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-   -   Mod: Even Weirder Worlds *** Now 1.02 (http://forum.shrapnelgames.com/showthread.php?t=34082)

Phlagm April 4th, 2007 04:08 PM

Mod: Even Weirder Worlds *** Now 1.02
 
1 Attachment(s)
EWW 1.02 - Removed the underdelve alternate quest.
Added a new mainquest with appropriate goodies (weapons and ships).
Added proper spirifer silhouette
Added proper zorg battlestation silhouette, and finalized it.

EWW 1.01 - Took Corrupted quest out temporarily
Juggled races in game.ini to try to get more of them to appear
Added 1 race to each of the maps in distribution.ini as well as a couple of stars.
Moved the zorg.tga image over a bit in the intro screen

EDIT: EWW 1.00
Fixed typo in pirate quest
Added the Sphyrna race
Added two new ally ships
Changed intro art
Added a skeleton version of pulse wave weapon
Added the Incredible Combobulator...too bad I can't get it to work
Reorganized races to make Cambrians start appearing again


EWW 0.99
Added some new Zorg Hireables, which one you get depends on which ship you choose at the beginning..
Added a new Terran "Hireable" which is again somewhat dependent on which ship you choose at the beginning.
Added a new Pirate "quest".
Added a new weapon for the pirate race, and tweaked their existing weapons to make them somewhat more threatening.
You can see a future Zorg Battlestation in the simulator:

Coming soon: Another mainquest, finalizing the Battlestation and cambrian tritarthus, a spiffy new device (if I can get it working) the race from my avatar (the art's already done), and another race.

EDIT: This is 0.90 - Thanks to Fingers for making the nocollision and shootable flags complimentary http://forum.shrapnelgames.com/images/smilies/happy.gif

EWW 0.90 - Fixed a couple of text overflows.
Added the Cambrian Spirifer to the fleets.
Added 2 weapons:
Tactical Attack Drones
Duranium Burst Gun
Finalized the Blastoid Launcher
Added the Blastoid Launcher to the Cambrian Eurypterid
Outfitted the Pirates with the Flak Cannon and Duranium Burst Guns
Fixed art on Popplers

BigSpaceKablooie April 8th, 2007 06:58 PM

Re: Mod: Even Weirder Worlds 0.85
 
I just registered to say: thank you for version 0.85! It's given me a couple of hours of great fun already.

Gosh, isn't Esmerelda annoying though? ... Just makes it more satisfying when you catch her!

Keep up the great work, and looking forward to 0.90!

Ace_Garp April 10th, 2007 09:51 PM

Re: Mod: Even Weirder Worlds 0.85
 
Cool!
I've amended the Mod List thread to point to this latest version.
Would this work with the Mac (pre-ravian release), or does it use anything from the last windows update?
I'll go ahead and try it anyway. Any probs and I'll report back ;-)

blargue April 15th, 2007 02:51 PM

Re: Mod: Even Weirder Worlds 0.85
 
Hey Phlagh, great work on the mod. Loads of fun! One quick fix you may want to implement - the Zorg cargo freighter has too many cargo points. The game doesn't seem to be able to handle 6 rows of cargo space - I think there is a hardcap at 5 rows, so as soon as you manage to place anything in the 6th row the game crashes. Reducing the space to 5 rows should fix it.

Phlagm April 17th, 2007 02:23 AM

Re: Mod: Even Weirder Worlds 0.85
 
Oh good catch! Thanks. Wow, how the hell did you manage to get that many items? I don't know that I ever have been able to. I guess that's proof that not only will it crash the game, but that extra row probably isn't needed anyway.

Once I'm done with finals, I'm planning to produce another patch (maybe 1.0). I just finished whipping up a Garthan Frigate in my very little spare time, and can't wait to stick it in.

mantari May 28th, 2007 11:45 AM

Re: Mod: Even Weirder Worlds 0.85
 
I just wanted to say that I enjoyed your mod very much, and it breathed a great deal of fun and enjoyment back into the game. Thanks!

