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Re: Space Monsters!!!
Units can't lose lifesupport without being totally destroyed, so SE4 dosen't check them, I guess.
If you want ships that don't need lifesupport, try giving the ability to the bridge component. PS: Make a some Minis for those images, and I'll add 'em to the image mod. [ 26 January 2002: Message edited by: suicide_junkie ]</p> |
Re: Space Monsters!!!
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>There is also a design creation "cheatsheet" made by Atraikius that is of great help to figure out that AI file.<hr></blockquote>I wish someone would made something like that for other AI files. That would make an excellent modders manual.
I guess you would eventually find some visible planet, but would you make contact with them if their planets are invisible? If you turn show planet names on, would you see the names of invisible planets? About life support/bridge/crew quarters. Different monsters can have those heart and brain ect, while others can have master computers, either built-in or as another "organ". Psychics would be able to telepathically tame some monsters, the same way they do with enemy ships while other should be invulnerable. Some monsters would even be tamable by boarding parties, but others should have strong boarding defenses. Edit: I added the minis to the same ZIP in my Last post. [ 26 January 2002: Message edited by: Andrés Lescano ]</p> |
Re: Space Monsters!!!
Altered from the Neomod, I added a couple of abilities and took away regeneration from most components the mod used because of the bug. Would the AI pick these over regular bridges somehow, since these have smaller cost and smaller size.
Name := Central Neural Complex Description := The Main brain center of a space monster. Pic Num := 267 Tonnage Space Taken := 10 Tonnage Structure := 10 Cost Minerals := 0 Cost Organics := 100 Cost Radioactives := 0 Vehicle Type := Ship Supply Amount Used := 0 Restrictions := None General Group := Vehicle Control Family := 2 Roman Numeral := 0 Custom Group := 3 Number of Tech Req := 1 Tech Area Req 1 := Space monster Tech Level Req 1 := 1 Number of Abilities := 3 Ability 1 Type := Ship Bridge Ability 1 Descr := Contains a ship bridge. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Boarding Defense Ability 2 Descr := Directs anti-bodies to counter invading entities Ability 2 Val 1 := 250 Ability 2 Val 2 := 0 Ability 3 Type := Self-Destruct Ability 3 Descr := Dies when invasive entities prove to have superior numbers. Ability 3 Val 1 := 0 Ability 3 Val 2 := 0 Weapon Type := None Name := Internal Organs Description := Organs which sustain the function of a space monsters brain. Pic Num := 116 Tonnage Space Taken := 5 Tonnage Structure := 10 Cost Minerals := 0 Cost Organics := 100 Cost Radioactives := 0 Vehicle Type := Ship Supply Amount Used := 0 Restrictions := None General Group := Vehicle Control Family := 3 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Space monster Tech Level Req 1 := 1 Number of Abilities := 2 Ability 1 Type := Ship Life Support Ability 1 Descr := Contains life support. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Armor Regeneration Ability 2 Descr := Regenerates 30 points of damage per combat turn. Ability 2 Val 1 := 30 Ability 2 Val 2 := 0 Weapon Type := None Name := Connective Tissue Description := Tissues that hold a monsters inner organs together. Pic Num := 218 Tonnage Space Taken := 5 Tonnage Structure := 10 Cost Minerals := 0 Cost Organics := 100 Cost Radioactives := 0 Vehicle Type := Ship Supply Amount Used := 0 Restrictions := None General Group := Vehicle Control Family := 4 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Space monster Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := Ship Crew Quarters Ability 1 Descr := Contains Crew Quarters. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Weapon Type := None |
Re: Space Monsters!!!
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Egregius:
Rollo: edit... Their special shipsizes have -100% maintenance for obvious reasons. [ 25 January 2002: Message edited by: Egregius ]<hr></blockquote> -100% maintenance reduction has not worked for me on the overall maintenance cost of a single ship when I tried to mod reduced maintenance into hull sizes. [ 26 January 2002: Message edited by: AJC ]</p> |
Re: Space Monsters!!!
Thanks for the pics Andrés. They look great http://forum.shrapnelgames.com/images/icons/icon7.gif .
