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Showing results 151 to 171 of 171
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Posts Made By:
Fingers
Forum:
Weird Worlds: Return to Infinite Space
December 6th, 2005, 09:00 PM
Replies:
2
mod idea - wierd worlds at war
Views:
1,942
Posted By
Fingers
Re: mod idea - wierd worlds at war
It's possible to create removable fighter bays, so you can change what kind of fighters your carrier will launch. Fighter bays have their own type of "slot" so you won't be able to install anything...
Forum:
Weird Worlds: Return to Infinite Space
December 2nd, 2005, 05:42 PM
Replies:
24
Poll:
Why I won't be buying the game - detailed report
Views:
8,222
Posted By
Fingers
Re: Why I won\'t be buying the game - detailed repo
In a way, yes and no. I like these games and it'd be cool to have one with all of our ideas in it. But what makes SAIS and by extension Weird Worlds special is that they're not clones of anything...
Forum:
Weird Worlds: Return to Infinite Space
November 30th, 2005, 08:17 PM
Replies:
24
Poll:
Why I won't be buying the game - detailed report
Views:
8,222
Posted By
Fingers
Re: Why I won\'t be buying the game - detailed repo
Well, we know that now but didn't then... In any case if MOO3 flopped after all that money and effort it makes the whole thing even riskier, and it doesn't help that any advances in technology...
Forum:
Weird Worlds: Return to Infinite Space
November 30th, 2005, 05:44 PM
Replies:
24
Poll:
Why I won't be buying the game - detailed report
Views:
8,222
Posted By
Fingers
Re: Why I won\'t be buying the game - detailed repo
Master of Orion is one of my favorite games of all time... I wasted countless hours playing it back in the day. And Rich (Ripcord O'Reilly on the forums) is a huge SC2 fan. When we originally started...
Forum:
Weird Worlds: Return to Infinite Space
November 29th, 2005, 10:58 PM
Replies:
2
Addicted... But...
Views:
2,876
Posted By
Fingers
Re: Addicted... But...
Yes, it's possible to create battles in the simulator that are way bigger than any you'll see in the game itself and it'll be taxing to any system. We simply chose not to limit the simulator too much...
Forum:
Weird Worlds: Return to Infinite Space
November 29th, 2005, 10:48 PM
Replies:
24
Poll:
Why I won't be buying the game - detailed report
Views:
8,222
Posted By
Fingers
Re: Why I won\'t be buying the game - detailed repo
"The game felt alot like I was playing a single player board game like The game of Life, where you hop along the board and get random cards from the deck."
Thank you, this is exactly what we were...
Forum:
Scenarios and Mods
November 28th, 2005, 01:52 AM
Replies:
10
Sticky:
The Modmaker's Guide to the Galaxy
Views:
20,208
Posted By
Fingers
Re: The Modmaker\'s Guide to the Galaxy
The Modmaker's Guide has been updated today with a new tutorial on creating an alien race.
Forum:
Weird Worlds: Return to Infinite Space
November 18th, 2005, 09:49 PM
Replies:
5
Love to hate This Game!
Views:
4,255
Posted By
Fingers
Re: Love to hate This Game!
Everything can be changed http://forum.shrapnelgames.com/images/smilies/happy.gif
We're working on the modding website, though there isn't much there yet; see the post in "WW scenarios and mods"....
Forum:
Weird Worlds: Return to Infinite Space
November 16th, 2005, 09:31 PM
Replies:
15
Length of games.
Views:
4,766
Posted By
Fingers
Re: Length of games.
The medium and large maps are two and three times the size of the small one (ie. the demo). Of course with the full game's mod support it's possible to create a mod with even more stars, but at some...
Forum:
Weird Worlds: Return to Infinite Space
November 11th, 2005, 10:50 PM
Replies:
5
2 ships battle - mine destroyed, but I'm ok!
Views:
2,530
Posted By
Fingers
Re: 2 ships battle - mine destroyed, but I\'m ok!
Ripcord alone can't continue the game, as his ship is a one-person fighter.
Forum:
Weird Worlds: Return to Infinite Space
November 11th, 2005, 04:17 PM
Replies:
5
2 ships battle - mine destroyed, but I'm ok!