Phlagm May 30th, 2007 08:16 PM

Re: Mod: Even Weirder Worlds 0.85
 
Thank you. I have a ton of stuff to do in that mod. If the mac patch comes out before the summer ends, I'll have time to do it. Until then, another mod will be debuting soon.

Mafaa June 19th, 2007 01:17 PM

Re: Mod: Even Weirder Worlds 0.85
 
How soon is soon?

ImUrOBGYN June 25th, 2007 09:41 PM

Re: Mod: Even Weirder Worlds 0.85
 
Whew, it's been awhile. Nice job so far Phlagm. Just tried it out today. Noticed a couple little things so far. The only one I can remember offhand though, has to do with text descriptions. More specifically, you're only allowed so many characters (I don't remember how many) in item, etc text descriptions so yours are being cutoff. Dunno if that was mentioned already or not. Still catching up on stuff. Can't wait to see what else you have in store. I think I like playing mods better than making them. Bit more of a suprise, ya know.

Doncommie July 18th, 2007 06:31 PM

Re: Mod: Even Weirder Worlds 0.85
 
This is really well made and the new content is very impressive, I can't really go back to plain now as it almost feels like playing with an expansion pack.

My only gripe is that the smaller Cambrian fighter style ships are really annoying as they constantly try to ram me, it makes combat with them very difficult.

Phlagm August 6th, 2007 04:23 AM

Re: Mod: Even Weirder Worlds 0.85
 
Hehe... Yeah, I know those guys are annoying. Whenever the mac patch comes out, I'll get a chance to tweak them a little more. It's rough because everyone plows into you right away. I need some more cambrians to offset that, but I do like the idea of the little fighter guys ramming you, and having an inordinate amount of ramming ships in general. It kind of gives some more dimension to the fighting. But I admit that they probably need serious balancing.

I hope to add several more races when the mac patch comes out. Also, I will try to add more items and weapons. And quests, but those are TOUGH. I kind of feel that the quest system is seemingly robust, and close to actually being robust, but whenever I try to do something a little out of the bounds of what is already present in the game, I hit a snag. For mods that completely rework the game, it's not a problem because you can remake standard quests and make them look completely different. It's exceptionally tough to keep all the old quests and put new things in that aren't simply redundant.

sgqwonkian August 9th, 2007 03:29 PM

Re: Mod: Even Weirder Worlds 0.85
 

Love what I've seen of the mod so far. Your ship and item artwork is really top-notch, it makes me envious.
Really enjoyed the "eel-drive" - despite being "just another drive" the added flavor made it really incredibly cool.
I love the concept of the various stellar fragment guns and look forward to blindly picking up the other varieties in the future.

But I do have a bug to report: Every game I've played so far has crashed to the desktop in between high-score list and credits.

Admittedly, I'm playing on the beta version of the mac patch, so it may not be your mod that's causing the crashing - it may be an unidentified bug in the patch. But it's probably worth your looking at the files relating to credits and mission debriefing to make sure there's nothing glitchy there.

Phlagm August 17th, 2007 01:39 PM

Re: Mod: Even Weirder Worlds 0.85
 
Thanks! Now that I'm suddenly able to work on this mod again, I'm hoping to add a handful of things to it really fast, and then release a small update in the next couple of days.

sgqwonkian August 18th, 2007 01:33 PM

Re: Mod: Even Weirder Worlds 0.85
 
Played some more of your Mod last night. The teleporting zorg missiles are sheer genius.

Found a typo in your Digital Eel item - I presume it's supposed to say "This sparkling..." not "his sparkling..." http://forum.shrapnelgames.com/images/smilies/happy.gif

Phlagm August 19th, 2007 06:18 AM

Re: Mod: Even Weirder Worlds 0.85
 
The teleporting missile was a carry over from my Strange Adventures mod ESAIS where I made one special weapon for each race. I think it could use some tweaking still, but that's okay. of all the things I've added, the hydra missile is still my personal favorite.

Thanks, I've corrected the typo, added another Garthan ship, and fixed a bug that was found long ago with the Zorg Freighter. I want to do something new before i put out another patch, but I guess we'll just have to see what I have time to get done.

sgqwonkian August 19th, 2007 11:06 PM

Re: Mod: Even Weirder Worlds 0.85
 
There was also some block of text that ran off the page, and couldn't be read. Can't remember which item it was off the top of my head. If I stumble across it again I'll post here.

