


----------------------------------

Version 1.5 Béta
- All work has been resumed from 0.
- Each planet is different now with a bonus / malus, making them truly unique.
- I leave you the pleasure of discovering the rest.



INSTALLATION:
Unzip in folder: C:\Documents and Settings\Admin\Mes documents\My Games\Armada 2526\Mods

The shortcut is already present, change him if you have changed the installation address of Armada 2526.

Enjoy ;).


Again sorry for the google translation. But they translate it better than me ;D.





< Message edited by nicodede62 -- 3/14/2010 11:12:57 AM >
Post #: 1
RE: Hyper Expansion Mod - 12/24/2009 9:07:14 AM   
nicodede62


Posts: 190
Joined: 1/4/2008
From: France
Status: offline
New link to download the mod .

(in reply to nicodede62)
Post #: 2
RE: Hyper Expansion Mod - 12/24/2009 1:49:40 PM   
nicodede62


Posts: 190
Joined: 1/4/2008
From: France
Status: offline
Double post, sorry .

< Message edited by nicodede62 -- 12/24/2009 1:52:03 PM >

(in reply to nicodede62)
Post #: 3
RE: Hyper Expansion Mod - 12/24/2009 1:52:03 PM   
nicodede62


Posts: 190
Joined: 1/4/2008
From: France
Status: offline
New version 1.2d: Bugfixe

(in reply to nicodede62)
Post #: 4
RE: Hyper Expansion Mod - 1/14/2010 1:33:13 PM   
nicodede62


Posts: 190
Joined: 1/4/2008
From: France
Status: offline
New version 1.4 + hotfix.

Enjoy

(in reply to nicodede62)
Post #: 5
RE: Hyper Expansion Mod - 2/5/2010 5:59:32 PM   
Idlett

 

Posts: 1
Joined: 2/5/2010
Status: offline
Great mod, love it but I am getting an Error. Playing as Imperium of humanity and now that I can build the second tech warship, when I click on the starport I can't see the images. It seems to be missing some image file or something. IF there is a quick fix or something I could copy over please let me know.

(in reply to nicodede62)
Post #: 6
RE: Hyper Expansion Mod - 2/5/2010 8:48:28 PM   
nicodede62


Posts: 190
Joined: 1/4/2008
From: France
Status: offline
Yes, I know. There was an error with the imperium. The Tyranids are also bugged.
It will be corrected when patch 1.2 will arrive

For now, I shall give a hotfix 1.4d.

Thank you for the error reported, and good game.

(in reply to Idlett)
Post #: 7
RE: Hyper Expansion Mod - 3/8/2010 5:09:55 AM   
Baleur


Posts: 372
Joined: 1/18/2010
Status: offline
So is this the Galactic Civilizations II Icons mod? :p

(in reply to nicodede62)
Post #: 8
RE: Hyper Expansion Mod - 3/14/2010 11:14:02 AM   
nicodede62


Posts: 190
Joined: 1/4/2008
From: France
Status: offline
I launch a beta to see of possibles bug before the final version.

You can colonize planets and toxic irradied but the buildings are not yet done. Have goal with this beta colonize a planet of each type to see if there is no bug.
The party did not fight was changed, only the ground combat is over.

Have fun;).

The first page has been hereby amended.

(in reply to Baleur)
Post #: 9
RE: Hyper Expansion Mod - 6/6/2010 2:56:49 AM   
gijas


Posts: 197
Joined: 8/12/2006
From: due north
Status: offline
I was wondering if this mod will be updated to work with the new 1.3.0.2 patch? As of right now it doesn't work.

< Message edited by gijas -- 6/6/2010 2:58:23 AM >


_____________________________

"Our strategy is to destroy the enemy from within, to conquer him through himself."

- Adolf Hitler


(in reply to nicodede62)
Post #: 10
RE: Hyper Expansion Mod - 6/14/2010 10:56:16 AM   
2guncohen


Posts: 391
Joined: 4/9/2010
From: Belguim
Status: offline
a mod to make race specific ships would be koowl 

_____________________________

Link to Star Wars Mod
Alternative stormtrooper picture




(in reply to gijas)
Post #: 11
RE: Hyper Expansion Mod - 6/14/2010 10:36:25 PM   
nicodede62


Posts: 190
Joined: 1/4/2008
From: France
Status: offline

quote:

ORIGINAL: gijas
I was wondering if this mod will be updated to work with the new 1.3.0.2 patch? As of right now it doesn't work.