I am not sure about taming monsters. I think I will give all of them built-in MC and SDD. The monster hulls that I use so far have not -100 maintenance reduction, but -500. So they will generate and not use resources. Rollo |
Re: Space Monsters!!!
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Egregius:
Altered from the Neomod, I added a couple of abilities and took away regeneration from most components the mod used because of the bug. Would the AI pick these over regular bridges somehow, since these have smaller cost and smaller size...<hr></blockquote> I don't think the design minister chooses by smaller size. One thing I have found though, is that the number of tech requirements influences the choice of components. Maybe if you add a second tech requirement to the components (ship construction 1, perhaps?) the minister will choose them. Rollo |
Re: Space Monsters!!!
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Re: Space Monsters!!!
Just place the components from worst to best, and without anything else to base its decision on, the AI takes the Last component.
EDIT: The Morepics.zip has been added to the image mod, but has not been uploaded. (I need your credits first.) The beam & torp images are #51 (both) The components got slots 300 through 305, alphabetical order. [ 27 January 2002: Message edited by: suicide_junkie ]</p> |
Re: Space Monsters!!!
Just mention my name for the credits.
I guess you would eventually find some visible planet, but would you make contact with them if their planets are invisible? If you turn show planet names on, would you see the names of invisible planets? What would be the race portrait of monsters if you contact them? They should have a speech file to ensure they don't talk at all. It wouldn't make sense if monsters answer "It's not our time for alliaces." |
Re: Space Monsters!!!
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Andrés Lescano:
Just mention my name for the credits. I guess you would eventually find some visible planet, but would you make contact with them if their planets are invisible? If you turn show planet names on, would you see the names of invisible planets? What would be the race portrait of monsters if you contact them? They should have a speech file to ensure they don't talk at all. It wouldn't make sense if monsters answer "It's not our time for alliaces."<hr></blockquote> If they do not colonize and don't use troops there will be no visible planets. Contact has usually been established by monster scout ships. Not sure if the planet name shows or not, but I'll check. Wouldn't make any difference really, if a human knows where the planet is. Humans just don't have the sensors to detect (and attack) the planet. The homesystem of the monsters can be found easily enough in the borders screen anyway (too bad this cannot be turned off for homesystems, just for colonized systems). I was thinking to use the race portrait (dragon)that was in the zip. Wasn't that the reason you included it? The speech file isn't a problem. I was counting on Puke to come up with some nice speech lines. The only one I can currently think of is "Yum yum..." http://forum.shrapnelgames.com/images/icons/icon12.gif . Rollo |
Re: Space Monsters!!!
You would be able to attack a visible ship above the planet and that would make it show in combat.
Would a dragon be apropiate to speak for a space amoeba? That's the portrait I was planning to use for the dragon shipset. I was including just as a preview. If I ever finish it will be a little confusing to have an empire with the same portrait of monsters wouldn't it? If you find the pic is apropiate use anyway. I'll worry when I finish that shipset. Any idea for a flag? |
Re: Space Monsters!!!
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>You would be able to attack a visible ship above the planet and that would make it show in combat.<hr></blockquote>Except that it is an entire-sector cloak. Anything in orbit will also be invisible and non-attackable.
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Re: Space Monsters!!!
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Andrés Lescano:
... Would a dragon be apropiate to speak for a space amoeba? That's the portrait I was planning to use for the dragon shipset. I was including just as a preview. If I ever finish it will be a little confusing to have an empire with the same portrait of monsters wouldn't it? If you find the pic is apropiate use anyway. I'll worry when I finish that shipset. Any idea for a flag?<hr></blockquote> Oh, I see. Well, if that is the picture for the dragon shipset, it should stay that way. I'll find something else (or maybe somebody could do something ..hint...hint http://forum.shrapnelgames.com/images/icons/icon12.gif ). I haven't really given much thought what picture and flag would be good. Top prioriety for me right now is making it work. Rollo |
Re: Space Monsters!!!
OK, i've just read the Last 3 pages...
