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Re: STM "Final v1.7.5" Discussion
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[ February 07, 2004, 07:05: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
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This mod is a continuing work and I am always interested in making improvements or refinements that will make it a better playing mod for those who are interested enough to play it. Modding is an incredibly time consuming process that can eat up a day faster than a heroin injections, and with equal effects. No offense, but if you add up the time I have spent directly or in directly working on this mod, talking about this mod, posting about it, or reading ideas, emails, bug reports, etc, it would easily be classified as a full time job. That is 8 hours a day 5 days a week. That is a hell of a lot of time to have invested into any one project. Factor in Kwoks time on figure things out, building a web page, and much of the same other ground work things such as posting about the mod, working out details and such, and this mod becomes its own free time sucking black hole. Don't get me wrong, I have enjoyed the journey, and the result of our efforts, everyones, is a nice playable mod. Now that it is playable, the tweaking and balancing of things has begun. When the mod was set up ideas and concepts we newly employeed and the result of these could not have been foreseen. So yes some balance issues could not have been worked out before hand, they had to be worked out through game play and testing. ONLY RECENTLY have we begun to do this. The process is an on going one, and I really want to do what is right by the mod and by the players, but not all things can be done or explained as to why they were done the way they were done. Simply put it was the best I could come up with at the time, and it seemed like a good idea to me. If I was wrong, well I am only human. And that is what play testing and bug reports are for. http://forum.shrapnelgames.com/images/icons/icon7.gif I had wanted to have the mod locked into a Version for a long playable period of time. 1.3.5 was that first attempt. It was also the first time the mod was actually uploaded to PBW. I do not want to bother Geoschmo with a new Version every week so I keep the updates and accumilated them over time hoping that more and more bugs, balance, and play issues would be discovered and improvements made so that when I did publish the latest Version, it would stand for a significat time period without having to be updated. Well like all good plans, it didn't happen that way. Oh well, what is is what is. As people begin to finsih off there old games and graduate to the latest Version of the mod, the balance will be restored and more ideas, tweaks, and bugs will be addressed and when the time comes, we can all move to the next Version as one and not peace meal as it has always seemed to have been. Thanks for reading, and thanks for all the emails asking me to explain why I did what I did. Enjoy the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif [ February 07, 2004, 11:27: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
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[ February 07, 2004, 11:41: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
[quote]Originally posted by Atrocities:
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Thank you for STM and all the huge work you've done, Atrocities. */me is looking for some other incomplete mod around. But stop, what is this? Hohoho, ADAMANT! http://forum.shrapnelgames.com/images/icons/icon7.gif * |
Re: STM "Final v1.7.5" Discussion
So If I understand this, this is a useless tech! if it will not go past the "0" damage point then how will it do ANY damage?
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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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[ February 07, 2004, 18:38: Message edited by: aiken ] |
Re: STM "Final v1.7.5" Discussion
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Eek! Quoted before you edited! But it still applies. http://forum.shrapnelgames.com/images/icons/icon10.gif [ February 07, 2004, 18:41: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
Aikens bug reports are very very helpful and I can't thank him enough for posting them. Better to have all things out in the open than letting them go without consideration.
Thank you Aiken for posting the bugs and questions. This is how we make a good mod. http://forum.shrapnelgames.com/images/icons/icon7.gif And the Adamant mod is a great mod to get into. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
Question to All,
I thought give modding-programming a try. Can everyone tell me how the family numbering code system works. I know why there a family numbering system, but don't know what numbers ranges that are used. Seems like 1000, 2000, 4000 numbers have uses. Unsure which would be safe to use. So I started with 7600's range, better than any other as far I as I can tell. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
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