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June 20th, 2006, 10:44 AM
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Making new components.bmp
I've been looking at the components.bmp for imagemod because I'm working on a fantasy themed mod thats just started where I'm using all new component images.
I thought in stock, without imagemod that the components.bmp was 10 wide, but I see its 24 wide in imagemod and also has those numbers on the side. What rules are there on the size and content of that bmp.
I've currently got 17 components and I'm trying to get SE4 to run my mod so I can get a few things tested.
Also how important is background on components? Does it need to be black or something else?
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June 20th, 2006, 11:33 AM
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National Security Advisor
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Re: Making new components.bmp
It's 24 columns, but can have an "unlimited" number of rows. Absolute black (0,0,0) is considered transparent for most items in the game, but I don't think that matters for components like it does for ships etc.
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June 20th, 2006, 12:12 PM
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Shrapnel Fanatic
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Re: Making new components.bmp
Extra info past the 24th column is ignored, which allowed the image mod files to have the numbering added in.
What sort of fantasy mod are you making? "Spaceship" based, or making systems into "planets" and having the ships represent individual creatures (or small groups)?
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June 20th, 2006, 01:02 PM
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Re: Making new components.bmp
I'm making one where the combatants are components, rather than making swords, armor and so on components. Also horses and other transportation are components.
I'm using mounts to distinguish between the calibur of warriors, such as regular, heroic, legendary and a fourth very hard to unlock mount. They will increase to-hit and defense and damage, but vastly increase cost reflecting the rarity and specialness of heroic warriors.
I've got fixed ship sizes instead of the many different vehicles in Fantasy Empires Mod. I'm also keeping almost all my warrior components the same size (with a few exceptions: Orcs 20kt, Elves 40kt so far)
I've worked on Human and Orc racial sets so far, which is mostly melee and non magical stuff, but Elves are next.
* Human
Swordsman
Spearman
Priest
Archer
Knight
Gunman
* Orc
Brute
Elephant
Archer
Shaman
Berserker
is what I have so far in addition to horses, packs and facilities (with a two-in-one mana/research facility being one of the bigger changes.)
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June 20th, 2006, 02:20 PM
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Re: Making new components.bmp
Now I've got a weird bug I've found in testing. I've got an alpha version with the components showing up (and a little problem with the facilities, but no biggie.)
However, testing in the simulator and in real movement, no matter how much movement and supply I have in the design window my ships will only move at speed 1. I've given them plenty of supply and movement but they still move at 1.
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June 20th, 2006, 02:35 PM
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General
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Re: Making new components.bmp
What abilities are you using for movement? Some of the abilities (such as the one used by stock Solar Sails and the reactors in CBmod - I think it's called Bonus Movement) require at least 1 move point's worth of regular engines in order to work.
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June 20th, 2006, 02:48 PM
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Re: Making new components.bmp
My problem was forgetting to have any bridge type of component. I made a bridge/life support/crew component just to save hassles and called it mission and now things are working again. (still lots of bugs but its a start.)
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