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> The way I currently envision the monsters is not a swarm, but few huge beasts that operate mostly alone. <hr></blockquote> This is what I had in mind for the monster in my previous thread. The only thing that worries me is intel - how do you prevent another player stealing a monster through crew insurrection - you could give the monster tech some outrageous intel facilities for counter intel, but could you then prevent them from using offensive intel? Actually, you probably could, couldn't you, if you denied them the normal tech trees. You could also make special "monster intel": "Sire, Giant Space Lobsters have stolen 40000 Organics from our storage facilities." |
Re: Space Monsters!!!
Hey Dogscoff,
WP monster: yeah, that would be cool if it worked, but I have my doubts. Unfortunately there is no minister for "wandering about aimlessly" http://forum.shrapnelgames.com/image...s/rolleyes.gif . As I said earlier, the monsters will behave like a "normal" AI. That's one of the major restrictions with doing monsters with this workaround. Intel: I have already taken care of this with a similar method as you described (high intel production and only defensive intel). The planet cannot ever be taken by humans, so the monster facilities can have truly insane power. Rollo |
Re: Space Monsters!!!
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by dogscoff:
"Sire, Giant Space Lobsters have stolen 40000 Organics from our storage facilities."<hr></blockquote> Cripes, I have this dream too, do you also have the one with the B5 Centauri and the giant broccoli spear tangoing to Westlife? Seriously, the WP monster is an absolutely super idea. IMHO, monsters should fit into one of three types, 1 the bloodthirsty galactic 'as much mayhem before breakfast as possible' sterotype - eg the swarm thing you experts are discussing as to whether practical or not; 2 the "dangerous if you get near them but otherwise just hanging out in the far reaches of the galaxy type" eg most of the monsters they meet in Startrek; and 3 the mysterious 'never come across them but golly you know they are there' types just like your WP beast, unstoppable, not directly dangerous, elusive but capable of some game turning things, eg new warp point right into your home system etc now, modding the AI? I leave to you experts |
Re: Space Monsters!!!
Well, I'll give the WP monster a try tonight and see what the AI does with it.
Rollo |
Re: Space Monsters!!!
I know the ultimate goal is to create a non-player monster that will behave accordingly in a game and be a challange. But there is no reason that these more difficult ideas have to be discarded outright. They could be used in a multiplayer game. All you would need is a person willing to control the monsters. Make them interesting enough and that shouldn't be a problem.
Geo |
Re: Space Monsters!!!
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by geoschmo:
I know the ultimate goal is to create a non-player monster that will behave accordingly in a game and be a challange. But there is no reason that these more difficult ideas have to be discarded outright. They could be used in a multiplayer game. All you would need is a person willing to control the monsters. Make them interesting enough and that shouldn't be a problem. Geo<hr></blockquote> Geo, wise words - if all we are talking about for the moment (other than mod tweaks) to make these left field concepts I advocate reality is (i) a willingness to be a beasty on mutli-player and (ii) role playing then count me in - I will always be more than willing |
Re: Space Monsters!!!
I like the ideas for the 3 types of monsters mentioned, this way everyone has their type of monster incorporated into the game. This could possibly be set as a random factor, that way you would never know which of the 3 you were going to see in your games. You could have 1,2 or all 3.
I would also make it an option that way those who didn't want monsters would be able to turn them off. In some of the other sci-fi games out there, monsters were incorporated into the games and worked fairly well, ie; Moo, Federation, etc. just some ideas mac |
Re: Space Monsters!!!
right on Mac, the question will be as Geo says whether is it possible to modd these traits into the game, or alternatively, and an idea I really like only if from a role playing angle, would be for a human to run the beasts, imagine, each swarm type could differ depending on who ran it -we would all have our own styles etc
just some ideas GT |
Re: Space Monsters!!!
I wonder if it would be worthwhile to consider a multi-level game:
- at one level, we have the standard player races doing their thing. - in the background, unseen by most players until the advent of advanced sensors, two or three non-expanding monster races battle it out. - and at the bottom, we have a universe-eater with SM technology. The universe-eater should probably eat all the systems at the edge of the map, then work slowly inwards, cloaking all planets, asteroid belts and stars with colonies and cloaking bases. The winner of the game would be the player(s) who control the Last starsystem in the core of the galaxy. The middle-monster races would attack this core system as their primary goal, preventing any one player from fortifying it until the Last part of the game - after the universe-eaters have swept past the monster-homeworlds. |
Re: Space Monsters!!!