Just downloaded 0.86, thanks for the update!

Phlagm August 20th, 2007 02:01 AM

Re: Mod: Even Weirder Worlds 0.85
 
Cool. Yeah, I have a tendency to get a bit verbose. I used to have a TON that overran, but I caught and corrected most of them. Any spots are great, though

sgqwonkian August 20th, 2007 04:03 PM

Re: Mod: Even Weirder Worlds 0.85
 
I do it too. Nearly every text block in my mods so far has had to be trimmed back once I actually saw them on screen. Mod with passion, edit in cold blood...

lexicat August 25th, 2007 12:51 PM

Re: Mod: Even Weirder Worlds *** Now 0.86
 
hey there!

fantastic mod! i noticed a text overrun or two also, will keep my notepad handy.

Gotta hand it to you: happiness is [/i]not[/i] a warm particle vortex cannon, but rather a warm Hydra Missile Battery (or, two if i've found the timeless bauble, plus a cloaking device, if i'm lucky).

What fun!


lexicat

Phlagm August 30th, 2007 04:41 PM

Re: Mod: Even Weirder Worlds *** Now 0.86
 
Thanks! I can use all the help I can get. I always liked that the Hydra was just mediocre unless the enemy has point defense. Then the missile is wildly counterintuitive...for them.

Lord_Vader September 12th, 2007 08:17 PM

Re: Mod: Even Weirder Worlds *** Now 0.86
 
Does EWW require the WW patches or something? It always crashes to desktop when I hit the "Start" button when I select this mod.

Phlagm September 13th, 2007 03:30 PM

Re: Mod: Even Weirder Worlds *** Now 0.86
 
Yeah, you need the latest patch.

chabex September 13th, 2007 04:39 PM

Re: Mod: Even Weirder Worlds *** Now 0.86
 
Umm.. As I played the mod I have found the Data storage stuff and when I found the Data Encrypring stuff and dropped on the cargo the game crashed... Is it just me or has someone else experienced this?

sgqwonkian September 13th, 2007 08:24 PM

Re: Mod: Even Weirder Worlds 0.86
 
I got the new-new patch (so my mac is working again) and christened it by playing your mod 3 games in a row.

Love your mod. One game I had a four ship flotilla armed exclusively with weapons you'd added, and no doubling-up!

Told you I'd let you know if I found another block of text that ran out the window... Check out the Transwarp Organ. It exceeds the allotted space. Last line of text is "interstellar hydrogen to".

Also, since I'm reporting a "bug", there's an item called Blastoid Launcher that has the same picture and description as the Fission Torpedo. Haven't used it in combat so I don't know if it has unique functionality, (it was on a homeworld and I had nothing worth trading down for it). Thought I'd mention it in case this wasn't intentional that the text and picture weren't changed.

Over all, love the mod. Please keep up the great work!

Phlagm September 13th, 2007 08:35 PM

Re: Mod: Even Weirder Worlds 0.86
 
Yeah, I had actually just found the transwarp organ and fixed it, but thanks. I'm sure there are more to find. The Blastoid launcher is a troublesome beast of a missile for the cambrians. I thought I took it out until I could get it done, but apparently not. Thanks for that catch. I'll go fix it here in a bit.

sgqwonkian September 14th, 2007 01:00 PM

Re: Mod: Even Weirder Worlds 0.86
 
Finally found the minefield deployment drone. That thing is beautiful. It was positively decisive in one battle, so I assumed it would be just as good in the next. Except the Pirates just shot their way through in good 'ol classic BSG fashion, and even my adding a flak cannon to the mix wasn't enough to deter them!

I am envious of your ability to code weaponry.

Anyhow, the real reason I was posting wasn't _just_ to pat you on the back. (But I'll do so again - great mod!) I found another text over-run. On the minefield none the less. Last line is "extensive use in the first" and never supplies the expected noun(s).

