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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Whooo, I've been waiting for something like this for a long time. Thanks for consolidating almost everything into one mod. This makes my life much easier.
Couple questions. One I noticed that in the quadrant choices, they are just the standard choices offered in the regular game. I know that the proportions mod has quiet a bit, did you just leave those out? Two I spent about a week designing a map from proportions that I was going to use: A Tri Polar with lots of goodies here and there. Probably can't use that in your mod right? Three, I noticed that their is the small infantry (from proportions) file in the pictures folder; however, in the game when I try to design my troops, just the regular small, medium, and large show up. Four, now that you have heavy bombers and gunboats, would the ability to load boarding parties or landing troops on these be kind of hard to incorportate perhaps in the future as an idea. Five, thanks again, just what I needed. |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Offhand, I would expect you to be able to generate a map in Proportions and/or the map editor, and then load it into other mods like this one... because... I think most of the map data occurs during creation and editing, rather than being referred to data files during play. Not sure though - you'd have to go check.
PvK |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
If you save a map within the game, then load it into the Map Editor or another game, the systems and system objects will be there, but nothing will be colonized. The Map Editor will let you specify which planets will be players' first homeworld, but there's no way to control a multi-planet start.
If you're trying to set up a scenario, you have to do it as a savegame. |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Hmmm.. I think the P&N v2.6 (currently beta) will help a great deal with this fusion of the mods.
Of course, Suicide Junkie is the guy to ask. |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Actually I was thinking about how to add pirates to Proportions:
1: Make two race types ala P&N mod. 2: Make the city type facilities and colony modules require normal. 3: Give pirates some sort of early boarding abilities, a maintanance reduction component, and scraping bonus facility. Why didn't you add a warbase? It would be nice to see larger sized bases. How about a battle moon??? I love those things. |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Forgot to mention that I think proportions is perfectly suited for Pirates. The low increased value of ships, and the slower advancement produces an atmosphere where pirates could seriously prosper. Also the increased number of transports milling about produces a greater number of targets for pirates to attack.
I geuss pirates would probably need some sort of uber storage facilities too. |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
In P&N they have said Uber-Facilities (me thinks so anyway... oh, now 'm double guessing meself)
Edit - me spelling [ 09 May 2002, 23:16: Message edited by: jimbob ] |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Alright, few more questions:
one, I noticed in the readme that the Derek's Mod Gold incorporated some newtonian travel methods. I'm used to the proportions method of bigger ships, slower travel, how drastically different is this from the travel method utilized in the Derek's Mod Gold? http://forum.shrapnelgames.com/image...s/confused.gif two, I also noticed in the readme that some of sizes of ships have certain amounts of engines allowed. In the colony ships, and smaller, I can have as many as space allows. Is this supposed to be like that? http://forum.shrapnelgames.com/image...s/confused.gif three, the PD cannons have the special ability to sweep mines, which makes sense. Can they also serve as regular anti seeker and fighter purposes like the description says. Four, gravitic drive is gone? Does the solar sail replace its functions? http://forum.shrapnelgames.com/images/icons/icon9.gif Five, I like how you added a few more advanced trait technologies. Any more up your guys sleeves? Thank you for time and patience. Just for curiosity sake, when do you think that you would be release the next Version. http://forum.shrapnelgames.com/image...s/rolleyes.gif |
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