I like the idea of the "universe eaters" going about their buisness completely unaware of the other races, and undetectable by them. That would be easy enough with a high level cloak. Is there a way through a mod to make a ship that can pass through a standard minefield without either detonating it or sweeping it? If not I guess it would just have to go ahead and sweep them.
This could be combined with the WP monsters before. It would be a controllable "event" generator in effect. Geoschmo |
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Rollo - I might have a dragon pic for you, if I can just find it. I drew a cool lizard years ago and it's now stashed away on my Amiga (which is currently mothballed), but maybe some of my friends would have a copy of it somewhere. I'll mail them and find out.
I have an idea for a cool space monster pic as well. I just hope it looks as good on screen as it does in my head. I'll try to pixel it this week, at least in outline. Also, I'm not up to date with this thread, so this might have been suggested already, but how's this for a space monster idea: A warp point monster - you give it warp open / close abilities and let it roam around the galaxy. It wouldn't even have to be aggressive, it could just wander about altering the map at random, making the game a little more interesting for human players. Or, you could make it invisible (impenetrable cloak) and pretend the warp points opening all over the place are random events=-) Of course you'd have to be careful the wp tech didn't fall into human hands but I have a feeling you've already discussed that kind of thing on this thread. Not sure how you'd persuade the monster to actually use the wp components, but imagine how cool it would be if you could get it working... |
Re: Space Monsters!!!
http://se4kdy.cyberwars.com/temp/possiblemonsters.zip
Just downloaded and rendered a lot of animals and other pics from 3dcafe. Some of them could make good mosters. Also included a few pics I made from scratch. Pick any you like and make suggestions. |
Re: Space Monsters!!!
Wow, thanks a lot Andres http://forum.shrapnelgames.com/images/icons/icon7.gif .
Lots of good new ideas here. I tested the WP monster(s) Last night. Didn't do a whole lot, but at least one WP was opened by it. Most of the time the WP-ships hang around the home planet though. Since it doesn't cost the monsters any money, might as well leave that in. Humans can use that to create confusion around the quadrant. Also checked if the cloaked planet is revealed if planet names are turned on. As suspected it is, so there is a planet name floating in seemingly empty space http://forum.shrapnelgames.com/image...s/rolleyes.gif . I put a ship in orbit of the cloaked planet to see whether that would count as a blockade. It doesn't http://forum.shrapnelgames.com/images/icons/icon7.gif , meaning that you cannot blockade what you don't see. Tonight I will check, if I can blow up what I cannot see. I have a destroy-planet-ship in the queue and see what happens when try to use that above the cloaked planet. Rollo [ 29 January 2002: Message edited by: Rollo ]</p> |
Re: Space Monsters!!!
Andres - I liked the manta and spinal pics for space monsters. The pt.bmp made me think of Rodan (which sounded like it had jet engines) from the old 1950s Manga rubber Godzilla movies.