Views:
2,530
Posted By
Fingers
Re: 2 ships battle - mine destroyed, but I\'m ok!
That's correct, you can continue the game as long as you have any capital ships left. They have plenty of room for a shipless captain... As a matter of fact you can assign any capital ship as the...
Forum:
Weird Worlds: Return to Infinite Space
November 9th, 2005, 08:48 PM
Replies:
17
Timeless Bauble changed...?
Views:
6,666
Posted By
Fingers
Re: Timeless Bauble changed...?
TaoLibra: certain items are unique, ie. there can only be one of them in the game at any one time. If that item is somewhere on the map then it can't be in Fomax's vault. This means that wishing for...
Forum:
Weird Worlds: Return to Infinite Space
November 1st, 2005, 02:04 AM
Replies:
2
Mod question
Views:
3,201
Posted By
Fingers
Re: Mod question
You can make basic scripts with conditions and user-defined variables... It's not a full programming language type affair so there are certain limits to what you can do.
For example, it's possible...
Forum:
Weird Worlds: Return to Infinite Space
November 1st, 2005, 01:49 AM
Replies:
15
A Few Questions
Views:
6,172
Posted By
Fingers
Re: A Few Questions
The late return penalty can't be "turned off", but it's easy to make a mod with a much longer time limit if you really want to.
Forum:
Weird Worlds: Return to Infinite Space
September 26th, 2005, 01:45 AM
Replies:
3
Bottom Scraping Minimum System?
Views:
3,946
Posted By
Fingers
Re: Bottom Scraping Minimum System?
I'm afraid you're out of luck with the video card in particular. WW has a bunch of OpenGL accelerated eyecandy in it that'll require at least 32M of video RAM.
Forum:
Weird Worlds: Return to Infinite Space
September 26th, 2005, 01:41 AM
Replies:
7
Sept 05?
Views:
3,688
Posted By
Fingers
Re: Sept 05?
Funny you should mention, as we just finished the features of the game tonight http://forum.shrapnelgames.com/images/smilies/happy.gif However, it still has to be scrutinized, probed and generally...
Forum:
Weird Worlds: Return to Infinite Space
September 25th, 2005, 05:05 PM
Replies:
11
Oooh, Nifty.
Views:
5,344
Posted By
Fingers
Re: Oooh, Nifty.
Mod support will likely be done on a website or a forum (like right here) and it'll grow over time. There are way more things you can do in WW than in SAIS, so trying to cover it all at once in a...
Forum:
Weird Worlds: Return to Infinite Space
August 24th, 2005, 02:06 AM
Replies:
11
Oooh, Nifty.
Views:
5,344
Posted By
Fingers
Re: Oooh, Nifty.
Well, anything with spaceships is possible.. within reason http://forum.shrapnelgames.com/images/smilies/happy.gif Making new races, ships and weapons is relatively simple. There is a "quest"...
Forum:
Weird Worlds: Return to Infinite Space
August 24th, 2005, 01:30 AM
Replies:
9
Remake or Sequel?
Views:
4,041
Posted By
Fingers
Re: Remake or Sequel?
It's a sequel, as in it starts right where SAIS left off; at Glory system in 4590. It's the same universe so the races are the same and everything that was in SAIS also exists in Weird Worlds. But...
Forum:
Weird Worlds: Return to Infinite Space
August 2nd, 2005, 06:07 PM
Replies:
7
DirectX or OpenGL?
Views:
4,692
Posted By
Fingers
Re: DirectX or OpenGL?
It's somewhat likely that there'll be a Mac (OS X) version as well, but only after the Windows version is done. We've done this with our other games. The main difficulty with supporting different...
Forum:
Weird Worlds: Return to Infinite Space
August 2nd, 2005, 02:17 AM
Replies:
7
DirectX or OpenGL?
Views:
4,692
Posted By
Fingers
Re: DirectX or OpenGL?
Weird Worlds uses OpenGL for graphics, OpenAL for sound, SDL for everything else. There's no specific DirectX requirements, but OpenAL internally works through DirectSound3d in Windows and SDL uses...
Showing results 151 to 171 of 171
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