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Peculiar Planets Version 0.5. - Finally Here!
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I present...
PECULIAR PLANETS VERSION 0.5. :D Finally, it's here. The beta... or rather alpha... of Peculiar Planets, adding in tons of content, including 10 new alien races, some friendly, some not so friendly, new spaceships, weapons, events, etc. etc. This is just the beginning. Within a week or two, Version 0.6. - which will add much more content and fix or try and fix any bugs that crop up - will be released. Just download the attachment. It's a .zip file, so extract it into your Weird Worlds folder and you're off! I'm sure anyone still on these forums knows how to install a mod by now. :p All comments are more than welcome. A modmaker loves lots of feedback and discussion; tactical advice for combating the new alien races, questions, constructive criticism, suggestions for new content for Version 0.6., ego boosts and praise.. Anything you can think of. :D Enjoy the mod, and may your adventures by particularly peculiar! |
Re: Peculiar Planets Version 0.5. - Finally Here!
and the villiagers rejoice!
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Re: Peculiar Planets Version 0.5. - Finally Here!
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For all your patience regarding this mod, I myself am quite the opposite. I will be expecting a rundown of your very first playthrough. :D About the wait: I should have known better than to plan the mod's release so close to my brother's birthday. :doh: |
Re: Peculiar Planets Version 0.5. - Finally Here!
i'm actually at work, so i can't play much but here's some quick feedback:
cool races:) i like the new muktian and trans'luvian ships. there's also some pretty funny names. I know this is still in progress, so i won't bother w. things like ships w. no outlines in the targeting display, but i noticed two things: i can't see the nebulas on the map:( and the comet hose seems overpowered (and it causes slowdowns sometimes. maybe reduce the range and/or number of shots? awesome job, though; you put in tons of work. |
Re: Peculiar Planets Version 0.5. - Finally Here!
Thanks for the feedback. :D
The nebulae actually are visible, I was just trying to make them a little harder to navigate; they're a faint blue. And yeah, the silo's are coming in later. As for the comet hose, well only one race (the Aspians) have them, and the Aspians are THE most powerful race in the game (the Aspian Devastator beats the Kawangi)... and rare. The comet hose is just a mass driver with different coloring and point-defense capability, so I don't think that's the cause of any slow frame rate. |
Re: Peculiar Planets Version 0.5. - Finally Here!
Oops, looks like an experimental unfinished weapon slipped through... :doh:
The nogen Comet Hose used by the Aspians - much deadlier - doesn't cause any jamming, but this other one does. I've updated the attachment, so that's fixed now. |
Re: Peculiar Planets Version 0.5. - Finally Here!
So far so great!! ..love the new look! i'm finding it super hard on 'medium enemy stength' awesome. Even the Garthans r kickin' my butt, only 30min in tho.. :cheers:
more feedbck l8r :rock: |
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Yeah, the enemies are pumped up a bit, mostly thanks to their new vessels. The Garthan Destroyers are blitzkrieg rammers, and Heavy Carriers are just plain mean. |
Re: Peculiar Planets Version 0.5. - Finally Here!
Okay, some quick thoughts:
I'm liking the new colour palette - it does make the game a lot creepier/lonelier. The new races are all quite interesting and powerful. Some good new items too. However, it took me a while to figure out what represented nebulas on the starmap, and even now I'm still a bit unsure. It does make it harder to navigate as you mentioned, which is both good and bad. I suppose I'll have to get used to it (and hey, it means the nebular extent calculator is useful now). Also, I experienced a crash to desktop when I arrived at a star, just after hearing the 'star is occupied' sound. Might be a problem with one of the new races? Anyway, I'm enjoying it so far... |
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Yeah, making the Nebula Extent Calculator have some use was one of the reasons I made the nebulae harder to see. Also, in space travel, without sensors, things like nebula extent calculators, navigating nebulae would be difficult. As for the crash, it sometimes happens when you arrive at a star, occupied or not occupied. I'm tracking it down. ;) |
Re: Peculiar Planets Version 0.5. - Finally Here!
Wow just discovered that ‘fighter bay’ drones are controllable!! By far the best implemented use of that system I’ve seen.. Excellent Garthan & Mutikan ‘heavy carriers’. New race models look great especially the ‘Trans’luvians’ & the ‘Redation’ heavy weapon rocks!
