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June 20th, 2006, 12:12 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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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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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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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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June 20th, 2006, 03:25 PM
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Re: Making new components.bmp
Heh, cool... so now you've implemented Morale in SE4... should a unit's Mission be lost, so is its will to fight! (Well, not really, as it can still fight, just not as effectively, as it can't dodge enemy attacks!  )
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June 20th, 2006, 07:14 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Making new components.bmp
That should be a leader or general, or somesuch.
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