.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Digital Eel > Weird Worlds: Return to Infinite Space > Scenarios and Mods

 
 
Thread Tools Display Modes
  #1  
Old July 21st, 2010, 12:48 PM

Lord_Vader Lord_Vader is offline
Private
 
Join Date: Sep 2007
Posts: 45
Thanks: 1
Thanked 2 Times in 2 Posts
Lord_Vader is on a distinguished road
World Peculiar Planets Version 0.5. - Finally Here!

I present...

PECULIAR PLANETS VERSION 0.5.

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.

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.

Enjoy the mod, and may your adventures by particularly peculiar!
Attached Files
File Type: zip Peculiar Planets.zip (14.71 MB, 1816 views)

Last edited by Lord_Vader; July 21st, 2010 at 03:09 PM..
The Following User Says Thank You to Lord_Vader For This Useful Post:
  #2  
Old July 21st, 2010, 12:51 PM

clomaka clomaka is offline
Corporal
 
Join Date: Nov 2007
Location: Seattle, WA
Posts: 104
Thanks: 1
Thanked 2 Times in 2 Posts
clomaka is on a distinguished road
Default Re: Peculiar Planets Version 0.5. - Finally Here!

and the villiagers rejoice!
The Following User Says Thank You to clomaka For This Useful Post:
  #3  
Old July 21st, 2010, 12:59 PM

Lord_Vader Lord_Vader is offline
Private
 
Join Date: Sep 2007
Posts: 45
Thanks: 1
Thanked 2 Times in 2 Posts
Lord_Vader is on a distinguished road
Default Re: Peculiar Planets Version 0.5. - Finally Here!

Quote:
Originally Posted by clomaka View Post
and the villiagers rejoice!
I'm going to wait 30 minutes before pestering you over what you think...

For all your patience regarding this mod, I myself am quite the opposite. I will be expecting a rundown of your very first playthrough.

About the wait: I should have known better than to plan the mod's release so close to my brother's birthday.
  #4  
Old July 21st, 2010, 01:39 PM

clomaka clomaka is offline
Corporal
 
Join Date: Nov 2007
Location: Seattle, WA
Posts: 104
Thanks: 1
Thanked 2 Times in 2 Posts
clomaka is on a distinguished road
Default 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.
  #5  
Old July 21st, 2010, 02:34 PM

Lord_Vader Lord_Vader is offline
Private
 
Join Date: Sep 2007
Posts: 45
Thanks: 1
Thanked 2 Times in 2 Posts
Lord_Vader is on a distinguished road
Default Re: Peculiar Planets Version 0.5. - Finally Here!

Thanks for the feedback.

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.
  #6  
Old July 21st, 2010, 03:02 PM

Lord_Vader Lord_Vader is offline
Private
 
Join Date: Sep 2007
Posts: 45
Thanks: 1
Thanked 2 Times in 2 Posts
Lord_Vader is on a distinguished road
Default Re: Peculiar Planets Version 0.5. - Finally Here!

Oops, looks like an experimental unfinished weapon slipped through...

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.

Last edited by Lord_Vader; July 21st, 2010 at 03:10 PM..
  #7  
Old July 21st, 2010, 08:19 PM
meKanicalj3sus's Avatar

meKanicalj3sus meKanicalj3sus is offline
Private
 
Join Date: Feb 2009
Location: Liverpool UK
Posts: 14
Thanks: 1
Thanked 1 Time in 1 Post
meKanicalj3sus is on a distinguished road
Default 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..

more feedbck l8r
__________________
'I'd rather have a full bottle in front of me, than a full frontal lobotamy'

'i like to re-hydrate whilst i de-hydrate*'
  #8  
Old July 21st, 2010, 09:00 PM

Lord_Vader Lord_Vader is offline
Private
 
Join Date: Sep 2007
Posts: 45
Thanks: 1
Thanked 2 Times in 2 Posts
Lord_Vader is on a distinguished road
Default Re: Peculiar Planets Version 0.5. - Finally Here!

Quote:
Originally Posted by meKanicalj3sus View Post
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..

more feedbck l8r
Thanks! I personally thought Weird Worlds' background didn't quite give that sense of lonely, strange adventures in the depths of space that SAIS did, so I made the dominating colors black and blue.

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.
  #9  
Old July 21st, 2010, 11:08 PM

The Box The Box is offline
Private
 
Join Date: Jul 2010
Posts: 6
Thanks: 0
Thanked 0 Times in 0 Posts
The Box is on a distinguished road
Default 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...
  #10  
Old July 22nd, 2010, 09:34 AM

Lord_Vader Lord_Vader is offline
Private
 
Join Date: Sep 2007
Posts: 45
Thanks: 1
Thanked 2 Times in 2 Posts
Lord_Vader is on a distinguished road
Default Re: Peculiar Planets Version 0.5. - Finally Here!

Quote:
Originally Posted by The Box View Post
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...
Thanks.

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.
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:31 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.