Mafaa September 14th, 2007 06:10 PM

Re: Mod: Even Weirder Worlds 0.86
 
Hey, got a glitch, the transwarp organ has the text cut off.

koppit September 15th, 2007 03:02 AM

Re: Mod: Even Weirder Worlds 0.86
 
"extensive use in the first" ... -> insert war here
lol

I'm also envious of the weapon coding, it's absolutely awesome http://forum.shrapnelgames.com/images/smilies/happy.gif

Phlagm September 16th, 2007 07:51 PM

Re: Mod: Even Weirder Worlds *** Now 0.90
 
It be updated http://forum.shrapnelgames.com/images/smilies/happy.gif

Phlagm September 17th, 2007 02:59 AM

Re: Mod: Even Weirder Worlds *** Now 0.90
 
Oh and the weapon coding is only a matter of getting an idea, and then meticulously running the thing over and over until you can get it as close to your idea as possible...and using what's already there as an example.

I can tell you one thing: If you want any snazzy pattern to spawn from a missile, you almost always have to spawn a stationary object that is invisible and let that launch the next stage. Once I figured that out, my life got easier.

One thing that helps me come up with ideas is to try to break established patterns and behaviors for things. Example: the hydra missile is a missile that works better against races with point defense. Also (although this came out of SAIS) it happens that the Zorg Missile is useful because it will hit from behind and bypass most point defense. Finally, the blastoid will get hit by point defense, but will detonate when it does, so it may inadvertently take out a fleet of fighters.

I haven't spent much time with the beam weapons, but I will shortly. (I'm also going to have to go through and make a few more items of each type so you aren't just finding weapons everywhere).

Oh and I just learned something about my mod, and I'll share it. If you have Ripcord with twin mass drivers and the plasmoid shield, he's ruthless.

-Jeremy

Lord_Vader September 17th, 2007 08:03 PM

Re: Mod: Even Weirder Worlds *** Now 0.90
 
Alright, I got the patch... FANTASTIC mod! One of the best ones around. I've already played it three times in just a few minutes.

But, yep, your ability to code weaponry is outstanding. Since Fingers has quite a lot to do, maybe you could make a post here a bit like one of the documents in the Modmaker's Guide to the Galaxy, on weapons. This would really help me make my mod.

The Corrupted Tan Ru is a really good idea, and I love it how they break up into other ships when destroyed. I think I'll do the same thing for my new insane aliens.

I can't wait for the full version with the Dalomar, Silikites, Wraiths etc.

Phlagm September 18th, 2007 02:59 PM

Re: Mod: Even Weirder Worlds *** Now 0.90
 
Thank you very much. I'm going to keep adding content. I've got a few more weapons slated for it, and eventually I will add back in all of the races you mentioned (from SAIS) another race, and a bunch of other goodies. I am working on qualifiers this semester (for my degree) but I always need a reason to slack off, so I might start something.

ragnarok_mr4 September 20th, 2007 03:25 PM

Re: Mod: Even Weirder Worlds 0.85
 
Phlagm,

First, I must congratulate you on an excellent mod. That's top-notch code and artwork you have there! I especially like your weapon/particle effects.

I've been agonizing over a way to deploy a proper minefield, as the Gamilons in the StarBlazers universe are supposed to make extensive use of mines. Then I come across exactly what I wanted to make - in your mod.

Would you mind if I take a leaf from your work and use it as a springboard for my own mod?

Cheers!

Alphasite September 20th, 2007 04:42 PM

Re: Mod: Even Weirder Worlds 0.85
 
I'm really enjoying this mod. I've noticed a couple of issues in the latest version:

1) The description for the tactical attack drones is incorrect.
2) The description for the telepathic ooze runs over.

WeirdGuyinanevenweirderworld September 21st, 2007 06:47 PM

Re: Mod: Even Weirder Worlds 0.90
 
I have the mac version and yet to have luck with this mod. I've downloaded every version and it just crashes the program. Why? Is this just a mod for pc?

I just read through this thread and found that I needed the patch. Working through it now.

I can't wait to play.

dod488 September 21st, 2007 06:54 PM

Re: Mod: Even Weirder Worlds 0.90
 
I'm using the Mac version and am loving this mod. No real problems.