Getting that crash now & then.. I think the only races I haven’t come across are the ‘Tchorak & ‘Musthar’ after bout’ 10 large map games ;) (only got back to Hope twice with a measly 18-19000 score lol) no slowdown here also.. ‘Super impressive overall!! |
Re: Peculiar Planets Version 0.5. - Finally Here!
Sounds good! I hope to fit in a few games today, and add to your feedback soon.
I can easily imagine how something based on the mass driver can slow the game down. My "microparticulate duster" in Drives'R'Us sometimes has that problem. As for the crashes, this link might be helpful for figuring out what's causing them: http://weirdworldsmods.wikidot.com/s...es-during-game That covers most of the things I know can cause a crash, along with symptoms and solutions. If it turns out it's not one of the causes listed (or linked to from) there, please feel welcome to add your eventual solution to the wiki. (Password is "shrapnel and eel") |
Re: Peculiar Planets Version 0.5. - Finally Here!
Great!!!
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Re: Peculiar Planets Version 0.5. - Finally Here!
Just a heads up -
There may be a problem with the Zorg Fighter Bay. I got it, and it failed to launch any fighters at all when I was fighting the Tchorak. Then I died, so I couldn't really test it again. I had the Aspian Fighter Bay in the very next game, though, and it worked fine, so I don't think the problem was user error on my end. I glanced at your code, and didn't see anything immediately wrong with it. As near as I can tell, it should be working. Don't know if it's worth extensive debugging that this time, but we might want to keep an eye open to see if it happens again. |
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ERROR: launchfighter: unknown race Zorg That might help track down the problem. |
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The Redation weapon packs a punch but is very easy to dodge, even for a slow frigate. Watch out for the Tchorak Volcano Home. ;) Quote:
As for the crash, I've been looking for the reason for a few months now. It seems to be quest-related. Quote:
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The Aspian fighters are really good for draining your enemies' HP. They die easily but their comet hoses are positively lethal. Thanks for all your feedback, guys! :D |
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P.S.: My earlier post's link to the wiki may have been to a too-specific page now that I think about it. Might be better to start at http://weirdworldsmods.wikidot.com/bugs instead, and just follow links as you manage to rule things out. |
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I wonder if it's case sensitive. Perhaps just changing "Zorg" to "zorg" inside the fb_ file will fix it. |
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Re: Peculiar Planets Version 0.5. - Finally Here!
The fickle formatting of Weird Worlds...
Well, I've played a few more games with the mod, and some of those enemies are armed to the teeth. Still enjoying it, but: should I be able to use the heat bubble shield and another shield at the same time? And there was something else minor, but I've forgotten it now. Anyway, I'm off to kill some Aspians... (almost left out the "p" there, which would have looked awfully racist) |
Re: Peculiar Planets Version 0.5. - Finally Here!
Thanks Alphasite! I've fixed it for the next version.
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Good luck with the Aspians. If you come across an Aspian Devastator, run. :p |
Re: Peculiar Planets Version 0.5. - Finally Here!
Are the Pandominii fighters supposed to be indestructible?
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Re: Peculiar Planets Version 0.5. - Finally Here!
No, they're not... They're not indestructible, are they? :p
Anyway, good news, guys. Got two new races (Rohar and the Kitae)... in-universe, it's actually one race with differing philosophies. The Rohar right now have 4 ship classes, the Kitae 8, but I might be adding more. I'm also working on implementing a further Aspian theme to the Sector, so as to make them the main threat. (Slave races of the Aspians, main quests, etc.) All for the upcoming Version 0.6! :D |
Re: Peculiar Planets Version 0.5. - Finally Here!
Neither my ship nor the Zorg fighters could do any damage to them.
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Try the simulator. |
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Re: Peculiar Planets Version 0.5. - Finally Here!
Odd. Well all I can say is they work perfectly normal on my system.
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Re: Peculiar Planets Version 0.5. - Finally Here!
I tried all the different races in the simulator.
Can anyone else try the simulator and see? |
Re: Peculiar Planets Version 0.5. - Finally Here!
I deleted and reloaded the mod and still have indestructible Pandominii fighters.
I'm running this on a Mac. Maybe there's some kind of bug there. |
Re: Peculiar Planets Version 0.5. - Finally Here!
