Today i released the first version of the Monstrous Mod. This mod includes a few new techs and enables the player to breed and control his/her own Space Sharks.
I do not know when the mod will appear in the library, but when it does i am eager for every feedback i can get, so please post your criticism, suggestions, bugs (i hope not), anything you wish to contribute to the mod here.
Note that this mod would not have been possible without the help of turgotZ, who unlocked the SpaceShark model and made it available here: Link
nice to see your mod in the galciv library. i'll give a try when time allows. i does sound fun.
if you check my site Link i have updated the monster file. it now includes a different coloured monster for each of the main races. its just the first version so tell me if something needs changing:like the colours, or if you have trouble getting it to work right. the new model name is "mon".
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Cool mod!! I just finished a game that used this mod! No problems so far. Unfortunately I never got to use the "shark" in combat before the Altarians surrendered. Maybe next game!
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#5
by Citizen littlewotts_ - 5/12/2004 10:03:33 PM
This sounds great. As soo as I am done testing the Halut Pack 2.0b, I'll try this out.
I think i have to lower the restrictions on the Leviathan a bit, not sure if i should make the creature a bit more powerful or slightly cheaper. I noticed that i myself pefer the Overlord over the Leviathan, as the OL is more effective. I originally wanted the LV and the OL to be very close in efficiency.
The next version of this mod will include different colors for monsters build by different races (thanks to turgotZ). Unfortunately this might take some time as i'm not at home very often for the next two weeks.
Until then i do appreciate any feedback on the current mod i can get.
Thanks to the excellent work of turgotZ i could update the MontrousMod this night to v2.0.
The new version includes different colors (colours? colors?) for monsters controlled by the different races, a new wonder, and a slight reduction in Leviathan costs.
Please continue to give me or turgotZ feedback on this mod, so it can be improved further if necessary.
I'm especially interested in your experiences and opinions regarding availability, cost/effectivity, and AI building/research behaviour.
Can you make it work in the /MOD directory as opposed to the original file directory?
I have not tested this yet, but as turgotZ initially told me to copy the files in the mods folders, i think the mod should be running smoothly if you put the files in the mods folders (data, gfx), too.
Please give me feedback if or how it worked.
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What should I look for and when should the be available?
Go for AdvancedDNAResearch. This should unlock a tech called Xenobiology. If you got Xenobiology, go for Artificial Life, this should unlock Breeding Technology, which should enable you to breed the Monster Shark. Much later on, along with Military Design Computers, there should be a tech called Artificial Xenoevolution for breeding the Leviathan.
Working right now on the next version of the monstrous mod. The Monster Shark is already boosted up a bit, made a bit cheaper, and better available. Finally got it right. The AI will now use for some time between the BattleShip and the Dreadnought, and it will USE it now (in the version currently available in the library the AI will use it next to nil). Also changed the Breeding Tanks in name, fluff and boni, added some new improvements. Made the Leviathan stronger, too, but this is still in testing. Waiting for a chance to contact Malleus. Once i've spoken to him, i'll post the next update.
(How can i delete the version-nr. from that headline?)