Alphasite September 22nd, 2007 11:35 PM

Re: Mod: Even Weirder Worlds 0.90
 
I just had a weird games with Even Weirder Worlds 0.90. I was playing a medium length game with the frigate and the Klakar ship didn't appear. I did find the Klakar homeworld early in the game.

I went through all the solar systems three times to be sure (and was several years overdue).

Phlagm September 24th, 2007 08:01 PM

Re: Mod: Even Weirder Worlds 0.90
 
Hmmm. Bizarre. I've got them set for always. I'll look into it, but it's never happened to me. Thanks.

charmanta September 29th, 2007 06:44 AM

Re: Mod: Even Weirder Worlds 0.90
 
just want to thank you for this great mod http://forum.shrapnelgames.com/images/smilies/wink.gif

Great and funny ... and mostly difficult, too

Alphasite September 29th, 2007 11:49 AM

Re: Mod: Even Weirder Worlds 0.90
 
I had a really funny thing happen with this mod yesterday. I hired the Bloodfang, and every time I went into combat the Bloodfang was pointed backwards and had to turn 180 degrees.

I don't know if this was something with the mod, but I never saw it playing without the mod.

Actually, there are times when I'd like to have ships pointing in different directions when entering combat. Especially when I'm going to fight the Urluquai.

Alphasite September 30th, 2007 05:41 PM

Re: Mod: Even Weirder Worlds 0.90
 
Just last night I ran into the same thing with the Zorg freighter.

Phlagm September 30th, 2007 06:43 PM

Re: Mod: Even Weirder Worlds 0.90
 
First of all, thanks charmanta http://forum.shrapnelgames.com/images/smilies/happy.gif And second of all. wow, alphasite, I haven't ever had that happen to me. Has anyone else?

That's just bizarre. I'll keep my eyes peeled for it. Is anyone else having this happen?

i I figure out that something in my mod is doing it, I'm totally going to try to put that in an item

Lord_Vader September 30th, 2007 07:58 PM

Re: Mod: Even Weirder Worlds 0.90
 
I've been playing your mod solid for days and not found anything like that. I actually HOPE I find it like that, as it would be useful in fighting the Urluquai.

lexicat October 1st, 2007 02:43 AM

Re: Mod: Even Weirder Worlds 0.90
 
Yep, I have had it with various escorts.

Phlagm October 1st, 2007 01:49 PM

Re: Mod: Even Weirder Worlds 0.90
 
Bizarre. DO they spin around at the start or do they just stay facing the wrong way? I will occasionally get ships that are a little askew and reorient themselves at the start of the fight, but I think I got that in the original game too.

Alphasite October 1st, 2007 01:56 PM

Re: Mod: Even Weirder Worlds 0.90
 
They spin 180 degrees at the start. If you can figure out a way to specify ships in the fleet to enter facing backwards and stay that way it would be very useful (as would a rear-facing weapon on the corvette and frigate, but that's another topic).

chabex October 1st, 2007 03:44 PM

Re: Mod: Even Weirder Worlds 0.90
 
I have experienced the same- at every WW mod and in the original. If you give the flagship the turn (T) command the other ships in your flottila start to spin around. I guess this is a glitch in the original game...

lexicat October 1st, 2007 05:38 PM

Re: Mod: Even Weirder Worlds 0.90
 
They re-orient themselves. And it doesn't just happen if the flotilla arrangement is a little cramped, either.

Fingers October 1st, 2007 06:38 PM

Re: Mod: Even Weirder Worlds 0.90
 
If this occurs when you tell your flagship to turn in place, then it's normal behavior. The escort ships try to maintain their assigned spots in relation to the flagship, so if you turn right (without moving forward) any escort ships on the right side will have to turn around to go to their new spots (since the ships can only move forward). If the flagship is moving forward as it turns, the escort AI is able to drift backward in formation just by slowing down.

Alphasite October 2nd, 2007 12:27 AM

Re: Mod: Even Weirder Worlds 0.90
 
I've seen the ships adjusting themselves, but this is different. Rather than:

vvvv

I sometimes (very rarely) get:

vvv^

And the "^" will immediately spin 180 degrees so it's pointing the other way without me doing anything.


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