I just tested it in the simulator, and I'm also having the problem where the pandomini fighters are unkillable. I put 2 terran battleships and 3 zorg frigates against a single pandomini fighter. After 5 minutes, they'd failed to do any damage to the fighter. I also noticed that the fighter didn't stop shots. Projectiles and beams would pass right through it and continue on their course as if there's no ship there.
So it's not that he's immune to damage, he just can't be hit. Everything goes right through him like he isn't even there. I glanced at the ship and race files, and found the problem. Inside pan_ftr.ini you have the following line: MASK ships\pan_ftr.pngThat line should read "MASK ships/pan_ftr.png" instead. Looks like you got your slash and backslash confused. I changed that line of the file to what it should be, relaunched and ran the exact same battle in the simulator again. This time, it took my flotilla about 5 seconds to kill the fighter. |
Re: Peculiar Planets Version 0.5. - Finally Here!
..weird. no probs with the Padominii here. Zorg frigate easily beat 2 of em' :rolleyes:
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Re: Peculiar Planets Version 0.5. - Finally Here!
Mac OS X
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Re: Peculiar Planets Version 0.5. - Finally Here!
Alright, so it seems the problem is that Windows works fine with the slash/backslash mix-up, but Mac doesn't...
Well, another thing to fix in Version 0.6. ;) Anyone have any specific ideas for new races or ships? I'll happily add them to 0.6. |
Re: Peculiar Planets Version 0.5. - Finally Here!
I'm curious if other the issues I'm having with ship masks and alpha channels are showing up on your computer. Many of the vessels in your mod appear on my computer as big black boxes, and the pictures of the ships just fade in and out in those boxes. Off the top of my head, I'd say at least half of the new ships in your mod don't display correctly.
I didn't previously report it because it's version 0.5 of a work in progress. I'd assumed you were aware of the problems with their graphics, and only released it with the flaws because we were all so darned impatient. :) I didn't want to complain, because I didn't want to discourage or annoy you. But now that I know one of the problems isn't showing up on your system, it makes me wonder about the others. Are people running this on PC seeing the same graphics problems I am? |
Re: Peculiar Planets Version 0.5. - Finally Here!
Nope, all the ships display perfectly correctly over here at least. ;)
I wouldn't have released a mod that incomplete. :p |
Re: Peculiar Planets Version 0.5. - Finally Here!
I, as a Mac user, have the same problems as described by sqqwonkian.
Aside from that, the mod seems to be pretty much alright. I am concerned with the focus on the Aspians, but that's just my personal preference in mod development. |
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Re: Peculiar Planets Version 0.5. - Finally Here!
Thanks for the mod - enjoying it a lot :D Couple of minor changes I've made - the Garthan Derelict didn't seem to to give me the ally (the popup came up, but it didn't give me a ship).
Fixed by adding after: SCOR 200 exploring These lines: ALLY garthan 7 UNPR 0 Also, I removed the line: FLAG damocles from gar_old.ini (not certain if this was required, but I was seeing some strange behaviour in combat after retreating everything but the Antique - it would lose all onboard systems and appear as "No data", meaning I had to quit the game). Also experiment.ini has a minor typo - has msc/experiment.jpg in it (instead of misc/experiment.jpg). I've had a couple of the crashes on reaching a planet, but can't see a pattern. I will say that of the shipsale quests I've only ever seen the Garthan variant come up - not sure if that's expected? Thanks again, I'm looking forward to seeing 0.6 and beyond :) |
Re: Peculiar Planets Version 0.5. - Finally Here!
@ Lorewin i so agree..
Can't wait for 0.6 Vader.. more weapons please :D can i have my 'Nova Cannon back & maybe a player usable 'Redation heay weapon :fight: :fire: :rock: |
Re: Peculiar Planets Version 0.5. - Finally Here!
Is it a game or mod limitation if I launch fighters and I destroy all visible enemies the figters stop- but when a cloaked ship appears my fighters would not move and attack?
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Re: Peculiar Planets Version 0.5. - Finally Here!
This is one of the many "features" of WW. Enemy fighters will automatically lock on to a new enemy. Your own must be ordered seperately, very annoying if you've got 6-8 fighters onscreen. This is something inherent to the game mechanics and will happen in every mod, not just this one.
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Re: Peculiar Planets Version 0.5. - Finally Here!
This is a great mod Vader, thanks! I have to say, those new destroyers look awfully familier... :)
It does crash occasionally - Have you had a chance to update with the fixes that were mentioned a few years ago in this thread? |
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