<nostalgia> Man I loved those films... </nostalgia> Anyway... Rollo & Geo - Tell us more about your "vision" of the space monsters. Are they rare but hugely powerful or common as muck and comparable on strength to an empire ship? Do they stay the same strength throughout the game or does their tech "evolve" as the game progresses? Presumably you'll have a whole bunch of monster pics in a shipset (ie Escort = gas cloud, frigate= space spider, destroyer= Disembodied Head of Zsa Zsa Gabor etc) and then the monster AI will just build and release them. I suppose you'd have to enforce variety (ie prevent the AI from only using the largest hull available) by having monster type 1 as a "pop transport", type 2 an "attack ship" and then set the AI files to build them in equal quantities. This reminds me of a cool idea I had Last night actually: To make the monsters more "organic" and less like ships, have a whole stack of custom hulls for them, with irregular sizes - so rather than each monster being exactly 500kt or exactly 350kt, give the hulls values like 534kt, 908 kt, 177kt. Make dozens of them, but distribute the images randomly throughout, so that the AI doesn't go through "phases" of producing only energy clouds, and then only crystalline entities as it advances through the tech. (Assuming it does advance through the tech. You may have used a "static" tech tree, which might work a lot better) Something else that occurred to me: isn't there something hard coded into the game that even if it has the tech, the AI will only build ships up to light cruiser size for the first 40 turns, or something like that. I think there imight be 2 or 3 "thresholds". This could be useful to you, to ensure variety in hull sizes. What about names? You can't have "giant carnivorous blimp" if the AI assigns that name to a space-wasp. You'd have to use either meaningless names, or give the monsters individual names like "Melcchor the Devourer" and "Spogroth the Wanderer". http://forum.shrapnelgames.com/images/icons/tongue.gif Finally (for now anyway) will you be including a whole load of squidgy, crunchy, what-does-a-4-kilometre-long-slug-eating-a-spaceship-sound-like-anyway sound effects for the monster weapons? I hope so=-) The line-in on my Soundcard is fried, otherwise I'd offer to sample some sounds from "Destroy all Monsters" or "The Terror of MechaGodzilla" (which I happen to have on tape). http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Space Monsters!!!
or even Godzilla wavs
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Re: Space Monsters!!!
Thanks, guys http://forum.shrapnelgames.com/images/icons/icon7.gif .
Will check that out,when I get home. |
Re: Space Monsters!!!
Okay, I checked if a planet destroyer would be able to destroy a cloaked planet (was kind of worried about that), but that doesn't work http://forum.shrapnelgames.com/images/icons/icon7.gif . So truly the only means (that I can think of right now) to kill the monsters is to destroy the whole system.
Rollo |
Re: Space Monsters!!!
I'll try to make some short answers (before my boss comes in http://forum.shrapnelgames.com/images/icons/icon12.gif ).
Back to work.. http://forum.shrapnelgames.com/image...s/rolleyes.gif Rollo |
Re: Space Monsters!!!
Re: Universe-eaters.
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Is there a way through a mod to make a ship that can pass through a standard minefield without either detonating it or sweeping it? If not I guess it would just have to go ahead and sweep them. <hr></blockquote>I would say: If they can eat stars and planets, I'm sure that the mines will taste like salt in their diet http://forum.shrapnelgames.com/images/icons/icon7.gif RE: names. Searches work great. Godzilla movie monsters for example. |
Re: Space Monsters!!!
What if they cloaked they star?
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Re: Space Monsters!!!
they are not that smart, nor do they have the potential to be. if they could be made to create stellar constructions, then we could probably make them construct a base at 6,6 and cloak the star. as it is, they cant even convert astroid belts.
the AI will not create bases anywhere except in orbit of their own colonies. |
Re: Space Monsters!!!
Andreas, can we borrow "vorlon.bmp" from your possible monsters for vorlon shipset ?
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Re: Space Monsters!!!
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by oleg:
Andreas, can we borrow "vorlon.bmp" from your possible monsters for vorlon shipset ?<hr></blockquote> Yes I found that ship in 3dcafe and thought it may be a good adition to the vorlon shipset. Forgot to mention that. BTW the mesh didn't include a readme I'll have to check there again if you need the author for credit. |
Re: Space Monsters!!!
Hi everybody,
the Monster Mod is nearing its completion for the first stage. There is still a lot that can be done, but I feel comfortable enough to publish a first Version for testing very soon. I still need some pictures of monsters and also a race portrait. I am totally lacking in the arts department, so if anybody wants to contribute something, I'd be thankful. Rollo |
Re: Space Monsters!!!
I haven't read over the thread all that much, but what is the general idea behind space monsters? Is it like a neutral empire who protects their "habitat" by force with some powerful natural tech?
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Re: Space Monsters!!!
Please remind of the pics you need. Some new kind of mosters or variations of some of the ones I had posted?