I know, I do not know where does the error.
I will have to resume the work since the beginning. Nothing too complicated, but the copy and paste is long, boring and not motivating.
But I will revive the whole and i start a new version in the week ahead .

quote:

ORIGINAL: 2guncohen
a mod to make race specific ships would be koowl


Ideas ?
Proposes, it could interest me .
The ships are easy to integrate, the ideas fail me.
I had originally planned to diversify the vessels with the planets. But it was too complicated and not at all balanced.

_____________________________

- Pour l'Empereur -

(in reply to gijas)
Post #: 12
RE: Hyper Expansion Mod - 6/15/2010 8:35:50 AM   
2guncohen


Posts: 391
Joined: 4/9/2010
From: Belguim
Status: offline
What about a warhammer 40k  mod ? 

back to topic : What do you need for the ships ? The only thing i have are *.png's




_____________________________

Link to Star Wars Mod
Alternative stormtrooper picture




(in reply to nicodede62)
Post #: 13
RE: Hyper Expansion Mod - 6/15/2010 1:48:13 PM   
nicodede62


Posts: 190
Joined: 1/4/2008
From: France
Status: offline

quote:

ORIGINAL: 2guncohen
What about a warhammer 40k  mod ? 


Before that, five races of the universe was integrated into the mod. I have removed because it did not jibe with the original games and the races.
I intend to make a mod with races apart distinct and very different in terms of games.
But i such a lack of time and motivation ... Yet I long to launch the project .

_____________________________

- Pour l'Empereur -

(in reply to 2guncohen)
Post #: 14
RE: Hyper Expansion Mod - 6/15/2010 3:06:38 PM   
2guncohen


Posts: 391
Joined: 4/9/2010
From: Belguim
Status: offline
Well I did the Transcendence mod "http://www.matrixgames.com/forums/tm.asp?m=2493452" for distant worlds.
So maybe I can lend you a hand ?

Im no hero with 3dmax and scripting .

But maybe I can help you with art ? or resources ?




_____________________________

Link to Star Wars Mod
Alternative stormtrooper picture




(in reply to nicodede62)
Post #: 15
RE: Hyper Expansion Mod - 4/21/2011 7:57:38 PM   
gijas


Posts: 197
Joined: 8/12/2006
From: due north
Status: offline
Any hope for this mod coming back now that the Supernova expansion has been released? I loved this mod btw.

< Message edited by gijas -- 4/21/2011 7:58:17 PM >


_____________________________

"Our strategy is to destroy the enemy from within, to conquer him through himself."

- Adolf Hitler


(in reply to 2guncohen)
Post #: 16
RE: Hyper Expansion Mod - 4/22/2011 12:30:05 AM   
nicodede62


Posts: 190
Joined: 1/4/2008
From: France
Status: offline

quote:

ORIGINAL: gijas

Any hope for this mod coming back now that the Supernova expansion has been released? I loved this mod btw.


Hello,

Yes, I resume the work to 0 (well almost), but I'm again to learn the news of extension. You must be patient .

At first, I would add the new planets and new buildings.
In a secondary time, I would add the "mod battle" to differentiate the class of ships in space and the ground combat.

And many another thing if I can add new abilities to the planets.

And really long term, I want each planet have their own buildings (but with commonalities between planets) and that each new planet is a new challenge.




It happens, slowly ...

_____________________________

- Pour l'Empereur -

(in reply to gijas)
Post #: 17
RE: Hyper Expansion Mod - 4/22/2011 1:33:42 PM   
Speedy2511

 

Posts: 83
Joined: 3/4/2010
Status: offline
Take your time!

We are waiting until this is finished!

It will be awesome

(in reply to nicodede62)
Post #: 18
RE: Hyper Expansion Mod - 4/22/2011 5:40:40 PM   
nicodede62


Posts: 190
Joined: 1/4/2008
From: France
Status: offline
Thank for the support.

I had a new idea that would not hurt, I think.
I would like add technologies according to the alignment of race (good, neutral, evil), with at the key, new buildings, new technology (in addition to that I already added) and why not new vessels (using grapshimes of existing ones, of course).

< Message edited by nicodede62 -- 4/22/2011 5:48:20 PM >


_____________________________

- Pour l'Empereur -

(in reply to Speedy2511)
Post #: 19
RE: Hyper Expansion Mod - 4/24/2011 10:09:54 PM   
Speedy2511

 

Posts: 83
Joined: 3/4/2010
Status: offline
Sounds good!

I like the idea.
GalCiv 2 comes in my mind.

(in reply to nicodede62)
Post #: 20
RE: Hyper Expansion Mod - 7/25/2011 1:50:45 PM   
uberknight72


Posts: 68
Joined: 7/25/2011
Status: offline
Does this mod work with Supernova?

(in reply to nicodede62)
Post #: 21
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