I still wish to make the dragon shipset someday (souds so far http://forum.shrapnelgames.com/images/icons/icon7.gif ), so it wouldn't be apropiate to use the portrait I had shown you. Any idea of the kind of moster would be apropiate as race portrait? Are you upgrading the mod to Gold Version? I think it mixes different sizes and designs better and that will be very helpful for this mod. It does not longer allways pick the largest hull. Any idea for "organic infestations"? And you can give them stellar manipulation prevention abilities to their facilities, so their hidden homeworld cannot be destroyed. |
Re: Space Monsters!!!
Cap Kwok - The Monsters are not neutrals. They leave their homesystem, but do not build new colonies. Diplomacy is rather simple as they just declare war on everyone. And yes, they do have a rather powerful racial tech with special hulls, weapons, components, etc.
Andrés - Currently I am using two pics from the Cephalopeia, one from the Dragon, one that Dogscoff sent me (giant worm), and another one that I made myself from a photo that I found on the web (giant jellyfish). I still need the race portrait, flag, drone, and maybe a new jellyfish. There is no space station either, but that isn't important as they are always cloaked anyways. I'll look through the pics that you posted again and use one of them for the drone. For the portrait I'll probably use just a big question mark for now. There will be a step 2 in the monster project so better and additional pics can be added later. I remember that the manta pic was pretty nice and I'll use that for a new monster in the next iteration. The Mod has been made for Gold and is incorporated into DevnullModGold. I have not made any changes to the system types, so the organic infestation is just pretty, but does nothing. Giving the monsters the ability to prevent stellar manipulation would make them totally undefeatable. I am not sure that I like this. Depending on the weather, my household chores, and any Last minute problems that might show up, I am planning to post the Mod within in the next 48 hrs. Rollo edit: typo [ 27 April 2002: Message edited by: Rollo ]</p> |
Re: Space Monsters!!!
Andres Lescano: Your re-done SE3 races showed up in as random races in my newest game. Ickyak & Memorak are currently at war with me and the Sechulkra soon will me...nicely done sir!
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Re: Space Monsters!!!
The Space Monsters are now flying http://forum.shrapnelgames.com/images/icons/icon10.gif . Check out the latest Version of Devnull Mod Gold.
DevnullModGold_v1.60 Enjoy and let me know how you like them (even more important: what you don't like). There is plenty of room for new stuff and improvements. Happy gaming http://forum.shrapnelgames.com/images/icons/icon7.gif , Rollo |
Re: Space Monsters!!!
Hi,
looks like I screwed up a little with my calculations and made monster tech way too cheap http://forum.shrapnelgames.com/images/icons/icon9.gif . I did most tests with only one planet, 2000 points and under minister control (which means no bonus). Anyway, in my current actual game I used 3 planets, 3000 points and low AI bonus and the monsters had maxed out their tech by turn 20 http://forum.shrapnelgames.com/images/icons/shock.gif OOPS. I suggest raising the cost of monster tech to a large amount, say 150000. You can do this yourselves. 1. Find the techarea.txt file in .../DevnullModGold/Data. 2. Change the Last entry to: Name := Monster Tech Group := Applied Science Description := Only for the bad and ugly guys. Maximum Level := 12 Level Cost := 150000 Start Level := 1 Raise Level := 2 Racial Area := 6 Unique Area := 0 Can Be Removed := False Number of Tech Req := 0 I will test this tonight and make it part of a patch, if more bugs / suggestions come in. Rollo |
Re: Space Monsters!!!
2 questions:
Do the Space Monsters require the Devnull mod to function as intended? Does the Devnull mod alter / replace any of the stock files? |
Re: Space Monsters!!!
Yes, the Monsters are part of Devnull Mod. So, you need that to play with them.
No, Devnull Mod does not change/alter any of the stock files. However, it does add one file (monsterroar.wav) to the Sound folder in the stock installation. I was reluctant to do that, but the other options would have been copying all the other sound files into the mod and thus increasing its size by 27 megabytes or leaving this gimmick out. As long as you do not have a file with the same name, it dosn't hurt anything. Rollo |
Re: Space Monsters!!!
Rollo,
Thanks, I don't mind the extra file. |
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